Ward is a priest-specific mechanic identical to that of Magic: the Gathering's protection.
The basic concept: Here's a new Priest card called White Knight.
This minion cannot be selected by Warlock cards (e.g. it can't be attacked by Warlock minions, it can't be a target of Bane of Doom, etc.) The mechanic seems fun and powerful, and I think it would make an impact on the game. It would also be interesting if a 2 mana 3/3 was designed with Ward: Priest, so that way it couldn't be healed or applied buffs. It just seems like a fun mechanic and it would impact the game without being OP. There could also be Wards for specific tribes or even an all-encompassing ward, which would be identical to the protection from everything mechanic from MTG.
there is one massive problem with this mechanic: you can never guarantee who you are going up against, so these cards would be subpar until you find that one niche opponent.
I'm not sure. I never played Magic, but honestly, were the protection cards really ever used? And even then, Hearthstone has 9 classes compared to Magic's 5 colors (not to mention at least Magic decks might run multiple colors).
Protection from your own class might be kind of interesting, though I could see it easily being under or overpowered (and already that's fairly similar to generic Spell Immune cards). Ward tribes makes more sense even if it might not warrant a keyword.
To quote me from the past, "It doesn't have to be good, it just has to be sweet."
It's just a cool concept, and to answer your question, protection cards were used when the game was budding. It's just another MTG mechanic to bring over and it could see play (e.g. a 3 mana 3/4 with Ward: [insert class here] for the Paladin).
This was an okay thing to do in magic because side decks existed, and you're expected to sub out cards based on what you know you're going to be against.
In hearthstone, you just have a 1/9 chance to have a massive tempo swing. It's too polarized and seems anti-fun.
I'd like the concept due to its meta stopping abilities. But I don't think it wold realistically see much play. It is one of those cards however that doesn't need to be played for it to be a threat so the meta is always a mix up and is never one sided to a single class.
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Ward is a priest-specific mechanic identical to that of Magic: the Gathering's protection.
The basic concept: Here's a new Priest card called White Knight.
This minion cannot be selected by Warlock cards (e.g. it can't be attacked by Warlock minions, it can't be a target of Bane of Doom, etc.) The mechanic seems fun and powerful, and I think it would make an impact on the game. It would also be interesting if a 2 mana 3/3 was designed with Ward: Priest, so that way it couldn't be healed or applied buffs. It just seems like a fun mechanic and it would impact the game without being OP. There could also be Wards for specific tribes or even an all-encompassing ward, which would be identical to the protection from everything mechanic from MTG.
there is one massive problem with this mechanic: you can never guarantee who you are going up against, so these cards would be subpar until you find that one niche opponent.
Protection from everything is called Immunity unless there's some obscure mechanic that gets through it in Magic.
I'm not sure. I never played Magic, but honestly, were the protection cards really ever used? And even then, Hearthstone has 9 classes compared to Magic's 5 colors (not to mention at least Magic decks might run multiple colors).
Protection from your own class might be kind of interesting, though I could see it easily being under or overpowered (and already that's fairly similar to generic Spell Immune cards). Ward tribes makes more sense even if it might not warrant a keyword.
To quote me from the past, "It doesn't have to be good, it just has to be sweet."
It's just a cool concept, and to answer your question, protection cards were used when the game was budding. It's just another MTG mechanic to bring over and it could see play (e.g. a 3 mana 3/4 with Ward: [insert class here] for the Paladin).
This was an okay thing to do in magic because side decks existed, and you're expected to sub out cards based on what you know you're going to be against.
In hearthstone, you just have a 1/9 chance to have a massive tempo swing. It's too polarized and seems anti-fun.
Maybe saying classes is too broad. How about certain tribes and such?
That makes sense. The White Knight could be changed to Ward: Demons. Maybe Big Game Hunter could also have a Ward: Dragons.
I'd like the concept due to its meta stopping abilities. But I don't think it wold realistically see much play. It is one of those cards however that doesn't need to be played for it to be a threat so the meta is always a mix up and is never one sided to a single class.