I looked at this card originally and I thought, you know, it's a card, and you play this card. The card will be that card that you play so you're playing a card. So, it is one thing to play a card. If you're opponent doesn't really have any cards, the card will screw up the card pretty hard, and that means it's a pretty good card.
Green Bounty is REALLY powerful... as in TOO powerful. The resetting your deck to 30 cards alone is too powerful for any card in the game in my opinion.
Heartseeker is cool but I think its cost is too low. I'd say it should cost 7 mana.
Overchannel likewise is cool but too cheap. I'd say 5 mana. Or alternatively make it 3 mana and limit its effects to the current turn only.
Faithshield - interest idea to have a hero with Divine Shield. I like it though should probably cost 2 mana.
Word of Hope - don't really get the thematic concept here - a priest with armor?
Butcher - way too powerful - maybe make it 10 mana or 7 mana but weapon still loses durability.
Grap the Lightning - Grasp? Interesting card. You could probably drop the Overload a bit and it'd still be balanced since it hamstrings you in casting spells.
Demonic Binding - Too powerful - you're basically getting free minions in effect albeit all your eggs are in one basket so to speak.
Cut Magic - probably my favorite card of the bunch.
The druid would be the best card in the game. Way too OP.
Hunters don't need more tools to go face.
Mage is probably fine.
Paladin is fine, and I actually really like that card.
Word of Hope seems strange from a flavor perspective, and also doesn't seem like something anyone would actually play.
Grasp the Lightning is probably too strong, Imagine Doomhammer + Grasp, then 1 or 2 rockbiters or a second grasp the next turn. That's 22-30+ damage over 2 turns, on turn 6, without ever having to play a minion.
'Grap the Lightning" is a 0 cost card. Either increase it's cost, or the overload can stay that way. Casting it on turn 1 can instantly get free kills for the next 3~4 turns, while the overload stays for just 1 turn.
Though i have to admit, the ideea is preety awesome!
'Grap the Lightning" is a 0 cost card. Either increase it's cost, or the overload can stay that way. Casting it on turn 1 can instantly get free kills for the next 3~4 turns, while the overload stays for just 1 turn.
I didn't even read it correctly. If it persists beyond a turn, it's broken as hell. Doomhammer + Grasp the Lightning is a 2 card, 48 damage combo. At best, the opponent has Harrison on turn 5-6, and only takes 12 damage. More likely, they don't see Harrison and take 12 damage a turn for 4 turns.
Just for clarification, since Ballinglikeafool brought it up, these cards are Legendary -- you only get one copy each in your deck.
Some reasoning:
Green Bounty is going to end up healing in 90% of all games. The reshuffle effect is neat, but Fatigue Druid doesn't need it and no one else really cares. The healing side is distinctly less powerful than Tree of Life, and costs less, which is what you'd expect.
Heartseeker isn't powerful enough to warrant an increased casting cost. It's only useful on the turn you kill, or on a turn when you absolutely must get rid of that Rag or Ysera that's hiding behind a Sludge Belcher. It's a nifty effect, but pricing it on the same level as Flamestrike is madness.
Overchannel is massive tempo loss unless you play it on a turn when it would allow you to cast more spells than you otherwise would, and in that case it's card disadvantage. It's primary purpose is to allow you to combo out with Frostbolts or Arcane Intellects and Archmage Antonidas/Gazlowe/Gadgetzan Auctioneer.
Faithshield is almost too weak, because it's a Secret -- which means you can't combo it with Argent Crusader, Blood Knight, or any other card that would lose its Divine Shield on your turn. Its best use is with Annoy-o-Tron. But then, it's a Paladin secret and having a Divine Shield on your hero can make life hard on OTK types (Pyroblast this!), so I'm OK with it.
Word of Hope I originally wrote as 'Gain 30 life, even if this takes you above your MaxHP.' That was the goal. Then I realized that was pretty much the definition of Armor, so I changed it. The idea is that even losing your hand and board isn't always a total loss (thanks, Deathrattle!), and having +30 HP can be well worth it to get enough time to resupply if you're losing the attrition battle.
