oh lord no, Think about that for a second. Can't be targeted/Stackable effect/fill your hand with 1 drops. Giants/Twilight Drake would be so abused along with Cultmaster/Power Overwhelming/Frostwolf maybe?
Turn 1: drop acolyte. Turn 2: Gain Acolyte then Drop Turn 3: Gain 2 Acolytes. Frop turn 4: Gain 4 acolytes. Have 4 on board.
Not that this is best play, but you can essentially draw 5 cards a turn almost guarenteed.
@albrot
I don't think that copying buffs would be fair as a 1 drop.
I like the concept art and the acolyte looks cool, but the card itself looks really bad. All currently played 1 drops have more value than this, think about clockwork gnome, leper gnome, zombie chow. Even an argent squire is better. Bad stats, dies to hero powers, no useful extra effect. At turn 2 you won't replay a bad 1 drop so the copy doesn't make it any better. At least make it 0 mana.
I originally came up with this card a Death Knight class specific 1 drop, but seeing no new classes anytime soon, I may as well modify it for neutral.
Orginally the effect for the DK spec 1 drop was: At the end of your turn, add a copy of this minion to your hand.
As a class card, it's would be okay compared to other class 1 drops.
You reinvented paladin hero power, only about 200% better. Every turn for 1 mana you get a 2/1, compared to a 1/1 for 2 mana. If your opponent has no immediate answer they instantly start snowballing dramatically out of control. 2 2/1 minions every turn for 2 mana or 3 2/1's every turn for 3 mana, etc. You'd never be without a minion from that point forward.
I like the idea, I'd just change it to the start of your turn instead of the end of it. Give him the Nat Pagle treatment as to allow your opponent the opportunity to respond and punish them when they can't.
I originally came up with this card a Death Knight class specific 1 drop, but seeing no new classes anytime soon, I may as well modify it for neutral.
Orginally the effect for the DK spec 1 drop was: At the end of your turn, add a copy of this minion to your hand.
As a class card, it's would be okay compared to other class 1 drops.
You reinvented paladin hero power, only about 200% better. Every turn for 1 mana you get a 2/1, compared to a 1/1 for 2 mana. Pretty sure that's a bit too powerful.
This can't be compared to the paladin hero power. The paladin hero power costs you 2 mana but in exchange you can cast it every turn, while you can only play this card once and it fills a card slot in your deck which you could fill with much better current cards. Even if it was a 1/2 (the 2/1 just totally sucks) I don't really see it being played much. On turn 2-3-4 your plan is to play very good drops and this card would interfere with your mana curve. Even with Hobgoblin this isn't as good as echoing ooze or haunted creeper. Expect it to be killed the turn it is played, but unlike clockwork gnome which gives you an important spare part, this card doesn't achieve anything. Maybe you can drop it once more in the game to fill your curve, that's all, but doesn't help with early board control.
Ben Brode stated in an interview that Echoing Ooze had a similar effect on the first attempt at the card but that balancing it was a nightmare. I believe in that instance it just replicated on the board tho. (Side Note: at the time it did not gain buffs. It just kept flooding the board with 1/1s or 1/2s) It is a fun idea but I don't think we will ever see it. Maybe your version is a bit more realistic since you need to keep paying the mana for it but I would guess that if they started with a similar power then they must have attempted something like this internally. Clearly they decided against it tho.
I originally came up with this card a Death Knight class specific 1 drop, but seeing no new classes anytime soon, I may as well modify it for neutral.
Orginally the effect for the DK spec 1 drop was: At the end of your turn, add a copy of this minion to your hand.
As a class card, it's would be okay compared to other class 1 drops.
You reinvented paladin hero power, only about 200% better. Every turn for 1 mana you get a 2/1, compared to a 1/1 for 2 mana. Pretty sure that's a bit too powerful.
This can't be compared to the paladin hero power. The paladin hero power costs you 2 mana but in exchange you can cast it every turn, while you can only play this card once...
Did you not read the card or do you simply not understand it? At the end of your turn, you get another copy of it. You can cast it every single turn because you'll always have at least 1 copy of it once you play it. If you get 2 out, you get 2 more at the end of your turn. 3 out, 3 more, etc. It's paladin hero power on crack.
I originally came up with this card a Death Knight class specific 1 drop, but seeing no new classes anytime soon, I may as well modify it for neutral.
Orginally the effect for the DK spec 1 drop was: At the end of your turn, add a copy of this minion to your hand.
