I like the play on Cairne with the Marywn cards. The second summon having some upside is actually pretty decent, and the additional health (comparing the ratio) probably makes it an auto-include in most aggressive or deathrattle minion focused decks.
2. Archimonde is so OP. For 10 mana just summon a Doomguard (worth 7 mana) and deal 6 damage to minion (worth 4 mana as it does not cost a card) would be enough without the 6/8 body
I'm aware that there is no "Human" type. It is a custom type. There are plenty of custom types on hearthcards.net. I'd also like a go at making more human cards, as well as some undead cards.
Fair call. I just remember from WC3, he had finger of death, which turns a minion inside out. Which is where I got the 6 damage from. He also summoned doomguards. Whats your suggestion? Get rid of the 6 damage and just have the summon the doom guard? Reduce Archimonde to a 6/6?
It does, but it helps to mention it as some players might not know.
You should keep it consistent with existing cards though. Janalai also doesn't read "Summon a ragnaros which cannot attack but deals 8 damage to a random enemy at the end of the turn".
I think its better to reduce Archimonde's stats to 4/8, keep the 6 damage and change "summon a Doomguard" to "at the start of your next turn summon a Doomguard"
I don't think it's incnsistent. Janalai would have too long text, so that's a reason why there's no Ragnaros effect on it. Voidlord for example specifies that his summons have Taunt.
I don't think it's incnsistent. Janalai would have too long text, so that's a reason why there's no Ragnaros effect on it. Voidlord for example specifies that his summons have Taunt.
Huh, I never noticed that Voidlord says that. Good call!
Reign of Chaos is too slow and could work without the need to kill them off. N'Zoth, the Corruptor was played and even then was sometimes too slow against certain decks, despite the fact that it usually summoned taunts to diminish face damage. A 10-mana card has to do something major to swing the game heavily in your favor, so it can see competitive play.
Archimonde isn't just too powerful due to the tempo swing, but it also wouldn't make much sense to be printed considering Doomguard goes against class identity and thus went to HoF. Bringing it back to standard would go against the agenda Blizzard is trying to push about Warlocks not having access to cards with charge.
I don't think it's incnsistent. Janalai would have too long text, so that's a reason why there's no Ragnaros effect on it. Voidlord for example specifies that his summons have Taunt.
Yes, but Voidlord do summon Voidwalkers, but in the text he only says "Summon three 1/3 demons with taunt" not "Summon three Voidwalkers with taunt". You could make Archimondes text "Summon a 5/7 demon with charge" while summoning Doomguard.
Reign of Chaos kind of seemed cool to me. Slow, but potentially really strong. Then it hit me. You could coin it out with Bloodbloom. Yeah, that's not something which would really work. Dealing 24 damage on Turn 2 or 3, while it probably doesn't kill an opponent, probably puts the game into an unwinnable state. Shouldn't be too hard to close out from there. It's probably a card which can't be printed for Warlock. It *REALLY* couldn't be printed if the Infernals didn't die automatically.
There's probably a really cool Warlock removal spell to be made, however, which summons down Infernals with Rush to attack minions. To make it a bit different from Flark's Boom-Zooka, maybe they only die under certain conditions. "Summon 4 6/6 Infernals to attack random enemy minions. Then, any which are undamaged are destroyed." So maybe you'll keep a few Infernals around, but not at full health. Not as good of a board clear as something like Twisting Nether, but it's got a chance to leave some bodies on the board.
Reign of Chaos kind of seemed cool to me. Slow, but potentially really strong. Then it hit me. You could coin it out with Bloodbloom. Yeah, that's not something which would really work. Dealing 24 damage on Turn 2 or 3, while it probably doesn't kill an opponent, probably puts the game into an unwinnable state. Shouldn't be too hard to close out from there. It's probably a card which can't be printed for Warlock. It *REALLY* couldn't be printed if the Infernals didn't die automatically.
There's probably a really cool Warlock removal spell to be made, however, which summons down Infernals with Rush to attack minions. To make it a bit different from Flark's Boom-Zooka, maybe they only die under certain conditions. "Summon 4 6/6 Infernals to attack random enemy minions. Then, any which are undamaged are destroyed." So maybe you'll keep a few Infernals around, but not at full health. Not as good of a board clear as something like Twisting Nether, but it's got a chance to leave some bodies on the board.
