Hello all. I have a card idea that would be mage-specific legendary and I'd like to know your opinions on it.
Unfortunately, I don't play WoW so I don't have a deep knowledge of lore so for the sake of giving this card a name lets call him Chilly.
So here it is:
Chilly
(Legendary)
5 Mana
4 Attack, 5 Health
Freeze your opponents minions when they are summoned.
The idea I was going for is that this minion is from a tundra, and brings the sub-zero temperatures with it, freezing whoever dares come forth to fight it. As I said, I don't play WoW so I don't know if an NPC exists like this in the game for Blizzard to model this card after. It's just an idea I had.
This card should effectively stun your opponent, allowing for:
Aggro
One last push for lethal if you flood the board with minions the same turn you play this card (if your opponent doesn't have mass removal)
OR
Control
Stalling for an extra turn to allow for a Flamestrike or other mass removal follow-up.
*Play Chilly + Loatheb for a sicknasty lockdown on turn 10*
Why I believe this card would be balanced:
This minion doesn't stun spells, so your opponent is still able to remove Chilly. (That being said, this guy is excellent spell-bait, eating up opponent's removal so you can safely follow up with your legendaries the following turn.)
Chilly doesn't affect minions already on the board, allowing your opponent to remove Chilly with his minions summoned previously.
Feels too strong - it completely removes action on opponent's part. You'll always be the one who decides the trades, and can often wait a turn for them. And then you can add some extra freeze with spells.
It even disables charge.
It either needs to be more easily removed with spells (3-4 hp tops, 5 is too much for this), last only one turn (like Loatheb), or, for example, freeze only first summoned minion per turn.
Thanks for the feedback, both of you. I feel that his health is justified at 5 seeing that his effect only freezes minions AND only minions played after Chilly hits the field. This leaves him susceptible to weapons, battlecries, and spells as well as minions already on the board.
Freeze Mage is what I mostly had in mind when I created this. Also, nice name bruh. Glad to see Snatch Steal come off the forbidden list this format. :)
Honestly this seems very balanced to me because often times minions aren't dealt with by playing other minions, they're dealt with by trading what you have already and playing spells, which means the effect doesn't see a tremendous amount of use. If anything I would change it to have 3 attack if it's too powerful.
Not sure if you worded it the way you intend it to work because currently it's extremely weak. The only thing it would actually stall is minions with charge. Freeze only lasts 1 turn, so summoning any minion without charge can't attack the turn it's played anyways, giving the freeze effect zero value...
Not sure if you worded it the way you intend it to work because currently it's extremely weak. The only thing it would actually stall is minions with charge. Freeze only lasts 1 turn, so summoning any minion without charge can't attack the turn it's played anyways, giving the freeze effect zero value...
I worded it correctly. If you hover over the word freeze you'll see the definition and it states, "Frozen minions may not attack during their next turn." Not THE next turn, THEIR next turn.
Honestly this seems very balanced to me because often times minions aren't dealt with by playing other minions, they're dealt with by trading what you have already and playing spells, which means the effect doesn't see a tremendous amount of use. If anything I would change it to have 3 attack if it's too powerful.
Thank you for the feedback. I can understand the attack stat of this minion being a bit unnecessary. Perhaps 3 attack would place it in the right spot.
I actually find it balanced, or even underpowered. 5 mana 4/5 doesn't pass the vanilla test, so the effect should be very strong, but yet freeze your opponent's minions when they are summoned means that all it essentially does is disable charge. It doesn't affect anything else.
Not sure if you worded it the way you intend it to work because currently it's extremely weak. The only thing it would actually stall is minions with charge. Freeze only lasts 1 turn, so summoning any minion without charge can't attack the turn it's played anyways, giving the freeze effect zero value...
I worded it correctly. If you hover over the word freeze you'll see the definition and it states, "Frozen minions may not attack during their next turn." Not THE next turn, THEIR next turn.
For example, if you were a Warrior player and you attack a Snowchugger with your hero using Fiery War Axe, your hero is frozen your next turn even though you got frozen this turn.
