I just realised i miswrote my comment. I meant as in you have 7 cards in your hand ,ok?you play the minion then you have 6.Does the effect still activate?
If after playing the card you have 5 or more cards in your hand, the effect will activate.
Great ideas, but most of them are really OP. Not going through all of the by one, but elaborate on the few (the Rogue ones).
Kick: It's too sick in Malylock or in Miracle rogue. The fact that it's a cheap Rogue spell, a damaging spell and defends things like Malygos and Gadgetzan to work +1 turn without the loss of any value seems utterly broken. Loatheb was a 5 mana creature, slow, but statwise good, but Kick falls to the other side of a counter-ability, where it's will be good against anything (in Malygos deck you remove a creature AND prevent any spell to kill the Malygos). Playing both of these drawn by gadgetzan denying the opponent to play any spel. Makes sinister strike useless in any case and because it's cheap, you don't really struggle with the combo part.
Smuggler: It should be restricted to the turn it was played and even it is, seems very broken to me. First, because "minion" is a too wide category, so it's a 1|2 for 0 in 95% of the time enabling sick combos (defias) and stuff, so this will see play . But if you make it able to distribute the mana so efficiently there are too much things that can happen , but shouldn't (like, turn 2 Smuggler, turn 3 Brann, then Shadowstep Smuggler, play it and play an Emperor Thaurissan in the same turn or Brann+Coin+Smuggler on turn 4, turn 5 Malygos). And you could abuse this thing much further with cards like pandas.
Adrenaline rush: In beta or alpha there were a similar card with the same name (it drawn 2 card by combo, else 1 card), but of course, was broken as hell. It's straightly better than Novice engineer before the nerf (it was 1|2 for 2 mana with a similar effect and played almost everywhere because for effectively cycling a card for 1 mana), but in gratis, this gives additionally +1 card (which is not that rare if you are a combo type of deck, which uses only spells in the first 1-2-3 turn).
But as said, it's a precious set of work and mostly I don't mind if a fan-made idea is a bit overpowered, but those were definitely out of the charts in that sense.
Great ideas, but most of them are really OP. Not going through all of the by one, but elaborate on the few (the Rogue ones).
Kick: It's too sick in Malylock or in Miracle rogue. The fact that it's a cheap Rogue spell, a damaging spell and defends things like Malygos and Gadgetzan to work +1 turn without the loss of any value seems utterly broken. Loatheb was a 5 mana creature, slow, but statwise good, but Kick falls to the other side of a counter-ability, where it's will be good against anything (in Malygos deck you remove a creature AND prevent any spell to kill the Malygos). Playing both of these drawn by gadgetzan denying the opponent to play any spel. Makes sinister strike useless in any case and because it's cheap, you don't really struggle with the combo part.
Smuggler: It should be restricted to the turn it was played and even it is, seems very broken to me. First, because "minion" is a too wide category, so it's a 1|2 for 0 in 95% of the time enabling sick combos (defias) and stuff, so this will see play . But if you make it able to distribute the mana so efficiently there are too much things that can happen , but shouldn't (like, turn 2 Smuggler, turn 3 Brann, then Shadowstep Smuggler, play it and play an Emperor Thaurissan in the same turn or Brann+Coin+Smuggler on turn 4, turn 5 Malygos). And you could abuse this thing much further with cards like pandas.
Adrenaline rush: In beta or alpha there were a similar card with the same name (it drawn 2 card by combo, else 1 card), but of course, was broken as hell. It's straightly better than Novice engineer before the nerf (it was 1|2 for 2 mana with a similar effect and played almost everywhere because for effectively cycling a card for 1 mana), but in gratis, this gives additionally +1 card (which is not that rare if you are a combo type of deck, which uses only spells in the first 1-2-3 turn).
But as said, it's a precious set of work and mostly I don't mind if a fan-made idea is a bit overpowered, but those were definitely out of the charts in that sense.
Neat ideas, but many if not most of the cards are massively overpowered. It is surprising how few of the cards make use of the new mechanic, and that there are no neutral cards.
Dark wood Imp: 2 mana and the things that come out from it must be Demon. See Possessed Villager for balance.
Corrupted Hellraiser: It must be 3/5.
Mannoroth: Crazily overpowered in zoo decks. Also this card destroys enemy minions too. Replace the text with: “Battlecry: Destroy 2 random friendly minions. Give all other friendly minions +3/+3……..”
Roll Bearmantle: Since now, all Choose One effects had 2 choices, and even Fandral Staghelm says “activate both effects”. So I don’t know how this card will activate will Fandral Staghelm, but nice idea.
Bronze Emissary: It must be a 4/3 minion.
Arena Veteran: Must be a legendary minion. See Sneed's Old Shredder for balance.
Carnival Illusionist: If the card is a card that you can choose, it is op. Change its stats to 3/1.
Aachenei Apprentice: No need for this card because there is a spell that costs exactly same mana but this has also a body.
Muster for Totem: Srsly? You can summon 4 Totem Golems.
Elemental Embrace: Overload (1)
Orgrim Doomhammer: Doomhammer costs 5 mana so the body costs 1 mana? Srsly? 3/8 with windfury and taunt for 1 mana? Make it 10 mana 2/6 with windfury & taunt.
Forsaken Archer: Better make it “Deal 1 damage.”
Tag Team: Must be “Equip a 3/2 Fireboat Crossbow.”
Spirit Bond: Too op. Even the shaman card gives you a %50 chance but this one probably will activate %80 percent of the time since hunter is full off beasts.
