Thinking about designing a card with the Gadgetzan theme that is a 6 mana 7/7 neutral Legendary that's battlecry reads: Fill your enemy's hand with coins. It forces them to mill 1 card the next turn and forces them to unload their hand the next turn. Can be easily punished if they play a huge drop.
This is so stupid. Giving opponent coins is advantage for him/her. Next turn he can use all the coins with no problem. Milling 1 card is not a big most of the decks.
It would be better if: "Fill your opponents hand with 1 mana 1/1's" If they dump their hand you have your Fan of Knives, and you're not so easily punished. For a 6 mana 7/7, this seems fair to me
Or make it a 5 mana 1/1 that gains +1/+1 based upon how many more cards your opponent has (after the coin bonanza battlecry, of course).
When are we going to get our murloc coincaller that gives both characters 2 coins each? Where's our goldlight oracle that gives coins instead of buffs attack?
I would rather my opponents hand be filled with coins than burst dmg spells. Against a freeze mage that tries to continually draw lethal, it could burn away some important spells. It also forces my opponent to play a huge next turn.
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As I sit here in at my desk, sighing, while the Eboladin in casual ropes....
Nice idea! If you're at 10 mana, you could play the oracles for 4 burned cards. If you have Brann on board, 8 burned cards. If you have some coins or a discount, it can be combined with vanish for board clear.
Deck impementing it would be the most annoying EVER :)
Your opponent would be able to play combos or big minions that he otherwise wouldn't, how is that worth burning just one card? The situations where that would be worth it would be exceptional and exceedingly rare.
If instead the mechanics would just be that your opponent burns a card regardless of his hand, or that his hand would fill up with absolute spam i.e. 0 mana cards with some flavor text that do absolutely fuck all besides activating 'combo' for rogues... then yeah I guess it works?
Sounds unnatural somehow though, like way too experimental for bliz.
Whenever we're near a new adventure / expansions, there's always clickbait bullshit. Worse part, the cards are almost always terribly designed. At least it's good to know good designers don't resort to cheap tricks.
Just to be on the positive side and actually give some feedback: I'd rather it give your opponent a few cards that cost something instead of a whole lot of cards that cost 0. There's really no point. Ooh, one burned card, scary, but now I have a bunch of extra mana and steamroll your deck with immense value. Besides, a milling legendary that gives your opponents cards? King Mukla already exists. A good new mill legendary should do things a bit differently.
Thinking about designing a card with the Gadgetzan theme that is a 6 mana 7/7 neutral Legendary that's battlecry reads: Fill your enemy's hand with coins. It forces them to mill 1 card the next turn and forces them to unload their hand the next turn. Can be easily punished if they play a huge drop.
Are these stats reasonable? Thoughts?
Millhouse Moneystorm?? Keepo
As I sit here in at my desk, sighing, while the Eboladin in casual ropes....
This is so stupid. Giving opponent coins is advantage for him/her. Next turn he can use all the coins with no problem. Milling 1 card is not a big most of the decks.
time is money my friend.
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Hey, how's it going?
What's poppin,' player?
It would be better if: "Fill your opponents hand with 1 mana 1/1's"
If they dump their hand you have your Fan of Knives, and you're not so easily punished. For a 6 mana 7/7, this seems fair to me
I like it. doesn't need to be 6 7/7 though. fun cards like this add to the game
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Or make it a 5 mana 1/1 that gains +1/+1 based upon how many more cards your opponent has (after the coin bonanza battlecry, of course).
When are we going to get our murloc coincaller that gives both characters 2 coins each? Where's our goldlight oracle that gives coins instead of buffs attack?
Fun and high-risk/low reward card. Should be a rogue card, as they have monopoly in dealing with extra coins imo.
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I would rather my opponents hand be filled with coins than burst dmg spells. Against a freeze mage that tries to continually draw lethal, it could burn away some important spells. It also forces my opponent to play a huge next turn.
As I sit here in at my desk, sighing, while the Eboladin in casual ropes....
Next expansion is pursuit to the lost isle~
Nice idea! If you're at 10 mana, you could play the oracles for 4 burned cards. If you have Brann on board, 8 burned cards. If you have some coins or a discount, it can be combined with vanish for board clear.
Deck impementing it would be the most annoying EVER :)
Your opponent would be able to play combos or big minions that he otherwise wouldn't, how is that worth burning just one card? The situations where that would be worth it would be exceptional and exceedingly rare.
If instead the mechanics would just be that your opponent burns a card regardless of his hand, or that his hand would fill up with absolute spam i.e. 0 mana cards with some flavor text that do absolutely fuck all besides activating 'combo' for rogues... then yeah I guess it works?
Sounds unnatural somehow though, like way too experimental for bliz.
Overloaded Mana Addict
Gadgetzan Former Librarian
6 mana 3/3
Whenever you play a spell, burn the first card of your opponent's deck.
Without silly coins that force you to concede automatically.
You're welcome.
Greatness, at any cost.
Click bait titles in 2016.
Wrong forum, imo
7 mana 6/6, battlecry: create a topic with a clickbait title just to explain a bad idea. Deathrattle: Lock the topic.
What do you think? I think it's balanced.
Whenever we're near a new adventure / expansions, there's always clickbait bullshit. Worse part, the cards are almost always terribly designed. At least it's good to know good designers don't resort to cheap tricks.
Just to be on the positive side and actually give some feedback: I'd rather it give your opponent a few cards that cost something instead of a whole lot of cards that cost 0. There's really no point. Ooh, one burned card, scary, but now I have a bunch of extra mana and steamroll your deck with immense value. Besides, a milling legendary that gives your opponents cards? King Mukla already exists. A good new mill legendary should do things a bit differently.
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
Switch the effect to "fill your opponent hand with counterfeit coins"
The counterfeit coin sometimes give you mana - sometimes not (50-50?), even a bad effect on a fail (maybe 2 damage to face?).
This way you can use to mill, but there is a mild risk involved.
Please do not ever try to design a card again.
I returned to this game much like how a recovering alcoholic can relapse.