I actually find it balanced, or even underpowered. 5 mana 4/5 doesn't pass the vanilla test, so the effect should be very strong, but yet freeze your opponent's minions when they are summoned means that all it essentially does is disable charge. It doesn't affect anything else.
Scrap that, freezing means that it can't attack the next turn. But yeah, I think the balance is okay. Maybe knock it up a mana and give it a 6 health body instead so it's less fragile?
Possibly. I wanted this minion to not have an absurd amount of health so he can be removed without too much trouble, but still put a tremendous amount of pressure on the board if your opponent didn't play a minion turn 4.
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Hello all. I have a card idea that would be mage-specific legendary and I'd like to know your opinions on it.
Unfortunately, I don't play WoW so I don't have a deep knowledge of lore so for the sake of giving this card a name lets call him Chilly.
So here it is:
Chilly
(Legendary)
5 Mana
4 Attack, 5 Health
Freeze your opponents minions when they are summoned.
The idea I was going for is that this minion is from a tundra, and brings the sub-zero temperatures with it, freezing whoever dares come forth to fight it. As I said, I don't play WoW so I don't know if an NPC exists like this in the game for Blizzard to model this card after. It's just an idea I had.
This card should effectively stun your opponent, allowing for:
Aggro
OR
Control
*Play Chilly + Loatheb for a sicknasty lockdown on turn 10*
Why I believe this card would be balanced:
This minion doesn't stun spells, so your opponent is still able to remove Chilly. (That being said, this guy is excellent spell-bait, eating up opponent's removal so you can safely follow up with your legendaries the following turn.)
Chilly doesn't affect minions already on the board, allowing your opponent to remove Chilly with his minions summoned previously.
So what do you guys think?
Bumping because I got 0 feedback yesterday
Feels too strong - it completely removes action on opponent's part. You'll always be the one who decides the trades, and can often wait a turn for them. And then you can add some extra freeze with spells.
It even disables charge.
It either needs to be more easily removed with spells (3-4 hp tops, 5 is too much for this), last only one turn (like Loatheb), or, for example, freeze only first summoned minion per turn.
Yeah I like it, thought it was OP as hell but saw that previous minions on the board aren't frozen.
Big problem adding this to a freeze mage arsenal though
December rank 74 legend :)
Thanks for the feedback, both of you.
I feel that his health is justified at 5 seeing that his effect only freezes minions AND only minions played after Chilly hits the field. This leaves him susceptible to weapons, battlecries, and spells as well as minions already on the board.
Freeze Mage is what I mostly had in mind when I created this. Also, nice name bruh. Glad to see Snatch Steal come off the forbidden list this format. :)
It was forbidden? :O
Yeah ofc freeze mage gets the most out of this, but cant make them too OP. Might sound dumb but the card could even have 0 att...
December rank 74 legend :)
Could work as a six or seven mana, but definitely OP atm.
thats incredibly powerful, but interesting idea. it's weak to removal but very strong against minion-based decks
http://www.twitch.tv/szsoulzek
Honestly this seems very balanced to me because often times minions aren't dealt with by playing other minions, they're dealt with by trading what you have already and playing spells, which means the effect doesn't see a tremendous amount of use. If anything I would change it to have 3 attack if it's too powerful.
Not sure if you worded it the way you intend it to work because currently it's extremely weak. The only thing it would actually stall is minions with charge. Freeze only lasts 1 turn, so summoning any minion without charge can't attack the turn it's played anyways, giving the freeze effect zero value...
I worded it correctly. If you hover over the word freeze you'll see the definition and it states, "Frozen minions may not attack during their next turn." Not THE next turn, THEIR next turn.
Thank you for the feedback. I can understand the attack stat of this minion being a bit unnecessary. Perhaps 3 attack would place it in the right spot.
For example, if you were a Warrior player and you attack a Snowchugger with your hero using Fiery War Axe, your hero is frozen your next turn even though you got frozen this turn.
Possibly. I wanted this minion to not have an absurd amount of health so he can be removed without too much trouble, but still put a tremendous amount of pressure on the board if your opponent didn't play a minion turn 4.