First off, it's OP: (Frost Nova+Frost Nova+Consecration for 4 mana). Secondly, the reason why these kinds of cards don't exist is because Hearthstone is supposed to be a really easy game to watch and if we had all these status effects on boards, it would be hard to keep up with. I'm not saying it's a bad idea but I don't feel like it belongs in Hearthstone.
However, a similar effect could be implemented into a minion aura.
I suspect that Frozen Inferno is correct that any such effects will be handled by minion but, it would certainly be possible to get effects with duration by putting them on self-harming minions.
Riffing on the original example:
Engangling Roots Druid Minion 4 mana - 0/4 Stealth. Enemy minions can't attack. At the start of your turn deals 2 damage to itself.
Note: With this wording the freeze-like effect is only guaranteed for one turn. Once the Entangling roots damage themselves they become visible. Also a flamestrike can remove the Entangling Roots, which kind of makes sense to me.
I agree effects that lasts for X turns can be confusing to watch for Forsen's Viewers of Cancer. However you could make something along the same lines, like a weapon that's not a weapon with an effect that occur every turn, OR a spell that when cast happens ex. at the end of every turn but for the rest of the game; "Shaman - Equip Skyshatter Pauldrons: At the end of every turn, restore/deal 1 damage to a random friendly/enemy character for the rest of this game."
then you don't have to think about how many turns there are left, maybe just a small icon near your hero picture to indicate the effect. How to balance the last mentioned shaman spell I have no clue, could be OP in control matches or maybe destroy rush decks if the spell heals.
I think this is already handled, and can continue to be expanded upon, by end of turn effects that are loaded onto minions. As a minion effect it can be interacted with by your opponent without having to introduce new mechanics to stop the ongoing effects.
I love the idea of single target persistent spells, like putting a DOT on a minion. I think something like "Target minion takes 1 damage at the start of every turn." doesn't even need a duration and manages to feel powerful. But powerful board altering spells that last for a certain amount of time aren't something that I would get excited for.
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https://www.hearthpwn.com/forums/hearthstone-general/general-discussion/240800-hearthstone-board-improvement-idea#c6
First off, it's OP: (Frost Nova+Frost Nova+Consecration for 4 mana). Secondly, the reason why these kinds of cards don't exist is because Hearthstone is supposed to be a really easy game to watch and if we had all these status effects on boards, it would be hard to keep up with. I'm not saying it's a bad idea but I don't feel like it belongs in Hearthstone.
However, a similar effect could be implemented into a minion aura.
I suspect that Frozen Inferno is correct that any such effects will be handled by minion but, it would certainly be possible to get effects with duration by putting them on self-harming minions.
Riffing on the original example:
Engangling Roots
Druid Minion
4 mana - 0/4
Stealth. Enemy minions can't attack. At the start of your turn deals 2 damage to itself.
Note: With this wording the freeze-like effect is only guaranteed for one turn. Once the Entangling roots damage themselves they become visible. Also a flamestrike can remove the Entangling Roots, which kind of makes sense to me.
I agree effects that lasts for X turns can be confusing to watch for Forsen's Viewers of Cancer. However you could make something along the same lines, like a weapon that's not a weapon with an effect that occur every turn, OR a spell that when cast happens ex. at the end of every turn but for the rest of the game; "Shaman - Equip Skyshatter Pauldrons: At the end of every turn, restore/deal 1 damage to a random friendly/enemy character for the rest of this game."
then you don't have to think about how many turns there are left, maybe just a small icon near your hero picture to indicate the effect. How to balance the last mentioned shaman spell I have no clue, could be OP in control matches or maybe destroy rush decks if the spell heals.
Hearthpwn Community's Balancing of Cards.
I think this is already handled, and can continue to be expanded upon, by end of turn effects that are loaded onto minions. As a minion effect it can be interacted with by your opponent without having to introduce new mechanics to stop the ongoing effects.
I love the idea of single target persistent spells, like putting a DOT on a minion. I think something like "Target minion takes 1 damage at the start of every turn." doesn't even need a duration and manages to feel powerful. But powerful board altering spells that last for a certain amount of time aren't something that I would get excited for.