Paladin - Cast Divine Protection. Divine Protection would be a new spell cast only via hero power. It would create a secret that reads, 'Any damage that would lower a friendly minion to below 1 health lowers it to 1 instead.' So, kind of a poor man's redemption as this wouldn't trigger death rattles or recharge those divine shields.
Warrior - Gain 1 Threat point. Kind of like armor. But while you have a threat point your minions cannot be targeted. Every time you take damage from any source you lose 1 Threat point.
Warlock - Curse a minion. Cursed minions take 1 damage at the beginning of each of your turns. (it sticks unless silenced off, so damage over time)
Shaman - Randomly get either: Restore 3 health to a random friendly character, Gain 3 armor, or deal 2 damage to a random enemy.
Mage - Add a random spell to your hand, it costs (3) more.
Rogue - Give a minion stealth.
Druid - Summon Treant. Summons a 0/1 Treant that gains a random +1/+0 or +0/+1 at the end of each of your turns.
Rogue is abuse-able, lots of OP'd minions out there if they got permanent stealth.
Shaman feels like it's probably a little excessive in the numbers and armor isn't really a shaman thing, but it looks pretty fun.
Warrior is really op'd; Maybe if it was just "can't be attacked" but unforgettable makes it so you can't do things like Shadow Word Pain or the like. Completely shuts down control decks.
Druid ability feels too slow. It could ramp up but I think it would still just take too much time to get any board altering effect out of it.
Paladin is op'd. Makes it too hard for opponents to trade if that's up almost every single turn. Take a Belcher for instance.... person already has to run a minion or two or waste a big spell to kill it, but now they have to sac another minion into it to kill it again. Having a bunch of small secrets with tiny effects and this being one of them could be good. It also feels more 'secret-y', I feel like testing the water and trying to set off secrets with minimum effect is really what makes them unique and having the same one over and over goes against that design.
Mage power is pretty awful. Imagine needing a 7 mana investment to use arcane explosion. Or how about getting an un-castable Pyroblast in your hand that requires 13 mana. I'm sure a sense demon would be a great draw. :P Only way to make it work would be to narrow down the spell choices, but even then it's tough to balance. Requires a ton of mana to use the power and it's spells and offers absolutely zero early game options.
Warlock: Feels op'd off hand. It would just crush a lot of early game decks. On the flip side it is damn near useless on late game and control decks. Don't really know a way to balance it.
Hunter is too specific. We all know beats are a defining part of the hunter class, but you are really pigeon-holed into a few specific decks with this power.
Priest feels under powered. I could not see any instance of me wanting this ability over the 2 heal.
On Priest power. Lets say you have a 4/4 and your opponent has a 4/4. A heal doesn't do crap for you. But, if you can give your beast 1 extra health prior to attacking you turned an even swap into a good trade. That's the idea behind it.
Hunter could be expanded to taunt for any minion but I was thinking a bit more in line with the pet idea to limit it to beasts.
Not sure how OP the Warlock ability is. Most minions don't really stick around very long anyway. It's a really slow burn Corruption and you know how little corruption gets played.
On Rogue I originally had it only able to use on minions summoned that turn. Maybe go back to that.
On Warrior, I guess can't be attacked might be better.
The Druid you either have a 1/1 or a 0/2 on the board at the end of your turn, similar to Paladin/Shaman. I think overall it's on par with those minions.
The mage one has a high risk/high reward balance. It's sorta like the Warlock ability but with a wildly different drawback. I think it's better as the game goes on where the Warlock ability loses steam as that life total trickles down.
The paladin one might be OP. I made it into a secret, but an obvious one, in order to let your opponent control when/how/if it gets triggered to help limit the power. Might not have limited it enough.
On Priest power. Lets say you have a 4/4 and your opponent has a 4/4. A heal doesn't do crap for you. But, if you can give your beast 1 extra health prior to attacking you turned an even swap into a good trade. That's the idea behind it.
Priests generally run high toughness minions. Almost all of their creatures have more toughness then attack. It's why lightbomb generally only wipes one side of the board. Most of the time the heal is what really keeps their minions up. The power also completely loses interaction with the hero so it can only be used on minions and it's life saving time is generally very little. The 4/4 vs 4/4 hardly ever comes up for them.