Butcher gives you a round of free attacks, but how many Rogue weapons can take full advantage of Mega-Windfury? More importantly, how many Rogue life totals can take full advantage of Mega-Windfury? I don't think this one is OP. Butcher+Assassin's Blade+Tinker's Sharpsword Oil is the dream, but it's not going to happen often enough to build a deck around.
Grasp the Lightning (oops) is severely limited by that 'until you next cast a spell.' Like Heartseeker, it's pretty much only useful as a burst to lethal, especially since the Overload is pretty harsh -- though I could see building an almost-entirely-Battlecry-centric deck around it.
Demonic Binding is definitely one of those 'greed' cards that Warlocks should be famous for. Get all your hits in now, because the next card your opponent will play is called Ironbeak Owl, and you just discarded almost every minion in your hand. Good luck!
Cut Magic was my first one of these, and I love it. Warriors don't have any weapons with Durability above 2 unless you play Upgrade!, and it's a hard call to not kill an on-board minion in order to keep your counterspelling ability up. It's exactly the kind of tactical choice that Hearthstone should have more of. :)
OK, feel free to tear down my thoughts and tell me why I'm wrong.
Rollback Post to RevisionRollBack
I looked at this card originally and I thought, you know, it's a card, and you play this card. The card will be that card that you play so you're playing a card. So, it is one thing to play a card. If you're opponent doesn't really have any cards, the card will screw up the card pretty hard, and that means it's a pretty good card.
Just for clarification, since Ballinglikeafool brought it up, these cards are Legendary -- you only get one copy each in your deck.
Some reasoning:
Green Bounty is going to end up healing in 90% of all games. The reshuffle effect is neat, but Fatigue Druid doesn't need it and no one else really cares. The healing side is distinctly less powerful than Tree of Life, and costs less, which is what you'd expect.
Heartseeker isn't powerful enough to warrant an increased casting cost. It's only useful on the turn you kill, or on a turn when you absolutely must get rid of that Rag or Ysera that's hiding behind a Sludge Belcher. It's a nifty effect, but pricing it on the same level as Flamestrike is madness.
Overchannel is massive tempo loss unless you play it on a turn when it would allow you to cast more spells than you otherwise would, and in that case it's card disadvantage. It's primary purpose is to allow you to combo out with Frostbolts or Arcane Intellects and Archmage Antonidas/Gazlowe/Gadgetzan Auctioneer.
Faithshield is almost too weak, because it's a Secret -- which means you can't combo it with Argent Crusader, Blood Knight, or any other card that would lose its Divine Shield on your turn. Its best use is with Annoy-o-Tron. But then, it's a Paladin secret and having a Divine Shield on your hero can make life hard on OTK types (Pyroblast this!), so I'm OK with it.
Word of Hope I originally wrote as 'Gain 30 life, even if this takes you above your MaxHP.' That was the goal. Then I realized that was pretty much the definition of Armor, so I changed it. The idea is that even losing your hand and board isn't always a total loss (thanks, Deathrattle!), and having +30 HP can be well worth it to get enough time to resupply if you're losing the attrition battle.
Butcher gives you a round of free attacks, but how many Rogue weapons can take full advantage of Mega-Windfury? More importantly, how many Rogue life totals can take full advantage of Mega-Windfury? I don't think this one is OP. Butcher+Assassin's Blade+Tinker's Sharpsword Oil is the dream, but it's not going to happen often enough to build a deck around.
Grasp the Lightning (oops) is severely limited by that 'until you next cast a spell.' Like Heartseeker, it's pretty much only useful as a burst to lethal, especially since the Overload is pretty harsh -- though I could see building an almost-entirely-Battlecry-centric deck around it.
Demonic Binding is definitely one of those 'greed' cards that Warlocks should be famous for. Get all your hits in now, because the next card your opponent will play is called Ironbeak Owl, and you just discarded almost every minion in your hand. Good luck!
Cut Magic was my first one of these, and I love it. Warriors don't have any weapons with Durability above 2 unless you play Upgrade!, and it's a hard call to not kill an on-board minion in order to keep your counterspelling ability up. It's exactly the kind of tactical choice that Hearthstone should have more of. :)
OK, feel free to tear down my thoughts and tell me why I'm wrong.
