All this was inspired by the current card design competition that is about neutral spells. I felt like doing more than just one and came up with this:
Battlefield effects are effects that affect both players in the same way. Only one can be active at a time so casting another will overwrite the previous one. All battlefield effects are neutral spells. You can have at most 2 of each in your deck at a time. Some battlefield effects disappear after a given set of turns. If no limit is specified then the effect is active until the end of the match.
Keep in mind that this is just a concept so some cards might be OP while others can be lacking in strength.
What do you guys think about the idea? Please share your thoughts!
I've always wondered how this kind of mechanic would work in hearthstone. If it ever becomes reality, I think we will need minion to remove a battlefield or something other than a battlefield to remove the previous one. What if you played both of your battlefield and your opponent plays his that last forever and that highly favors him, you'll just be in a huge disadvantage for the rest of the game. Nonetheless, I would love to see a concept like this in hearthstone, when they introduced different game board, that's the first thing that came to my mind. Did your idea came from Yu-gi-oh?
I like it, but the "battlecries don't trigger" one should definitely have a turn limit. Battlecries are one way to get back into a game when you are behind. I realize you can "overwrite" the effect, but this one is just too strong to not have a limit for.
I haven't played other Card Games, but this concept did remind me of Gwent from Witcher 3.
I like the design overall, there are so many possible things in HS that can add more depth to the game. While I like the simplistic and minimalistic design, sometimes you do crave some extras that could make the game more interesting. Thing is, global cards like these would need a huge amount of play-testing, but I bet a balanced point can be achieved.
While this is my first TCG i ever played i do realize this concept is nothing completely new. That said, i wanted to present my ideas on how something like this could work in Hearthstone. Regarding balance now that i had more time to think about it there are probably a few cards too OP for certain decks (Deep freeze for Freeze mage) but all in all i believe nothing is terribly broken.
Yes but is it really that strong? How many silences do decks run these days? Mostly just one or none at all. So you are preventing just that one silence. Also things like polymorph and hex still work and you can also overwrite the battlefield effect. At the same time, the effect works also for your opponent, so it can actually help him too ;)
I like the concept a lot, but I don't feel like these should be neutral spells. I think these can be tuned and balanced enough that they can be instead be fitted into each class as regular spells. That opens up some neat creativity with it though, because you can then balance the Battlefields around the classes mechanics, plus it may help you balance them to be a bit less overpowered!
Additionally, I would like to know about the turn limits. When a battlefield lasts "Two Turns", does that mean it lasts for your turn, then the enemy's turn, and then it is gone? So by the time it is your next turn, the effect will have worn off? Given cards like Micro Machine and Gruul, turn design in Hearthstone is that every players turn is checked for effects like this. Did you plan for it instead to last two of the caster's turns instead?
Hmm this is a valid point. I think i might have overlooked this a bit and thus some cards will require slight changes to make them meaningful (worth the mana). The duration is counted the same way turns are counted in the Gruul card, but several of those lasting 3 turns should be changed to 4 turns so both you and your opponent get (possibly) up to 2 activations and at the same time it should be specified (where applicable) whether the effect is applied at the start or end of turn. Having just 3 activations means the original caster gets a bit more out of it, which could be okay in some cases but wrong in others. Thanks for the feedback! It shows that its really not easy to come up with a completely new mechanic and balance it at the same time. Playtesting would be required :)
What if those would only affect either your side or your opponent ? Let's say your antimagic barrier, would only affect your side for 2 turns of your own turn. Or reducing your opponent spell damage by -1 with nether anomaly without affecting your side. That way both can have their battlefield with the effect they want and playing a new battlefield on your side would make it easier to get rid of a battlefield your opponent set to your side.