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I'll keep the 2cc per activation on all.
Hunter - Give a friendly beast Taunt.
Priest - Give a friendly minion +1 Health.
Paladin - Cast Divine Protection. Divine Protection would be a new spell cast only via hero power. It would create a secret that reads, 'Any damage that would lower a friendly minion to below 1 health lowers it to 1 instead.' So, kind of a poor man's redemption as this wouldn't trigger death rattles or recharge those divine shields.
Warrior - Gain 1 Threat point. Kind of like armor. But while you have a threat point your minions cannot be targeted. Every time you take damage from any source you lose 1 Threat point.
Warlock - Curse a minion. Cursed minions take 1 damage at the beginning of each of your turns. (it sticks unless silenced off, so damage over time)
Shaman - Randomly get either: Restore 3 health to a random friendly character, Gain 3 armor, or deal 2 damage to a random enemy.
Mage - Add a random spell to your hand, it costs (3) more.
Rogue - Give a minion stealth.
Druid - Summon Treant. Summons a 0/1 Treant that gains a random +1/+0 or +0/+1 at the end of each of your turns.
Galavant Animation
Rogue is abuse-able, lots of OP'd minions out there if they got permanent stealth.
Shaman feels like it's probably a little excessive in the numbers and armor isn't really a shaman thing, but it looks pretty fun.
Warrior is really op'd; Maybe if it was just "can't be attacked" but unforgettable makes it so you can't do things like Shadow Word Pain or the like. Completely shuts down control decks.
Druid ability feels too slow. It could ramp up but I think it would still just take too much time to get any board altering effect out of it.
Paladin is op'd. Makes it too hard for opponents to trade if that's up almost every single turn. Take a Belcher for instance.... person already has to run a minion or two or waste a big spell to kill it, but now they have to sac another minion into it to kill it again. Having a bunch of small secrets with tiny effects and this being one of them could be good. It also feels more 'secret-y', I feel like testing the water and trying to set off secrets with minimum effect is really what makes them unique and having the same one over and over goes against that design.
Mage power is pretty awful. Imagine needing a 7 mana investment to use arcane explosion. Or how about getting an un-castable Pyroblast in your hand that requires 13 mana. I'm sure a sense demon would be a great draw. :P Only way to make it work would be to narrow down the spell choices, but even then it's tough to balance. Requires a ton of mana to use the power and it's spells and offers absolutely zero early game options.
Warlock: Feels op'd off hand. It would just crush a lot of early game decks. On the flip side it is damn near useless on late game and control decks. Don't really know a way to balance it.
Hunter is too specific. We all know beats are a defining part of the hunter class, but you are really pigeon-holed into a few specific decks with this power.
Priest feels under powered. I could not see any instance of me wanting this ability over the 2 heal.
On Priest power. Lets say you have a 4/4 and your opponent has a 4/4. A heal doesn't do crap for you. But, if you can give your beast 1 extra health prior to attacking you turned an even swap into a good trade. That's the idea behind it.
Hunter could be expanded to taunt for any minion but I was thinking a bit more in line with the pet idea to limit it to beasts.
Not sure how OP the Warlock ability is. Most minions don't really stick around very long anyway. It's a really slow burn Corruption and you know how little corruption gets played.
On Rogue I originally had it only able to use on minions summoned that turn. Maybe go back to that.
On Warrior, I guess can't be attacked might be better.
The Druid you either have a 1/1 or a 0/2 on the board at the end of your turn, similar to Paladin/Shaman. I think overall it's on par with those minions.
The mage one has a high risk/high reward balance. It's sorta like the Warlock ability but with a wildly different drawback.
I think it's better as the game goes on where the Warlock ability loses steam as that life total trickles down.
The paladin one might be OP. I made it into a secret, but an obvious one, in order to let your opponent control when/how/if it gets triggered to help limit the power. Might not have limited it enough.
Galavant Animation
Priests generally run high toughness minions. Almost all of their creatures have more toughness then attack. It's why lightbomb generally only wipes one side of the board. Most of the time the heal is what really keeps their minions up. The power also completely loses interaction with the hero so it can only be used on minions and it's life saving time is generally very little. The 4/4 vs 4/4 hardly ever comes up for them.