While I may have brought it up by mistake, it's largely irrelevant, since you only need 1 copy to almost guarantee a win. Doomhammer double Rockbiter Grasp is 24 damage on turn 7, with no prior setup, and you still have a 6/6 Doomhammer left over.
The Rogue card is very much the same.
The warlock card is broken as well. You have an Ironbeak Owl? Feel free to use it on my 40/40 Arcane Golem, on turn 7.
Heartseeker is fine IMO. Weaker mass dispel. Except for Immune part - there are only 2 cases where it happens on your turn...this card is just pure anti-frost.
Overchannel - how in the world is this tempo loss? With just 1 single spell you lose nothing. With more than 1 you gain a lot.
Faithshield - seems OK.
Word of hope - feels very weird. Deathwing of healing...
Butcher - oh hell no. 5 attack weapon is way too often seen on rogues.
Grasp the Lightning - too strong early. Too strong with Doomhammer (Buff first, Grasp later)
Demonic binding - next turn won't HAPPEN.
Cut magic - doubt warriors would use it, but interesting and overall OK.
(Fixed Grasp the Lightning, and made it a little easier to use. )
OK, counter-arguments:
Green Bounty does in fact reset itself. So what? The game isn't going to last long enough for more than one use of the reshuffle anyway, literally ever.
Heartseeker doesn't let you ignore frost? Yes, it is a 'weaker Mass Dispel,' but then Mass Dispel would be broken if Hunters had it in the first place.
Overchannel isn't tempo loss, I plain screwed that up. What I meant is that it's card advantage loss, like Innervate. Sure, you played an extra spell this turn, but you gave up an extra card to do it, so I don't really care. Mage spells don't build board position regardless, Unstable Portal notwithstanding.
Butcher ...yeah, OK. That's true, a 5-attack weapon is going to kill people. I'll take away the turn of 'free' attacks and instead have it add 1 Durability to your weapon.
Grasp the Lightning I don't see the too-strong, too-early bit. Sure, you get to play Warrior for a while, but eventually you're going to need to cast a spell -- and unlike Warriors and Paladins, Shaman can't heal themselves, so every hit you deliver is going to shorten the time you get to play with all of those wonderful expensive Elementals. Overload:3 also means your next turn is basically over before it begins unless you play it on turn 1 so you only lose 2 mana worth of actions -- and then you've just screwed yourself out of all of those Lightning Bolts and Feral Spirits and whatnot.
Demonic Binding, if you play it on turn 4 and you have a nice strong turn 3 Demon like a Coin'd Pit Lord on the field and you manage to discard, say, 2 Dread Infernals and a Doomguard, you end up with what? A 22|25 creature that hits once and then gets removed? ...yeah, OK, that's a bit strong. I'll ramp that down a little. XD
[EDIT]Updated Butcher and Demonic Binding to make them still strong, but significantly less strong.[/EDIT]
I looked at this card originally and I thought, you know, it's a card, and you play this card. The card will be that card that you play so you're playing a card. So, it is one thing to play a card. If you're opponent doesn't really have any cards, the card will screw up the card pretty hard, and that means it's a pretty good card.
Heartseeker - I meant Frost Mage's Immune secret. There's only one other Immune, and it's from Mal'Ganis.
Shamans can heal, there's a new totem. And it will stay alive since you're attacking the threats. Either way, it could let you get 4 face damage finisher for free. Doomhammer + Grasp = 12 damage per turn. If you add Rockbiters, you could reach all 24.
Demonic Binding - put it on Charge minion, add some Power Overwhelming on top...
Really? You'd want Green Bounty in a Ramp Druid? Overchannel in a Mech Mage? Faithshield in Shockadin? Word of Hopein Tempo Priest?
These are hardly auto-include in any deck. The only one that comes close is Heartseeker, and even then, most Midrange Hunters would rather just keep your board clear. They're also not as powerful as they seem, if you pay attention. Remember how everyone was freaking out about Poison Seeds and no one even second-mentioned Sludge Belcher? These are a lot more of the former than they are of the latter. Impressive in theory, modest in practice.
Rollback Post to RevisionRollBack
I looked at this card originally and I thought, you know, it's a card, and you play this card. The card will be that card that you play so you're playing a card. So, it is one thing to play a card. If you're opponent doesn't really have any cards, the card will screw up the card pretty hard, and that means it's a pretty good card.