That's actually a really good idea. I also completely missed out on any possible broken interactions with these custom cards, such as the one you just listed. A fix from a different angle would be to make it a 6/6 infernal that summons other infernals, or a legendary demon that is known for commanding legions of infernals.
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That'll do, Huffer. That'll do.
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Thoughts?
I tought doomguard already has charge..
It does, but it helps to mention it as some players might not know.
I like the play on Cairne with the Marywn cards. The second summon having some upside is actually pretty decent, and the additional health (comparing the ratio) probably makes it an auto-include in most aggressive or deathrattle minion focused decks.
1. There is no ‘Human’ type in HS
2. Archimonde is so OP. For 10 mana just summon a Doomguard (worth 7 mana) and deal 6 damage to minion (worth 4 mana as it does not cost a card) would be enough without the 6/8 body
--Alfi--
I'm aware that there is no "Human" type. It is a custom type. There are plenty of custom types on hearthcards.net. I'd also like a go at making more human cards, as well as some undead cards.
Fair call. I just remember from WC3, he had finger of death, which turns a minion inside out. Which is where I got the 6 damage from. He also summoned doomguards. Whats your suggestion? Get rid of the 6 damage and just have the summon the doom guard? Reduce Archimonde to a 6/6?
You should keep it consistent with existing cards though. Janalai also doesn't read "Summon a ragnaros which cannot attack but deals 8 damage to a random enemy at the end of the turn".
I think its better to reduce Archimonde's stats to 4/8, keep the 6 damage and change "summon a Doomguard" to "at the start of your next turn summon a Doomguard"
@iWatchUSleep
I don't think it's incnsistent. Janalai would have too long text, so that's a reason why there's no Ragnaros effect on it. Voidlord for example specifies that his summons have Taunt.
Huh, I never noticed that Voidlord says that. Good call!
Ignore my previous post OP :)
Reign of Chaos is too slow and could work without the need to kill them off. N'Zoth, the Corruptor was played and even then was sometimes too slow against certain decks, despite the fact that it usually summoned taunts to diminish face damage. A 10-mana card has to do something major to swing the game heavily in your favor, so it can see competitive play.
That'll do, Huffer. That'll do.
Archimonde isn't just too powerful due to the tempo swing, but it also wouldn't make much sense to be printed considering Doomguard goes against class identity and thus went to HoF. Bringing it back to standard would go against the agenda Blizzard is trying to push about Warlocks not having access to cards with charge.
That'll do, Huffer. That'll do.
Yes, but Voidlord do summon Voidwalkers, but in the text he only says "Summon three 1/3 demons with taunt" not "Summon three Voidwalkers with taunt". You could make Archimondes text "Summon a 5/7 demon with charge" while summoning Doomguard.
--Alfi--
@MaximGorkij
Ok, I wish that's finaly the best wording. But, to be annnoying I must now find a card that don't match with it xd
Reign of Chaos kind of seemed cool to me. Slow, but potentially really strong. Then it hit me. You could coin it out with Bloodbloom. Yeah, that's not something which would really work. Dealing 24 damage on Turn 2 or 3, while it probably doesn't kill an opponent, probably puts the game into an unwinnable state. Shouldn't be too hard to close out from there. It's probably a card which can't be printed for Warlock. It *REALLY* couldn't be printed if the Infernals didn't die automatically.
There's probably a really cool Warlock removal spell to be made, however, which summons down Infernals with Rush to attack minions. To make it a bit different from Flark's Boom-Zooka, maybe they only die under certain conditions. "Summon 4 6/6 Infernals to attack random enemy minions. Then, any which are undamaged are destroyed." So maybe you'll keep a few Infernals around, but not at full health. Not as good of a board clear as something like Twisting Nether, but it's got a chance to leave some bodies on the board.
That's actually a really good idea. I also completely missed out on any possible broken interactions with these custom cards, such as the one you just listed. A fix from a different angle would be to make it a 6/6 infernal that summons other infernals, or a legendary demon that is known for commanding legions of infernals.
That'll do, Huffer. That'll do.