Whenever this minion attacks, deal x damage to the your Hero. Figured this would be great in Warlock themed deck as taking damage on your own turn, is kind of a Warlock thing.
Examples:
Edit: Changed the effects of Belial Felrunner, added Demon tag to Fearsome Wrathguard.
I was thinking of Ambush, it would work by minions in your hand being summoned to the board and attacking as soon as a certain condition is met. For example Ambush: When a player casts a spell attack their hero , or Ambush: Attack the next summoned minion with 5 or more attack. Other than punishing your opponent this works to get you a free minion on the board, with the downside of having your hero or one of your minions damaged.
Rollback Post to RevisionRollBack
"I'm the tower of power, too sweet to be sour, funky like a monkey, the sky is the limit...OH YEAH!" -"Macho Man" Randy Savage
How about "Skip" - the opponent skips the next card draw. He can still play cards in-hand, and can still draw from spells or minions. Only the normal start of turn draw will be skipped. Since most decks include some sort of card draw, it shouldn't upset the power balance too much.
Visually, it'd be done similar to the Choose One mechanic of Druids. When you play the card, it hovers in the middle of the screen and a little sliding bar with a Mana Crystal appears underneath it. You can then drag that to the right to increase the amount of Mana you're paying (at set intervals or freeform, depending on the card) and then tap a "Channel"-button to play the card.
Deal 1 damage. Deal 1 more for each additional mana crystal used (something like this would be cool hahaha)
Stun:Stunned characters cannot deal damage to its attacker for next turn.
For example if an 8/8 card is stunned then a 2/1 attacked to it, the 2/1 card won't get any damage. This mechanic can be Warrior-only. I mean, check out these:
These images are just for showing you how it fits to the warrior class, not saying they are good with those spells.
Visually, it'd be done similar to the Choose One mechanic of Druids. When you play the card, it hovers in the middle of the screen and a little sliding bar with a Mana Crystal appears underneath it. You can then drag that to the right to increase the amount of Mana you're paying (at set intervals or freeform, depending on the card) and and by tapping the card it is played. If you don't want to channel, you just tap the card as you play it.
Did you send this to blizzard? man this is great work...
Rollback Post to RevisionRollBack
'There is nothing more deceptive than an obvious fact'
Nothing special, but I really would like to have minions with activated abilites which cost mana / health / discard a card etc. to activate it's effect. Usable in your turn after they got summoned and only once a turn. Similar to Magic tapping and Shadow Era activated abilities. Activating the ability doesn't stop the minion to attack before or after activation, so you can attack as usual.
Just a visual example for mana as cost:
I think activated abilites would be really interesting in Hearthstone. It would be nice to have allies with strong activated abilities which will act as a soft-taunt which the opponent should kill before you can use the ability. If your minion survives, the good thing about activated abilities will be, that they basically are like regular cards you would draw from your deck but an ability integrated in your minion theoratically allows you to cast it over and over again without losing a card.
Second Chance - It's thematically different, but for the most part it's just another way of implementing Divine Shield (ignore the fatal hit instead of the first hit). I don't think it adds anything to the game.
Bargain - I like it, but as others have said, it requires your opponent to take an action on your turn. Still, I can see it working with a timer.
Camouflage - I'm skeptical about the effect the way that it's presented. It looks easy to abuse. But if there were a line of minions with 4 cost, for instance, which had "Camoflauge - your opponent doesn't know which of the 4-cost camoflauged minions this is" - I could see that working. It could be like a Secret for minions.
Poison/Bleed/Burn - In my opinion, anything that counts on dealing damage to a minion the turn after an attack is going to be too slow to be useful enough for a keyword, especially if it doesn't synergize with anything. I mean, consider how much Maexxna sees play.
Sentinel - I like it, but it's a tech mechanic. My impression is that Blizzard will keep the number of keywords to a minimum.
Beatdown - When is a minion not attacking? With some exception, Beatdown may as well read "At the start of your turn," as many other cards already do.