Am I the only one seeing the point that grasp the lightning only limits spells with overload? Meaning that Doomhammer + Grasp the Lightning + Double Rockbiter Weapon = 24 damage burst? Other than that I like the cards, but the complaints above summarize my thoughts xD
Reflection34, I'm sorry I haven't addressed you directly. Simply put, I don't care. Putting together a four-card combo that does 24 damage isn't difficult for a Shaman. Leeroy Jenkins + 2x Rockbiter Weapon + Windfury has been around since the dawn of Hearthstone, and no one cares. Hell, Whirling Zap-o-matic + 2x Rockbiter Weapon + a lucky Crackle can deal 24 damage in one turn...on turn 3 with The Coin.
In short, the circumstance is rare enough that it's an acceptable potential.
Rollback Post to RevisionRollBack
I looked at this card originally and I thought, you know, it's a card, and you play this card. The card will be that card that you play so you're playing a card. So, it is one thing to play a card. If you're opponent doesn't really have any cards, the card will screw up the card pretty hard, and that means it's a pretty good card.
Why aren't there Legendary spells in this game? Seems like an obvious step forward to me! Spells like...
I looked at this card originally and I thought, you know, it's a card, and you play this card. The card will be that card that you play so you're playing a card. So, it is one thing to play a card. If you're opponent doesn't really have any cards, the card will screw up the card pretty hard, and that means it's a pretty good card.
Green Bounty is REALLY powerful... as in TOO powerful. The resetting your deck to 30 cards alone is too powerful for any card in the game in my opinion.
Heartseeker is cool but I think its cost is too low. I'd say it should cost 7 mana.
Overchannel likewise is cool but too cheap. I'd say 5 mana. Or alternatively make it 3 mana and limit its effects to the current turn only.
Faithshield - interest idea to have a hero with Divine Shield. I like it though should probably cost 2 mana.
Word of Hope - don't really get the thematic concept here - a priest with armor?
Butcher - way too powerful - maybe make it 10 mana or 7 mana but weapon still loses durability.
Grap the Lightning - Grasp? Interesting card. You could probably drop the Overload a bit and it'd still be balanced since it hamstrings you in casting spells.
Demonic Binding - Too powerful - you're basically getting free minions in effect albeit all your eggs are in one basket so to speak.
Cut Magic - probably my favorite card of the bunch.
The druid would be the best card in the game. Way too OP.
Hunters don't need more tools to go face.
Mage is probably fine.
Paladin is fine, and I actually really like that card.
Word of Hope seems strange from a flavor perspective, and also doesn't seem like something anyone would actually play.
Grasp the Lightning is probably too strong, Imagine Doomhammer + Grasp, then 1 or 2 rockbiters or a second grasp the next turn. That's 22-30+ damage over 2 turns, on turn 6, without ever having to play a minion.
Warlock OTK doesn't need to be a thing.
Warrior card is probably fine.
I like the idea of legendary spells and weapons. However, most of those are hella OP.
Feel free to add me if you play on NA! iMPose#1429
'Grap the Lightning" is a 0 cost card. Either increase it's cost, or the overload can stay that way. Casting it on turn 1 can instantly get free kills for the next 3~4 turns, while the overload stays for just 1 turn.
Though i have to admit, the ideea is preety awesome!
Mmmmm... Delicious!
I didn't even read it correctly. If it persists beyond a turn, it's broken as hell. Doomhammer + Grasp the Lightning is a 2 card, 48 damage combo. At best, the opponent has Harrison on turn 5-6, and only takes 12 damage. More likely, they don't see Harrison and take 12 damage a turn for 4 turns.
Just for clarification, since Ballinglikeafool brought it up, these cards are Legendary -- you only get one copy each in your deck.
Some reasoning:
Green Bounty is going to end up healing in 90% of all games. The reshuffle effect is neat, but Fatigue Druid doesn't need it and no one else really cares. The healing side is distinctly less powerful than Tree of Life, and costs less, which is what you'd expect.
Heartseeker isn't powerful enough to warrant an increased casting cost. It's only useful on the turn you kill, or on a turn when you absolutely must get rid of that Rag or Ysera that's hiding behind a Sludge Belcher. It's a nifty effect, but pricing it on the same level as Flamestrike is madness.