As a class card, it's would be okay compared to other class 1 drops.
You reinvented paladin hero power, only about 200% better. Every turn for 1 mana you get a 2/1, compared to a 1/1 for 2 mana. Pretty sure that's a bit too powerful.
This can't be compared to the paladin hero power. The paladin hero power costs you 2 mana but in exchange you can cast it every turn, while you can only play this card once and it fills a card slot in your deck which you could fill with much better current cards. Even if it was a 1/2 (the 2/1 just totally sucks) I don't really see it being played much. On turn 2-3-4 your plan is to play very good drops and this card would interfere with your mana curve. Even with Hobgoblin this isn't as good as echoing ooze or haunted creeper. Expect it to be killed the turn it is played, but unlike clockwork gnome which gives you an important spare part, this card doesn't achieve anything. Maybe you can drop it once more in the game to fill your curve, that's all, but doesn't help with early board control.
Actually now that I'm thinking about it, something stronger with the same effect may be more viable.
Had second thoughts since Spider Tank is a 3/3/4 but realized he has Mech as race for synergy. This also costs mana to keep playing.
As a 1/2 it would be great in a handlock, except handlock decks are so tight I really don't know what you'd replace it with. I'm not really a fan of any cards with 2/1 stats, though - maybe just because it can be countered so easily by both mage and druid hero powers (and paladin, but slower and less reliably).
I originally came up with this card a Death Knight class specific 1 drop, but seeing no new classes anytime soon, I may as well modify it for neutral.
Orginally the effect for the DK spec 1 drop was: At the end of your turn, add a copy of this minion to your hand.
As a class card, it's would be okay compared to other class 1 drops.
You reinvented paladin hero power, only about 200% better. Every turn for 1 mana you get a 2/1, compared to a 1/1 for 2 mana. Pretty sure that's a bit too powerful.
This can't be compared to the paladin hero power. The paladin hero power costs you 2 mana but in exchange you can cast it every turn, while you can only play this card once and it fills a card slot in your deck which you could fill with much better current cards. Even if it was a 1/2 (the 2/1 just totally sucks) I don't really see it being played much. On turn 2-3-4 your plan is to play very good drops and this card would interfere with your mana curve. Even with Hobgoblin this isn't as good as echoing ooze or haunted creeper. Expect it to be killed the turn it is played, but unlike clockwork gnome which gives you an important spare part, this card doesn't achieve anything. Maybe you can drop it once more in the game to fill your curve, that's all, but doesn't help with early board control.
Actually now that I'm thinking about it, something stronger with the same effect may be more viable.
Had second thoughts since Spider Tank is a 3/3/4 but realized he has Mech as race for synergy. This also costs mana to keep playing.
Now this card I like. It's on curve with the most powerful 3 drop minions and gives your opponent a chance to answer it before you start getting more for free. Whether it's too powerful or not is hard to say but I definitely like the idea.
I also like the idea if it is 3 mana. From 3 mana on the game is always a race and even if you get the copy of the card you will consider playing other cards as well. I am thinking about playing this in mech mage-like zoo decks. The advantage will show in longer games when you can run out of cards if your board gets wiped and you don't draw Dr balanced or Antonidas. In early game the traditional 3 drop mechs are better so it sucks if you draw this card instead, but with this you won't run out of cards in the late game if the game gets there. Since with mech mage that rarely happens, I'd say the card balances itself. Also it is hard to think about what to cut for it.
CasmX you are right about paladin hero power, I didn't think enough.
Now this card I like. It's on curve with the most powerful 3 drop minions and gives your opponent a chance to answer it before you start getting more for free. Whether it's too powerful or not is hard to say but I definitely like the idea.
Unless a card is blatantly OP, it's hard to tell whether or not it's balanced until playtesting. DAMN GAME IS A CRUEL MISTRESS
I also like the idea if it is 3 mana. From 3 mana on the game is always a race and even if you get the copy of the card you will consider playing other cards as well.
casmX you are right about paladin hero power, I didn't think enough.
I've always felt that the paladin hero power was underpowered anyways
I edited my post that you quoted in the meantime, added some extra thoughts why the card balances itself in my opinion. Oh and 1 thing about paladin hero power vs this- this can't get quartermastered :)
I actually like, how a simple mechanic like this produces multiple hugely different scenarios, depending on the play and response.
