On Magic: The Gathering there is a spell card named "Time Walk" that for a cheap cost allows you to play another turn...so u draw a card...untap your mana...enchants and all ability effect activates again etc...so...
Can it be possibile to make something similar on HS one day? It can be very interesting have a legend minion that cost something around 7 and he is a 0/5 or something similar that say "Play Another Turn" so u restart everything like the opponent just end his turn...draw...minions abilities...can attack again etc...too OP, possibile to make him work or shit?
I hope that never makes it into hearthstone. Even if it comes with a restriction like destroy all your mama crystals, it is basically an autowin if you have board control.
Just made this quickly, and I don't think it's feasible. It's like a Wild Growth, card draw, and effect reactivation all in one. Seems too insane to balance properly.
MTG has been around for decades, has way more mechanics and fluctuations during gameplay then HS.
One can survive from their opponent "taking another turn after this one", in MTG, because most likely, the largest minion is a 6/6 or under on the battlefield, and it's easier to slow aggro in MTG.
Hearthstone and MTG are very different. That's why their will never be "take another turn after this one" type cards. If there ever is, peace HS.
It turned out to be something really hard to balance in MTG and it would be the same problem in HS imo! It is an effect way too powerful and so not interactive that I hope it doesn't come to hs!
It will probably never work. As was stated already, it would essentially be a mana refill, card draw, and windfury for all your minions in one card. The only way I can see it working is if the effect was attached to a minion with an extreme condition to fulfull. Imagine Mimiron's Head, except even more extreme.
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It would have to be along the lines of 10 mana, discard your hand, minions you control die at the end of the turn, type of situation. Basically it would be a combo piece, and not a very fun one to play against (as if most combos in HS are...)
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The effect is broken in mtg and It'd be more broken in HS.
This is how they handled it in WoW tcg:
A similar statline and effect in HS might work with the added requirement of having to attack the opponent hero. Gives the opponent plenty of opportunity to counter the effect.
it would never work for any class that spams minions (paladin, mage, warlock, hunter) and would lock any class that got such a card into a design space that would never allow for them to become a minion-centric/aggro deck, unless it came with a downside that destroyed all/some friendly minions as someone above suggested. it seems like the sort of thing that might also work with a heavy overload cost, so apart from face shaman currently being a thing that would heavily weight against it getting such a card, shaman is a class that such an idea might fit into, as would druid as it has a mana acceleration aspect to it (though to be useful in that regard, it would have to be on the mid-lower side of the mana cost scale). priest and warrior as classes that typically play slower, control styles would also be potential choices, though again, it would limit the opportunities to design cards for those classes barring some major conditions/restrictions
basically it would probably be a bad idea, barring such major downsides as to make the card nearly unplayable
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"Sometimes you eat the bear, and sometimes the bear turns into a cat and eats you." - Anonymous Druid
That mechanic is too problematic, especially later in the game.
Let's just say for a second that the card costs 10 mana, you could also print the card as "All your minions gain windfury for this turn, draw a card." The drawing of the card is to simulate the draw at the beginning of your next turn.
Would that be OP? I'm not sure. Obviously that doesn't even account for end of turn effects like Rag, KT, etc. If you made the card cost anything less than 10 mana, I think it would be instantly OP.
I don't know, at least in MtG you can play cards during your opponent's turn. In Hearthstone, I think this would be the most "counter-fun" mechanic ever.
I mean, people already go nuts because of some little freeze mage here and there, now imagine if you had a reliable way to gain another entire turn... It would be a massive, bloody riot.
I hope that never makes it into hearthstone. Even if it comes with a restriction like destroy all your mama crystals, it is basically an autowin if you have board control.
Are those ppl whine about extra turns are OP in MTG really played MTG long enough? Because it's so hard to abuse extra turns in MTG that it's generally only playable in the casual.
Additional turn cards exile after being resolved, so you can't get it from graveyard and recast. They cost hella lot, and you need creature on the field in a first place, and remember that all enemy creatures in MTG are basically taunts. It can be cancelled, creature can be killed and your next turn gives you almost nothing. And 6+ mana in HS isn't 6+ mana in MTG, where you need to put land cards on the battlefield. 6+ mana cards must be super resistant finishers, game-enders. Additional turn is a gimmic, not a game ender. HS don't have those "finisher creature" power levels at all.
In HS tho, it would be uninteractive. But that thing involves getting extra step, and may read something like that:
10 mana, at the beginning of your opponent turn, he choses one: he ends his turn immediately, he loses 3 cards from hand at random (or some other devastating effect).
what if make it possibile to counter? like make it cost 8/10 mana that is 0/3 and the minion says "and the end of your next turn destroy this minion and play another turn" ?? so opponent have possibility to silence or kill it...
And i think in control deck this card wont be always an istant win...when 2 control decks facing each other...its rare have a full board and the opponent nothing...control decks always have huge amount of removals...most of the times its 2/3 minions against 1/2 minions...but probably yes...too op...
On Magic: The Gathering there is a spell card named "Time Walk" that for a cheap cost allows you to play another turn...so u draw a card...untap your mana...enchants and all ability effect activates again etc...so...
Can it be possibile to make something similar on HS one day? It can be very interesting have a legend minion that cost something around 7 and he is a 0/5 or something similar that say "Play Another Turn" so u restart everything like the opponent just end his turn...draw...minions abilities...can attack again etc...too OP, possibile to make him work or shit?
It was explained by the game designers that, when they designed the Power 9, they knew the cards would be overpowered; but, thought the cards were very rare and did not think Magic (the first ever TCG/CCG) would reach a level of popularity where players would have playsets of OP cards.