Overchannel is massive tempo loss unless you play it on a turn when it would allow you to cast more spells than you otherwise would, and in that case it's card disadvantage. It's primary purpose is to allow you to combo out with Frostbolts or Arcane Intellects and Archmage Antonidas/Gazlowe/Gadgetzan Auctioneer.
Faithshield is almost too weak, because it's a Secret -- which means you can't combo it with Argent Crusader, Blood Knight, or any other card that would lose its Divine Shield on your turn. Its best use is with Annoy-o-Tron. But then, it's a Paladin secret and having a Divine Shield on your hero can make life hard on OTK types (Pyroblast this!), so I'm OK with it.
Word of Hope I originally wrote as 'Gain 30 life, even if this takes you above your MaxHP.' That was the goal. Then I realized that was pretty much the definition of Armor, so I changed it. The idea is that even losing your hand and board isn't always a total loss (thanks, Deathrattle!), and having +30 HP can be well worth it to get enough time to resupply if you're losing the attrition battle.
Butcher gives you a round of free attacks, but how many Rogue weapons can take full advantage of Mega-Windfury? More importantly, how many Rogue life totals can take full advantage of Mega-Windfury? I don't think this one is OP. Butcher+Assassin's Blade+Tinker's Sharpsword Oil is the dream, but it's not going to happen often enough to build a deck around.
Grasp the Lightning (oops) is severely limited by that 'until you next cast a spell.' Like Heartseeker, it's pretty much only useful as a burst to lethal, especially since the Overload is pretty harsh -- though I could see building an almost-entirely-Battlecry-centric deck around it.
Demonic Binding is definitely one of those 'greed' cards that Warlocks should be famous for. Get all your hits in now, because the next card your opponent will play is called Ironbeak Owl, and you just discarded almost every minion in your hand. Good luck!
Cut Magic was my first one of these, and I love it. Warriors don't have any weapons with Durability above 2 unless you play Upgrade!, and it's a hard call to not kill an on-board minion in order to keep your counterspelling ability up. It's exactly the kind of tactical choice that Hearthstone should have more of. :)
OK, feel free to tear down my thoughts and tell me why I'm wrong.
I looked at this card originally and I thought, you know, it's a card, and you play this card. The card will be that card that you play so you're playing a card. So, it is one thing to play a card. If you're opponent doesn't really have any cards, the card will screw up the card pretty hard, and that means it's a pretty good card.
While I may have brought it up by mistake, it's largely irrelevant, since you only need 1 copy to almost guarantee a win. Doomhammer double Rockbiter Grasp is 24 damage on turn 7, with no prior setup, and you still have a 6/6 Doomhammer left over.
The Rogue card is very much the same.
The warlock card is broken as well. You have an Ironbeak Owl? Feel free to use it on my 40/40 Arcane Golem, on turn 7.
Green Bounty - resets itself until used for heal?
Heartseeker is fine IMO. Weaker mass dispel. Except for Immune part - there are only 2 cases where it happens on your turn...this card is just pure anti-frost.
Overchannel - how in the world is this tempo loss? With just 1 single spell you lose nothing. With more than 1 you gain a lot.
Faithshield - seems OK.
Word of hope - feels very weird. Deathwing of healing...
Butcher - oh hell no. 5 attack weapon is way too often seen on rogues.
Grasp the Lightning - too strong early. Too strong with Doomhammer (Buff first, Grasp later)
Demonic binding - next turn won't HAPPEN.
Cut magic - doubt warriors would use it, but interesting and overall OK.
(Fixed Grasp the Lightning, and made it a little easier to use. )
OK, counter-arguments:
Green Bounty does in fact reset itself. So what? The game isn't going to last long enough for more than one use of the reshuffle anyway, literally ever.
Heartseeker doesn't let you ignore frost? Yes, it is a 'weaker Mass Dispel,' but then Mass Dispel would be broken if Hunters had it in the first place.
Overchannel isn't tempo loss, I plain screwed that up. What I meant is that it's card advantage loss, like Innervate. Sure, you played an extra spell this turn, but you gave up an extra card to do it, so I don't really care. Mage spells don't build board position regardless, Unstable Portal notwithstanding.
