The hero power is SO bad. it can be easily abused to lock u 4 mana every time and if u dont want it to trigger, whats the point of having it? Stats and weapon is kinda ok i guess.
Overload can only be taken AFTER the turn was done, so basically she's immune to damage when she has at least 4 mana the previous turn. Since the overload will overlap each other no matter how many time the HP is triggered, there would be still 4 mana (or more) until the turn ends. Which makes her ridiculously hard to kill.
You need to kill her immediately on the turn she is summoned, otherwise you'd need to spare at least 2 instances of damage to bring her mana down to 2 in order to kill her during your next turn. And even that, Lavashock might come out of nowhere to deny the effort.
Also, her weapon can wipe the board pretty well to prevent minor damage/minion that might occur during the next turn, while also capable of dealing at least 8 damage to opp's face in the course of 4 turns. That's not counting the wide arrange of cheap damaging spell shaman currently has.
The condition of HP is whether you have 4 mana at the start of your turn or not. From that point onward, Vashj will be pseudo-immune, and your opponent must stop that by overloading you during the next turn.
It's still bad, 8 mana to prevent some incoming damage... You use the weapon with some mana and it triggers, you then leave 4 crystals for your opponents turn so it can trigger again from opponent pinging your face giving you 8 overload for next turn...
How about passive: reduce all incoming damage by 2?
^ Seems like you're missing that it's a shaman card, and shaman doesn't have much problem controlling the board early on. Vashj should only be played when you desperately need to prolong the game, at the stage where there won't be that many threats that need immediate answer. Agree she'd be weak as f*ck when facing certain classes or certain situations, but overall, she's a walking Ice Block that slowly eat at least 8HP away from you if you don't have immediate answer, which can't even win the game right at that point.
That's the idea, the number can be tweaked though.
I like this a lot! However, I think the hero power is really, really bad. It pretty much cripples you if you take any damage at all. Maybe it would make more sense if it was something like "At the end of your turn, gain (1) Armor for each unspent Mana Crystal."?
I like this a lot! However, I think the hero power is really, really bad. It pretty much cripples you if you take any damage at all. Maybe it would make more sense if it was something like "At the end of your turn, gain (1) Armor for each unspent Mana Crystal."?
i've thought the same thing, but there must be a max armor bonus every turn like 3 or max 5, cause if there's not, a player can abuse it and pass for like 3-4 turn without doing nothing and gain 30-40 armor free if the board is clear.
That's the original idea though, and I though of the same problem too. Also, it wouldn't bring the "feel" of Warcraft's manashield. So I fix it into a ridiculously powerful HP as it is now, with a ridiculous drawback. Glad you saw the true potential of this HP, as everyone says it's too weak but you. If Vashj hits the empty board, you'd definitely win that game anyway regardless. The main point is, she negates any attempt to turn the table with big cards, while clearing smaller threats and dealing damage at the same time. If I bring the overload down to 3, thing'd got pretty much worse, I think.
Shaman is a class that is already good at controlling the board early on, and one of its biggest problem is lacking lategame answers to big cards. Much like other shaman's legendary, Vashj'd have an enough strong presence to force the opponent build the board to play around her as much as possbible when time comes, even if you're not actually holding her at the given moment. When she hits a board with less than 2 instances of dmg, that's pretty much over, as she'd have a pseudo Ice Block every single turn while slowly chipping down 8 HP (at least).
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The hero power is SO bad. it can be easily abused to lock u 4 mana every time and if u dont want it to trigger, whats the point of having it? Stats and weapon is kinda ok i guess.
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Overload can only be taken AFTER the turn was done, so basically she's immune to damage when she has at least 4 mana the previous turn. Since the overload will overlap each other no matter how many time the HP is triggered, there would be still 4 mana (or more) until the turn ends. Which makes her ridiculously hard to kill.
You need to kill her immediately on the turn she is summoned, otherwise you'd need to spare at least 2 instances of damage to bring her mana down to 2 in order to kill her during your next turn. And even that, Lavashock might come out of nowhere to deny the effort.
Also, her weapon can wipe the board pretty well to prevent minor damage/minion that might occur during the next turn, while also capable of dealing at least 8 damage to opp's face in the course of 4 turns. That's not counting the wide arrange of cheap damaging spell shaman currently has.
If it doesn't use the 4 mana and just overloads you, then I say that this card would make me play shaman if it existed.
The condition of HP is whether you have 4 mana at the start of your turn or not. From that point onward, Vashj will be pseudo-immune, and your opponent must stop that by overloading you during the next turn.
It's still bad, 8 mana to prevent some incoming damage... You use the weapon with some mana and it triggers, you then leave 4 crystals for your opponents turn so it can trigger again from opponent pinging your face giving you 8 overload for next turn...
How about passive: reduce all incoming damage by 2?
^ Seems like you're missing that it's a shaman card, and shaman doesn't have much problem controlling the board early on. Vashj should only be played when you desperately need to prolong the game, at the stage where there won't be that many threats that need immediate answer. Agree she'd be weak as f*ck when facing certain classes or certain situations, but overall, she's a walking Ice Block that slowly eat at least 8HP away from you if you don't have immediate answer, which can't even win the game right at that point.
That's the idea, the number can be tweaked though.
Really cool and imaginative, but it seems to MtG-ish for blizzard to ever pick up.
Current Ladder Climber Decks:
http://www.hearthpwn.com/decks/252615-prophetic-priest-ladder-climber
I like this a lot! However, I think the hero power is really, really bad. It pretty much cripples you if you take any damage at all. Maybe it would make more sense if it was something like "At the end of your turn, gain (1) Armor for each unspent Mana Crystal."?
That's the original idea though, and I though of the same problem too. Also, it wouldn't bring the "feel" of Warcraft's manashield. So I fix it into a ridiculously powerful HP as it is now, with a ridiculous drawback. Glad you saw the true potential of this HP, as everyone says it's too weak but you. If Vashj hits the empty board, you'd definitely win that game anyway regardless. The main point is, she negates any attempt to turn the table with big cards, while clearing smaller threats and dealing damage at the same time. If I bring the overload down to 3, thing'd got pretty much worse, I think.
Shaman is a class that is already good at controlling the board early on, and one of its biggest problem is lacking lategame answers to big cards. Much like other shaman's legendary, Vashj'd have an enough strong presence to force the opponent build the board to play around her as much as possbible when time comes, even if you're not actually holding her at the given moment. When she hits a board with less than 2 instances of dmg, that's pretty much over, as she'd have a pseudo Ice Block every single turn while slowly chipping down 8 HP (at least).