The Power 9 were only intended to be come across every once in a while for the reaction of "Woah!! This guy has a powerful, very rare card." They were not intended for everybody to autoinclude in their deck after buying playsets of the entire expansion set.
On Magic: The Gathering there is a spell card named "Time Walk" that for a cheap cost allows you to play another turn...so u draw a card...untap your mana...enchants and all ability effect activates again etc...so...
Can it be possibile to make something similar on HS one day? It can be very interesting have a legend minion that cost something around 7 and he is a 0/5 or something similar that say "Play Another Turn" so u restart everything like the opponent just end his turn...draw...minions abilities...can attack again etc...too OP, possibile to make him work or shit?
Why you here? GTFO.
P.S. Joking...love you! <3
I hope that never makes it into hearthstone. Even if it comes with a restriction like destroy all your mama crystals, it is basically an autowin if you have board control.
Just made this quickly, and I don't think it's feasible. It's like a Wild Growth, card draw, and effect reactivation all in one. Seems too insane to balance properly.
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Comparing MTG with Hearthstone?
That's like comparing Go Fish to Poker.
MTG has been around for decades, has way more mechanics and fluctuations during gameplay then HS.
One can survive from their opponent "taking another turn after this one", in MTG, because most likely, the largest minion is a 6/6 or under on the battlefield, and it's easier to slow aggro in MTG.
Hearthstone and MTG are very different. That's why their will never be "take another turn after this one" type cards. If there ever is, peace HS.
It turned out to be something really hard to balance in MTG and it would be the same problem in HS imo! It is an effect way too powerful and so not interactive that I hope it doesn't come to hs!
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It will probably never work. As was stated already, it would essentially be a mana refill, card draw, and windfury for all your minions in one card. The only way I can see it working is if the effect was attached to a minion with an extreme condition to fulfull. Imagine Mimiron's Head, except even more extreme.
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Apart from the foundational stuff that has already been borrowed, trying to import MtG concepts into Hearthstone is not a great design choice.
At this point, Hearthstone needs to grow in its own direction, according to its own strengths and merits.
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It would have to be along the lines of 10 mana, discard your hand, minions you control die at the end of the turn, type of situation. Basically it would be a combo piece, and not a very fun one to play against (as if most combos in HS are...)
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The effect is broken in mtg and It'd be more broken in HS.
This is how they handled it in WoW tcg:
A similar statline and effect in HS might work with the added requirement of having to attack the opponent hero. Gives the opponent plenty of opportunity to counter the effect.
At least it wouldn't happen this year. Standard needs to settle first.
it would never work for any class that spams minions (paladin, mage, warlock, hunter) and would lock any class that got such a card into a design space that would never allow for them to become a minion-centric/aggro deck, unless it came with a downside that destroyed all/some friendly minions as someone above suggested. it seems like the sort of thing that might also work with a heavy overload cost, so apart from face shaman currently being a thing that would heavily weight against it getting such a card, shaman is a class that such an idea might fit into, as would druid as it has a mana acceleration aspect to it (though to be useful in that regard, it would have to be on the mid-lower side of the mana cost scale). priest and warrior as classes that typically play slower, control styles would also be potential choices, though again, it would limit the opportunities to design cards for those classes barring some major conditions/restrictions
basically it would probably be a bad idea, barring such major downsides as to make the card nearly unplayable
"Sometimes you eat the bear, and sometimes the bear turns into a cat and eats you." - Anonymous Druid
That mechanic is too problematic, especially later in the game.
Let's just say for a second that the card costs 10 mana, you could also print the card as "All your minions gain windfury for this turn, draw a card." The drawing of the card is to simulate the draw at the beginning of your next turn.
Would that be OP? I'm not sure. Obviously that doesn't even account for end of turn effects like Rag, KT, etc. If you made the card cost anything less than 10 mana, I think it would be instantly OP.
I don't know, at least in MtG you can play cards during your opponent's turn. In Hearthstone, I think this would be the most "counter-fun" mechanic ever.
I mean, people already go nuts because of some little freeze mage here and there, now imagine if you had a reliable way to gain another entire turn... It would be a massive, bloody riot.
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Are those ppl whine about extra turns are OP in MTG really played MTG long enough? Because it's so hard to abuse extra turns in MTG that it's generally only playable in the casual.
Additional turn cards exile after being resolved, so you can't get it from graveyard and recast. They cost hella lot, and you need creature on the field in a first place, and remember that all enemy creatures in MTG are basically taunts. It can be cancelled, creature can be killed and your next turn gives you almost nothing. And 6+ mana in HS isn't 6+ mana in MTG, where you need to put land cards on the battlefield. 6+ mana cards must be super resistant finishers, game-enders. Additional turn is a gimmic, not a game ender. HS don't have those "finisher creature" power levels at all.
In HS tho, it would be uninteractive. But that thing involves getting extra step, and may read something like that:
10 mana, at the beginning of your opponent turn, he choses one: he ends his turn immediately, he loses 3 cards from hand at random (or some other devastating effect).
what if make it possibile to counter? like make it cost 8/10 mana that is 0/3 and the minion says "and the end of your next turn destroy this minion and play another turn" ?? so opponent have possibility to silence or kill it...
And i think in control deck this card wont be always an istant win...when 2 control decks facing each other...its rare have a full board and the opponent nothing...control decks always have huge amount of removals...most of the times its 2/3 minions against 1/2 minions...but probably yes...too op...
Why you here? GTFO.
P.S. Joking...love you! <3