Plays
1. Play only 1, if not killed, don't trade/suicide it until you have as few or as many of them as you want. Risk of filling your hand is smaller (depending on you, if opponent doesn't kill it). If opponent risks and does not give you opportunity or help for killing it (he does not play minions), you might get complications, or he might get punished. Risk vs. reward, with relying on either luck, or expected / guaranteed scenarios (e.g. next turn he has AoE for clearing + minion for tempo).
2. Play as soon as many of them as you can. Scenario like flacidturtur described (even in later turns). Very high risk of filling your hand, discarding other cards drawn from your deck. Sometimes keeps constant pressure on opponent, sometimes makes your filled board useless if he already has higher hp minions on board and can tank / heal / ignore the small attacks.
Responses
1. Kill them as soon as they appear. You want to prevent any later complications, price is you may lose tempo.
2. Let them live, allowing for the above mentioned possibilities. You allow a bit of pressure (risk) if you want or know you can use it later, e.g. opponent discards bigger value cards, and / or fills the board with low value you can simply deal with later (reward). If you can't, you get punished.
I'm not really able to tell how over- or underpowered it is. But from the point of how many scenarios it can introduce, it may to bring much higher complexity / fun, even making other cards look too boring. Which would be fine for me, but from designing point (Blizzard), I don't know.
Edit: I responded to the original idea of 1/1. I don't think any higher versions have enough drawback for you, e.g. getting constant 3/4 is better than a complete Zoo, where Warlock has to play smaller minions and tap to draw at the same time. Also, with 1/1, you already let the mechanic do what's interesting about it (mess with planning for both you and your opponent), and is not as punishing for single miscalculated move.
This is the newest version.
Old 1 Drop Versions
Updated from 1/1 to 2/1
EDIT: Should be Beginning of Turn
EDIT: Should be Beginning of Turn
I originally came up with this card a Death Knight class specific 1 drop, but seeing no new classes anytime soon, I may as well modify it for neutral.
Orginally the effect for the DK spec 1 drop was: At the end of your turn, add a copy of this minion to your hand.
As a class card, it's would be okay compared to other class 1 drops.
Interesting idea. I'm guessing that any permanent buffs would be copied as well?
@Rofelix
oh lord no, Think about that for a second. Can't be targeted/Stackable effect/fill your hand with 1 drops. Giants/Twilight Drake would be so abused along with Cultmaster/Power Overwhelming/Frostwolf maybe?
Turn 1: drop acolyte.
Turn 2: Gain Acolyte then Drop
Turn 3: Gain 2 Acolytes. Frop
turn 4: Gain 4 acolytes. Have 4 on board.
Not that this is best play, but you can essentially draw 5 cards a turn almost guarenteed.
@albrot
I don't think that copying buffs would be fair as a 1 drop.
UPDATED CARD FROM 1/1 to 2/1
I like the concept art and the acolyte looks cool, but the card itself looks really bad. All currently played 1 drops have more value than this, think about clockwork gnome, leper gnome, zombie chow. Even an argent squire is better. Bad stats, dies to hero powers, no useful extra effect. At turn 2 you won't replay a bad 1 drop so the copy doesn't make it any better. At least make it 0 mana.
I bring life and BOOOOAHH
It's fun, but could go wildly different ways. Maybe when one dies, the ones in your hand die too?
Priest (60) / Warrior (49) / Hunter (47) / Mage (45) / Warlock (36) / Druid (35) / Shaman (34) / Paladin (33) / Rogue (19)
Works nice with Hobgoblin :)
Spellcheck was invented for a reason lol
Hearthstone is a game of "copy and pasting"
NO TIME FOR SPELLCHECK BLRAHGH :P
You reinvented paladin hero power, only about 200% better. Every turn for 1 mana you get a 2/1, compared to a 1/1 for 2 mana. If your opponent has no immediate answer they instantly start snowballing dramatically out of control. 2 2/1 minions every turn for 2 mana or 3 2/1's every turn for 3 mana, etc. You'd never be without a minion from that point forward.
I like the idea, I'd just change it to the start of your turn instead of the end of it. Give him the Nat Pagle treatment as to allow your opponent the opportunity to respond and punish them when they can't.
This can't be compared to the paladin hero power. The paladin hero power costs you 2 mana but in exchange you can cast it every turn, while you can only play this card once and it fills a card slot in your deck which you could fill with much better current cards. Even if it was a 1/2 (the 2/1 just totally sucks) I don't really see it being played much. On turn 2-3-4 your plan is to play very good drops and this card would interfere with your mana curve. Even with Hobgoblin this isn't as good as echoing ooze or haunted creeper. Expect it to be killed the turn it is played, but unlike clockwork gnome which gives you an important spare part, this card doesn't achieve anything. Maybe you can drop it once more in the game to fill your curve, that's all, but doesn't help with early board control.
