- Well, it's a spirit - or a ghost if that makes it easier to understand. It's sort of like Stealth except it CAN be attacked... sort of.
If this minion is targeted by a minion, the attacking minion will pass right through it and hit the hero. Therefore, it must be removed with a spell OR "Cleave damage" (cards such as Foe Reaper 4000)
What about OTHER spirit cards? do they heal too?
Yep, but in different ways. Some could be like this one shown here, or they could be a battlecry, deathrattle, end of turn, start of turn, etc.
They won't always heal equal to the amount of attack the attacker had when it attacked.
Some spirits will heal based on their own attack, health or even cost... now, I know what you're thinking...
This is an interesting idea, but it is too OP in my opinion. Well sort of. Spirits can be an archetype for a deck such as Spirit priest or Spirit rogue, These decks will be absolutely crushed by control, but by aggro, spirit decks will crush them 100% of the time. Some aggro decks have a bit control such as Zoo warlock with spirit bomb, but decks like Murloc shaman and Mech hunter are doomed. I think Spirits can fit in a midrange/control deck. It could be that they’re not OP, they will probably crush aggro and lose to control, but I’m an aggro and combo fan of decks so this will absolutely crush my decks. It is an very interesting idea that I would like to get into the game tho.
This idea is too unbalanced as its far too effective vs any minion based deck. If your opponent doesn't draw any removal you can just hit their face with Spirit cards for a few turns and win by default.
The main thing is definitely "Spirit" being a keyword and not a tribe. This is potentially a pretty uninteractive keyword, to be honest. What I'd do, to preserve the idea of an attack "passing through" a Spirit is add a number after the Spirit keyword. This number is the amount of damage that is *decreased* from the enemy minion's attack and passed on to your hero. Spirit: (1) renders any Spirit immune to 1/1 Tokens, for example, already a very powerful interaction.
As for the card itself, I'd rather not pass judgment on it until you iron out how you want "Spirit" to be mechanically.
The main thing is definitely "Spirit" being a keyword and not a tribe. This is potentially a pretty uninteractive keyword, to be honest. What I'd do, to preserve the idea of an attack "passing through" a Spirit is add a number after the Spirit keyword. This number is the amount of damage that is *decreased* from the enemy minion's attack and passed on to your hero. Spirit: (1) renders any Spirit immune to 1/1 Tokens, for example, already a very powerful interaction.
As for the card itself, I'd rather not pass judgment on it until you iron out how you want "Spirit" to be mechanically.
Now this, is a damn good idea.
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Let's get right into it.
The Card
What is a Spirit?
- Well, it's a spirit - or a ghost if that makes it easier to understand. It's sort of like Stealth except it CAN be attacked... sort of.
If this minion is targeted by a minion, the attacking minion will pass right through it and hit the hero. Therefore, it must be removed with a spell OR "Cleave damage" (cards such as Foe Reaper 4000)
What about OTHER spirit cards? do they heal too?
Yep, but in different ways. Some could be like this one shown here, or they could be a battlecry, deathrattle, end of turn, start of turn, etc.
They won't always heal equal to the amount of attack the attacker had when it attacked.
Some spirits will heal based on their own attack, health or even cost... now, I know what you're thinking...
All i have to say is this...
i love gifs, okay...
This is an interesting idea, but it is too OP in my opinion. Well sort of. Spirits can be an archetype for a deck such as Spirit priest or Spirit rogue, These decks will be absolutely crushed by control, but by aggro, spirit decks will crush them 100% of the time. Some aggro decks have a bit control such as Zoo warlock with spirit bomb, but decks like Murloc shaman and Mech hunter are doomed. I think Spirits can fit in a midrange/control deck. It could be that they’re not OP, they will probably crush aggro and lose to control, but I’m an aggro and combo fan of decks so this will absolutely crush my decks. It is an very interesting idea that I would like to get into the game tho.
A tribe shouldn't have any effect on it's own. You should make it a Keyword instead
This idea is too unbalanced as its far too effective vs any minion based deck. If your opponent doesn't draw any removal you can just hit their face with Spirit cards for a few turns and win by default.
The main thing is definitely "Spirit" being a keyword and not a tribe. This is potentially a pretty uninteractive keyword, to be honest. What I'd do, to preserve the idea of an attack "passing through" a Spirit is add a number after the Spirit keyword. This number is the amount of damage that is *decreased* from the enemy minion's attack and passed on to your hero. Spirit: (1) renders any Spirit immune to 1/1 Tokens, for example, already a very powerful interaction.
As for the card itself, I'd rather not pass judgment on it until you iron out how you want "Spirit" to be mechanically.
Now this, is a damn good idea.