Magmadar: Make it 2 health. Otherwise it is too op.
Kick: Make the combo, spells cost 3 or 4 more.
Adrenaline Rush: You know that this card was removed from game in early times. 1 mana draw 2 cards is too powerful. Even Arcane Intellect is 3 mana and used in all mage decks. Make Adrenaline Rush 2 mana for balance.
Shadowmoon Assassin: Make it 2 mana 2/3. See Steamwheedle Sniper for balance.
Darius Crowley: I guess making it 3 health makes it more balanced.
Forsaken Guardian: Change text to: “Your hero has +2 Attack on your turn.”
You are a hero! Thank you <3
Myis
Fucking Muster for Totem. All of my What and Yes.
Insane ideas man, loved them, keep up the good work!
Great ideas, but most of them are really OP. Not going through all of the by one, but elaborate on the few (the Rogue ones).
Kick: It's too sick in Malylock or in Miracle rogue. The fact that it's a cheap Rogue spell, a damaging spell and defends things like Malygos and Gadgetzan to work +1 turn without the loss of any value seems utterly broken. Loatheb was a 5 mana creature, slow, but statwise good, but Kick falls to the other side of a counter-ability, where it's will be good against anything (in Malygos deck you remove a creature AND prevent any spell to kill the Malygos). Playing both of these drawn by gadgetzan denying the opponent to play any spel. Makes sinister strike useless in any case and because it's cheap, you don't really struggle with the combo part.
Smuggler: It should be restricted to the turn it was played and even it is, seems very broken to me. First, because "minion" is a too wide category, so it's a 1|2 for 0 in 95% of the time enabling sick combos (defias) and stuff, so this will see play . But if you make it able to distribute the mana so efficiently there are too much things that can happen , but shouldn't (like, turn 2 Smuggler, turn 3 Brann, then Shadowstep Smuggler, play it and play an Emperor Thaurissan in the same turn or Brann+Coin+Smuggler on turn 4, turn 5 Malygos). And you could abuse this thing much further with cards like pandas.
Adrenaline rush: In beta or alpha there were a similar card with the same name (it drawn 2 card by combo, else 1 card), but of course, was broken as hell. It's straightly better than Novice engineer before the nerf (it was 1|2 for 2 mana with a similar effect and played almost everywhere because for effectively cycling a card for 1 mana), but in gratis, this gives additionally +1 card (which is not that rare if you are a combo type of deck, which uses only spells in the first 1-2-3 turn).
But as said, it's a precious set of work and mostly I don't mind if a fan-made idea is a bit overpowered, but those were definitely out of the charts in that sense.
We can live without pizza, but then, what for?
Corrupted Treant = Maokai fom League of Legends
MrVerdinsky was here
TORNEIRAS
Neat ideas, but many if not most of the cards are massively overpowered. It is surprising how few of the cards make use of the new mechanic, and that there are no neutral cards.
i really like some of these. The druid and warlock legendary cards would be a dream come true.....maybe in another life. thanks for the cards
+ = RIP
I know it is a legendary but that mannorath is absurd. It is an overpowered bloodlust that also comes with an entire board wipe.
I just came here for balance, Kappa.
Dark wood Imp: 2 mana and the things that come out from it must be Demon. See Possessed Villager for balance.
Corrupted Hellraiser: It must be 3/5.
Mannoroth: Crazily overpowered in zoo decks. Also this card destroys enemy minions too. Replace the text with: “Battlecry: Destroy 2 random friendly minions. Give all other friendly minions +3/+3……..”
Roll Bearmantle: Since now, all Choose One effects had 2 choices, and even Fandral Staghelm says “activate both effects”. So I don’t know how this card will activate will Fandral Staghelm, but nice idea.
Bronze Emissary: It must be a 4/3 minion.
Arena Veteran: Must be a legendary minion. See Sneed's Old Shredder for balance.
Carnival Illusionist: If the card is a card that you can choose, it is op. Change its stats to 3/1.
Aachenei Apprentice: No need for this card because there is a spell that costs exactly same mana but this has also a body.
Muster for Totem: Srsly? You can summon 4 Totem Golems.
Elemental Embrace: Overload (1)
Orgrim Doomhammer: Doomhammer costs 5 mana so the body costs 1 mana? Srsly? 3/8 with windfury and taunt for 1 mana? Make it 10 mana 2/6 with windfury & taunt.
Forsaken Archer: Better make it “Deal 1 damage.”
Tag Team: Must be “Equip a 3/2 Fireboat Crossbow.”
Spirit Bond: Too op. Even the shaman card gives you a %50 chance but this one probably will activate %80 percent of the time since hunter is full off beasts.
Magmadar: Make it 2 health. Otherwise it is too op.
Kick: Make the combo, spells cost 3 or 4 more.
Adrenaline Rush: You know that this card was removed from game in early times. 1 mana draw 2 cards is too powerful. Even Arcane Intellect is 3 mana and used in all mage decks. Make Adrenaline Rush 2 mana for balance.
Shadowmoon Assassin: Make it 2 mana 2/3. See Steamwheedle Sniper for balance.
Darius Crowley: I guess making it 3 health makes it more balanced.
Forsaken Guardian: Change text to: “Your hero has +2 Attack on your turn.”
Playing since 1 June 2014.
Review on Every Card: http://goo.gl/RTz806
Cards That Will Be Missed in Standart Next Year: http://goo.gl/adNMnn
Kick is very very very VERY OP....nice ideas btw
I love the KT card. God, Kael'thas is such a bad ass.... UGH this must happen