Butcher ...yeah, OK. That's true, a 5-attack weapon is going to kill people. I'll take away the turn of 'free' attacks and instead have it add 1 Durability to your weapon.
Grasp the Lightning I don't see the too-strong, too-early bit. Sure, you get to play Warrior for a while, but eventually you're going to need to cast a spell -- and unlike Warriors and Paladins, Shaman can't heal themselves, so every hit you deliver is going to shorten the time you get to play with all of those wonderful expensive Elementals. Overload:3 also means your next turn is basically over before it begins unless you play it on turn 1 so you only lose 2 mana worth of actions -- and then you've just screwed yourself out of all of those Lightning Bolts and Feral Spirits and whatnot.
Demonic Binding, if you play it on turn 4 and you have a nice strong turn 3 Demon like a Coin'd Pit Lord on the field and you manage to discard, say, 2 Dread Infernals and a Doomguard, you end up with what? A 22|25 creature that hits once and then gets removed? ...yeah, OK, that's a bit strong. I'll ramp that down a little. XD
[EDIT]Updated Butcher and Demonic Binding to make them still strong, but significantly less strong.[/EDIT]
I looked at this card originally and I thought, you know, it's a card, and you play this card. The card will be that card that you play so you're playing a card. So, it is one thing to play a card. If you're opponent doesn't really have any cards, the card will screw up the card pretty hard, and that means it's a pretty good card.
Heartseeker - I meant Frost Mage's Immune secret. There's only one other Immune, and it's from Mal'Ganis.
Shamans can heal, there's a new totem. And it will stay alive since you're attacking the threats. Either way, it could let you get 4 face damage finisher for free. Doomhammer + Grasp = 12 damage per turn. If you add Rockbiters, you could reach all 24.
Demonic Binding - put it on Charge minion, add some Power Overwhelming on top...
Really? You'd want Green Bounty in a Ramp Druid? Overchannel in a Mech Mage? Faithshield in Shockadin? Word of Hope in Tempo Priest?
These are hardly auto-include in any deck. The only one that comes close is Heartseeker, and even then, most Midrange Hunters would rather just keep your board clear. They're also not as powerful as they seem, if you pay attention. Remember how everyone was freaking out about Poison Seeds and no one even second-mentioned Sludge Belcher? These are a lot more of the former than they are of the latter. Impressive in theory, modest in practice.
I looked at this card originally and I thought, you know, it's a card, and you play this card. The card will be that card that you play so you're playing a card. So, it is one thing to play a card. If you're opponent doesn't really have any cards, the card will screw up the card pretty hard, and that means it's a pretty good card.
How do you get a 40/40 arcane golem with that card? O.o
40/40 is an exaggeration perhaps, but only because I didn't feel like doing math, not because it's far from the truth.
Discard Malganis, Dread Infernal, Doomguard, Anima Golem, Illidan. You now have a 40/36 Arcane Golem.
Am I the only one seeing the point that grasp the lightning only limits spells with overload? Meaning that Doomhammer + Grasp the Lightning + Double Rockbiter Weapon = 24 damage burst? Other than that I like the cards, but the complaints above summarize my thoughts xD
A deck is successful not when it wins, but when it does what you built it to do.
Reflection34, I'm sorry I haven't addressed you directly. Simply put, I don't care. Putting together a four-card combo that does 24 damage isn't difficult for a Shaman. Leeroy Jenkins + 2x Rockbiter Weapon + Windfury has been around since the dawn of Hearthstone, and no one cares. Hell, Whirling Zap-o-matic + 2x Rockbiter Weapon + a lucky Crackle can deal 24 damage in one turn...on turn 3 with The Coin.
In short, the circumstance is rare enough that it's an acceptable potential.
I looked at this card originally and I thought, you know, it's a card, and you play this card. The card will be that card that you play so you're playing a card. So, it is one thing to play a card. If you're opponent doesn't really have any cards, the card will screw up the card pretty hard, and that means it's a pretty good card.
Play Grasp of Lightning without any other Overload Spells -> Hero has 4 attack the entire match - also during your opponents turn. Seems balanced.