That's why the premise would be: they can't be targeted by spells, hero powers or battlecries. They can still be attacked by minions (and I guess weapons too) and by "destroy-everything on board" cards. (Twisting Nether, Deathwing)
Everybody keeps commenting about the Cabal Shadow Priest or Crazed Alchemist value. The cities would take their own slot separate from the battlefield. My original idea was to have a slot for the cities next to where the weapon slot was. Cities would interact with minions and spells just like your hero does with maybe a few exceptions like Rockbiter Weapon or Savage Roar.
9 mana again, 0/12, paladin specific. "All friendly minions gain +2/+2. Battlecry: summon two Goldshire Footmans. Your silver hand recruits have charge." The last part of the text means that they will have charge for the rest of the game, making it very similar to mage's fireblast. (weaker to taunts, better with buffs, even if just with the one from SW itself.)
Hm, I like Varox89 ideas more than others. Though multi-hit effects like bombers or arcane missiles would be strong agains them, it's still better than the whole "have health, but not a minion" stuff.
Hm, I like Varox89 ideas more than others. Though multi-hit effects like bombers or arcane missiles would be strong agains them, it's still better than the whole "have health, but not a minion" stuff.
Varox does have some really sweet ideas however, they need to be legendary or have the same restrictions of legendary in the sense that you can only play them once per game. It would be way too OP for there to be 2 Dalarans in your deck.
I like the "weapon-looking" cities better than the minion, though the Attack icon should be completely removed; cities should only have durability. Perhaps cities could have durability that is removed by 1 every turn, until the city is then destroyed? And then you could have city tie-ins that "repair" the city so it lasts longer. Could only have one city active at a time, could just put another slot next to the weapon for cities. If you play a city, it can just replace the current city if there is one, like weapons currently do.
With the cities having durability and a limited lifespan, that balances the effects they grant. Another alternative to losing 1 durability per turn would be that cities lose 1 durability each time the Hero takes damage. Would have to test how much durability is appropriate for each cities power, taking into account how often a Hero is damaged, etc.
Silencing "Can't attack" means that the card can attack, if it has an attack value.
In your example, it would still be Inner Fire bait. All the enemy has to do is throw down a city card, use some form of Silence, and then Inner Fire. Priests could do this in one turn, with the help of Silence. In very rare cases, other classes can do this combo with The Coin, if Inner Fire is generated through Lorewalker Cho.
I like the idea of "racial bonuses" to the randomly summoned minions, though.
As far as I've understood (or how I think it should be), you shouldn't be able to attack with cities at all.
Silencing "Can't attack" means that the card can attack, if it has an attack value.
In your example, it would still be Inner Fire bait. All the enemy has to do is throw down a city card, use some form of Silence, and then Inner Fire. Priests could do this in one turn, with the help of Silence. In very rare cases, other classes can do this combo with The Coin, if Inner Fire is generated through Lorewalker Cho.
I like the idea of "racial bonuses" to the randomly summoned minions, though.
As far as I've understood (or how I think it should be), you shouldn't be able to attack with cities at all.
I mean, it would be a little wierd.
Thanks for the clarification. At the time I made that post, I wasn't aware Cities were in a separate slot on the field, and couldn't attack.
That's why the premise would be: they can't be targeted by spells, hero powers or battlecries. They can still be attacked by minions (and I guess weapons too) and by "destroy-everything on board" cards. (Twisting Nether, Deathwing)
Everybody keeps commenting about the Cabal Shadow Priest or Crazed Alchemist value. The cities would take their own slot separate from the battlefield. My original idea was to have a slot for the cities next to where the weapon slot was. Cities would interact with minions and spells just like your hero does with maybe a few exceptions like Rockbiter Weapon or Savage Roar.
Stormwind: http://i.imgur.com/Bh0Z3V5.png
9 mana again, 0/12, paladin specific. "All friendly minions gain +2/+2. Battlecry: summon two Goldshire Footmans. Your silver hand recruits have charge." The last part of the text means that they will have charge for the rest of the game, making it very similar to mage's fireblast. (weaker to taunts, better with buffs, even if just with the one from SW itself.)
If we are to have cities then...
Free to try and find a game, dealing cards for sorrow, cards for pain.
I am disgusted at the amount of people who cant get there heads around the fact that these city cards are NOT minions.......
Love the ideas coming tho
Someone should make " The cross roads" Its effect should somehow reflect the old barrens chat lol if you know what I mean.
lol and then he said "well played"
Alfa version vent to Beta. :-)
Its 1 am lol
lol and then he said "well played"
How about these? :D
Excel in Excellence
A new version from me:
Cities have a special slot like OP mentioned. If cities are attacked they lose 1 durability (doesnt matter how much damage it takes).
Excel in Excellence
An idea for a counter to Cities:
Really great ideas in this thread!
Unbowed. Unbent. Unbroken.
Hm, I like Varox89 ideas more than others. Though multi-hit effects like bombers or arcane missiles would be strong agains them, it's still better than the whole "have health, but not a minion" stuff.
Varox does have some really sweet ideas however, they need to be legendary or have the same restrictions of legendary in the sense that you can only play them once per game. It would be way too OP for there to be 2 Dalarans in your deck.
City cards could be a whole new type of card that can only be played once in a deck, similar to Legendaries, without making them Legendary ;)
For those familiar with MTG, I feel OP made an excellent example of how enchantment type card could fit into Hearthstone!
Excel in Excellence
I like the "weapon-looking" cities better than the minion, though the Attack icon should be completely removed; cities should only have durability. Perhaps cities could have durability that is removed by 1 every turn, until the city is then destroyed? And then you could have city tie-ins that "repair" the city so it lasts longer. Could only have one city active at a time, could just put another slot next to the weapon for cities. If you play a city, it can just replace the current city if there is one, like weapons currently do.
With the cities having durability and a limited lifespan, that balances the effects they grant. Another alternative to losing 1 durability per turn would be that cities lose 1 durability each time the Hero takes damage. Would have to test how much durability is appropriate for each cities power, taking into account how often a Hero is damaged, etc.
Lots of potential here! love the idea :)
They wouldnt be inner fire fodder because they're so expensive. If all i wanted was a nine mana inner fire target I would run Ysera
lol and then he said "well played"
As far as I've understood (or how I think it should be), you shouldn't be able to attack with cities at all.
I mean, it would be a little wierd.
Thanks for the clarification. At the time I made that post, I wasn't aware Cities were in a separate slot on the field, and couldn't attack.
It's a cheap shot but I couldn't resist.
Free to try and find a game, dealing cards for sorrow, cards for pain.