Activated Abilities - We already have Inspire, which costs (2) mana to trigger the effect. Inspire, at least over time, will also have a lot of synergy options. If they add another activated ability, I think it'll be one that triggers instead of an attack, not one that triggers because you pay more mana.
Channel - The problem with Channel is that many times the choices will be overpriced or the card will represent power creep over other spells on curve. Neither of those are great for the game. I could still see it working out for a set of cards.
Stun - I think this would be great, but for Rogue instead of Warrior. Rogues are constantly making multiple plays to take down a minion, and if the first reduced the minions attack, the Rogue Hero wouldn't take damage finishing it off with the Hero Power. A lot of people have commented that the damage Rogue takes attacking with a Hero Power holds the class down, and a stun mechanic could go a long way to making Rogue more viable.
Upgrade - There are already examples of this effect, for instance on the Valkyrie twins. The thing is, you have to balance the value of the minion, the value of the Upgrade effect, and the value of the buff you're playing on it. All together there's a lot of pressure to make the Upgrade effect smaller, or the minion weaker, to keep the combined effect of minion + buffs + upgrade from becoming overpowered. I don't think the opportunity is there for more than a handful of cards.
I have a few ideas that I'll try to post when I have a chance to make cards for them.
Apart from Truesilver Champion, i don't think there is a card with this effect in the game (correct me if im wrong)
Some of my creations are below, sorted from new to old
Myths of the Pantheon -A card a day (on a break right now) -Full Moon of Gilneas -A Tale of Fairies - Dalaran Expansion 2 - The Dark Forest - Dalaran Expansion 1 - Pirate Expansion 2 - Pirate Expansion 1 - Spring of Kimjau -Seige at Orgimmar - Journeys Abound
Well, I thought there were more :P but it really is awesome
Kept you waiting, huh?
Nice one! Also those examples were really creative.
Kept you waiting, huh?
Blessing of wisdom give a minion "beathdown: draw a card".
Yes. Beatdown simplifies this so much.
Kept you waiting, huh?
Also the new priest buff gives a minion beat down; restore 4 health to your hero
Right, forgot those :D
I will post more Beatdown cards soon
Some of my creations are below, sorted from new to old
Myths of the Pantheon -A card a day (on a break right now) -Full Moon of Gilneas -A Tale of Fairies - Dalaran Expansion 2 - The Dark Forest - Dalaran Expansion 1 - Pirate Expansion 2 - Pirate Expansion 1 - Spring of Kimjau -Seige at Orgimmar - Journeys Abound
Here's my idea for a keyword:
Sacrifice: (x);
Whenever this minion attacks, deal x damage to the your Hero. Figured this would be great in Warlock themed deck as taking damage on your own turn, is kind of a Warlock thing.
Examples:
Edit: Changed the effects of Belial Felrunner, added Demon tag to Fearsome Wrathguard.
I was thinking of Ambush, it would work by minions in your hand being summoned to the board and attacking as soon as a certain condition is met. For example Ambush: When a player casts a spell attack their hero , or Ambush: Attack the next summoned minion with 5 or more attack. Other than punishing your opponent this works to get you a free minion on the board, with the downside of having your hero or one of your minions damaged.
"I'm the tower of power, too sweet to be sour, funky like a monkey, the sky is the limit...OH YEAH!" -"Macho Man" Randy Savage
How about "Skip" - the opponent skips the next card draw. He can still play cards in-hand, and can still draw from spells or minions. Only the normal start of turn draw will be skipped. Since most decks include some sort of card draw, it shouldn't upset the power balance too much.
Well met!
Deal 1 damage. Deal 1 more for each additional mana crystal used (something like this would be cool hahaha)
Kept you waiting, huh?
Ethereal: Unaffected by effects except when targeted ie immune to AoE (and random damage like Arcane Missiles, Boom Bots etc) effects.
Stun: Stunned characters cannot deal damage to its attacker for next turn.