I bring life and BOOOOAHH
Ben Brode stated in an interview that Echoing Ooze had a similar effect on the first attempt at the card but that balancing it was a nightmare. I believe in that instance it just replicated on the board tho. (Side Note: at the time it did not gain buffs. It just kept flooding the board with 1/1s or 1/2s) It is a fun idea but I don't think we will ever see it. Maybe your version is a bit more realistic since you need to keep paying the mana for it but I would guess that if they started with a similar power then they must have attempted something like this internally. Clearly they decided against it tho.
Did you not read the card or do you simply not understand it? At the end of your turn, you get another copy of it. You can cast it every single turn because you'll always have at least 1 copy of it once you play it. If you get 2 out, you get 2 more at the end of your turn. 3 out, 3 more, etc. It's paladin hero power on crack.
Actually now that I'm thinking about it, something stronger with the same effect may be more viable.
Had second thoughts since Spider Tank is a 3/3/4 but realized he has Mech as race for synergy. This also costs mana to keep playing.
As a 1/2 it would be great in a handlock, except handlock decks are so tight I really don't know what you'd replace it with. I'm not really a fan of any cards with 2/1 stats, though - maybe just because it can be countered so easily by both mage and druid hero powers (and paladin, but slower and less reliably).
Now this card I like. It's on curve with the most powerful 3 drop minions and gives your opponent a chance to answer it before you start getting more for free. Whether it's too powerful or not is hard to say but I definitely like the idea.
I also like the idea if it is 3 mana. From 3 mana on the game is always a race and even if you get the copy of the card you will consider playing other cards as well. I am thinking about playing this in mech mage-like zoo decks. The advantage will show in longer games when you can run out of cards if your board gets wiped and you don't draw Dr balanced or Antonidas. In early game the traditional 3 drop mechs are better so it sucks if you draw this card instead, but with this you won't run out of cards in the late game if the game gets there. Since with mech mage that rarely happens, I'd say the card balances itself. Also it is hard to think about what to cut for it.
CasmX you are right about paladin hero power, I didn't think enough.
I bring life and BOOOOAHH
Unless a card is blatantly OP, it's hard to tell whether or not it's balanced until playtesting. DAMN GAME IS A CRUEL MISTRESS
I've always felt that the paladin hero power was underpowered anyways
I edited my post that you quoted in the meantime, added some extra thoughts why the card balances itself in my opinion. Oh and 1 thing about paladin hero power vs this- this can't get quartermastered :)
I bring life and BOOOOAHH
I actually like, how a simple mechanic like this produces multiple hugely different scenarios, depending on the play and response.
Plays
1. Play only 1, if not killed, don't trade/suicide it until you have as few or as many of them as you want. Risk of filling your hand is smaller (depending on you, if opponent doesn't kill it). If opponent risks and does not give you opportunity or help for killing it (he does not play minions), you might get complications, or he might get punished. Risk vs. reward, with relying on either luck, or expected / guaranteed scenarios (e.g. next turn he has AoE for clearing + minion for tempo).
2. Play as soon as many of them as you can. Scenario like flacidturtur described (even in later turns). Very high risk of filling your hand, discarding other cards drawn from your deck. Sometimes keeps constant pressure on opponent, sometimes makes your filled board useless if he already has higher hp minions on board and can tank / heal / ignore the small attacks.
Responses
1. Kill them as soon as they appear. You want to prevent any later complications, price is you may lose tempo.
2. Let them live, allowing for the above mentioned possibilities. You allow a bit of pressure (risk) if you want or know you can use it later, e.g. opponent discards bigger value cards, and / or fills the board with low value you can simply deal with later (reward). If you can't, you get punished.
I'm not really able to tell how over- or underpowered it is. But from the point of how many scenarios it can introduce, it may to bring much higher complexity / fun, even making other cards look too boring. Which would be fine for me, but from designing point (Blizzard), I don't know.
Edit: I responded to the original idea of 1/1. I don't think any higher versions have enough drawback for you, e.g. getting constant 3/4 is better than a complete Zoo, where Warlock has to play smaller minions and tap to draw at the same time. Also, with 1/1, you already let the mechanic do what's interesting about it (mess with planning for both you and your opponent), and is not as punishing for single miscalculated move.