For example if an 8/8 card is stunned then a 2/1 attacked to it, the 2/1 card won't get any damage. This mechanic can be Warrior-only. I mean, check out these:
These images are just for showing you how it fits to the warrior class, not saying they are good with those spells.
Did you send this to blizzard? man this is great work...
'There is nothing more deceptive than an obvious fact'
Sherlock Holmes
made some more beadown card
Beatdown occurs whenever this character attacks.
Some of my creations are below, sorted from new to old
Myths of the Pantheon -A card a day (on a break right now) -Full Moon of Gilneas -A Tale of Fairies - Dalaran Expansion 2 - The Dark Forest - Dalaran Expansion 1 - Pirate Expansion 2 - Pirate Expansion 1 - Spring of Kimjau -Seige at Orgimmar - Journeys Abound
Love tiny assassin, curse lifter and boom nurse!
'There is nothing more deceptive than an obvious fact'
Sherlock Holmes
Pretty self explanatory. The effect takes place before the buff does. Auras such as Stormwind Champion do not count.
OH you mean inspire?
"you can't escape me"*
*or my mech mage.
Let's take a look at what we've got so far:
Second Chance - It's thematically different, but for the most part it's just another way of implementing Divine Shield (ignore the fatal hit instead of the first hit). I don't think it adds anything to the game.
Bargain - I like it, but as others have said, it requires your opponent to take an action on your turn. Still, I can see it working with a timer.
Camouflage - I'm skeptical about the effect the way that it's presented. It looks easy to abuse. But if there were a line of minions with 4 cost, for instance, which had "Camoflauge - your opponent doesn't know which of the 4-cost camoflauged minions this is" - I could see that working. It could be like a Secret for minions.
Poison/Bleed/Burn - In my opinion, anything that counts on dealing damage to a minion the turn after an attack is going to be too slow to be useful enough for a keyword, especially if it doesn't synergize with anything. I mean, consider how much Maexxna sees play.
Sentinel - I like it, but it's a tech mechanic. My impression is that Blizzard will keep the number of keywords to a minimum.
Beatdown - When is a minion not attacking? With some exception, Beatdown may as well read "At the start of your turn," as many other cards already do.
Activated Abilities - We already have Inspire, which costs (2) mana to trigger the effect. Inspire, at least over time, will also have a lot of synergy options. If they add another activated ability, I think it'll be one that triggers instead of an attack, not one that triggers because you pay more mana.
Channel - The problem with Channel is that many times the choices will be overpriced or the card will represent power creep over other spells on curve. Neither of those are great for the game. I could still see it working out for a set of cards.
Stun - I think this would be great, but for Rogue instead of Warrior. Rogues are constantly making multiple plays to take down a minion, and if the first reduced the minions attack, the Rogue Hero wouldn't take damage finishing it off with the Hero Power. A lot of people have commented that the damage Rogue takes attacking with a Hero Power holds the class down, and a stun mechanic could go a long way to making Rogue more viable.
Upgrade - There are already examples of this effect, for instance on the Valkyrie twins. The thing is, you have to balance the value of the minion, the value of the Upgrade effect, and the value of the buff you're playing on it. All together there's a lot of pressure to make the Upgrade effect smaller, or the minion weaker, to keep the combined effect of minion + buffs + upgrade from becoming overpowered. I don't think the opportunity is there for more than a handful of cards.
I have a few ideas that I'll try to post when I have a chance to make cards for them.
I thought about changing it to-
(1)- whenever this minion attacks a MINION
or
(2)- after this minion attacks (if it survived)
im not sure which one seems better, what do you think?
Some of my creations are below, sorted from new to old
Myths of the Pantheon -A card a day (on a break right now) -Full Moon of Gilneas -A Tale of Fairies - Dalaran Expansion 2 - The Dark Forest - Dalaran Expansion 1 - Pirate Expansion 2 - Pirate Expansion 1 - Spring of Kimjau -Seige at Orgimmar - Journeys Abound