I feel like there is a lot more that can be done with the mechanic and what we currently have is pretty boring compared to what it could be.
Off the top of my head:
"While this minion is in play, adjacent minions are dormant. Give them +2/2 at end of turn." (I'm not sure if there is a better way to word this, but the minions would awaken when they stop becoming adjacent or this minion is silence/destroyed)
An Overstated minion that goes dormant for 2 turns after taking non-lethal damage.
A taunt and lifesteal minion that awakens when your health goes below 15.
Ysera card that starts dormant and shuffles dream cards into your deck and awakens once you draw a nightmare
I suspect Blizzard wanted to keep most dormant minions simple and similar since it's a relatively unknown mechanic to many players. Every expansion, there's a set of minions/spells that have very similar mechanics, but with each class having their own unique spin. (Spirits in Rastakhan, Breaths in DoD, Projects in Boomsday, etc.)
I suspect Blizzard wanted to keep most dormant minions simple and similar since it's a relatively unknown mechanic to many players. Every expansion, there's a set of minions/spells that have very similar mechanics, but with each class having their own unique spin. (Spirits in Rastakhan, Breaths in DoD, Projects in Boomsday, etc.)
I definitely agree with your assessment. I guess I want to see more cards that disrupt the status quo of how the game is played. Cards like the Deathknights in frozen throne or the recruit mechanic in Kobalds were incredibly disruptive and sometimes overpowered but they also made the game fresh and were very unique.
Each expansion has its own minions accompanied by a Keyword or are part of the theme of the expansion. I would like there to be new and useful mechanics. All the minions of each theme do not see game according to the meta that was.
I would like there to be new cards in the next adventure to change the meta a bit, but I doubt it very much because all the adventures this year will be free. At least I want 5 neutral cards in each adventure.
Dormant minions are bad in my opinion. It doesn't feel good to play against things you can't interact with AND have powerful effects when they wake up which are unavoidable.
Dormant minions are bad in my opinion. It doesn't feel good to play against things you can't interact with AND have powerful effects when they wake up which are unavoidable.
Do you feel the same way about the examples that i suggested? I definitely can see why you would feel that way about the ones that immediately attack or deal damage when they awaken.
Dormant minions are bad in my opinion. It doesn't feel good to play against things you can't interact with AND have powerful effects when they wake up which are unavoidable.
Do you feel the same way about the examples that i suggested? I definitely can see why you would feel that way about the ones that immediately attack or deal damage when they awaken.
They don't seem to bad but it seems to me that it will either be a bit of a meme or way too strong. I think it's going to be very hard to balance cards you can't interact with. Unlike other card games, there is no way to interact with the opponent on their turn. It becomes vital then we can interact with them on our turn appropriately. The only thing that comes close to interacting with opponents on their turn is secrets and then you can't choose when they go off or not so they arn't like trap cards in yugioh.
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I feel like there is a lot more that can be done with the mechanic and what we currently have is pretty boring compared to what it could be.
Off the top of my head:
"While this minion is in play, adjacent minions are dormant. Give them +2/2 at end of turn." (I'm not sure if there is a better way to word this, but the minions would awaken when they stop becoming adjacent or this minion is silence/destroyed)
An Overstated minion that goes dormant for 2 turns after taking non-lethal damage.
A taunt and lifesteal minion that awakens when your health goes below 15.
Ysera card that starts dormant and shuffles dream cards into your deck and awakens once you draw a nightmare
These are some cool ideas. We've got a bit of a taste of them with Sherazin, Corpse Flower, Lucentbark, The Darkness, and Magitheridon.
I suspect Blizzard wanted to keep most dormant minions simple and similar since it's a relatively unknown mechanic to many players. Every expansion, there's a set of minions/spells that have very similar mechanics, but with each class having their own unique spin. (Spirits in Rastakhan, Breaths in DoD, Projects in Boomsday, etc.)
AoO will stay with us for the next two years, so maybe Blizzard will add more Dormant synergies by then.
I definitely agree with your assessment. I guess I want to see more cards that disrupt the status quo of how the game is played. Cards like the Deathknights in frozen throne or the recruit mechanic in Kobalds were incredibly disruptive and sometimes overpowered but they also made the game fresh and were very unique.
I hope so! I I'm worried it'll go the way of echo and twin spell.
Each expansion has its own minions accompanied by a Keyword or are part of the theme of the expansion. I would like there to be new and useful mechanics. All the minions of each theme do not see game according to the meta that was.
I would like there to be new cards in the next adventure to change the meta a bit, but I doubt it very much because all the adventures this year will be free. At least I want 5 neutral cards in each adventure.
Dormant minions are bad in my opinion. It doesn't feel good to play against things you can't interact with AND have powerful effects when they wake up which are unavoidable.
Do you feel the same way about the examples that i suggested? I definitely can see why you would feel that way about the ones that immediately attack or deal damage when they awaken.
They don't seem to bad but it seems to me that it will either be a bit of a meme or way too strong. I think it's going to be very hard to balance cards you can't interact with. Unlike other card games, there is no way to interact with the opponent on their turn. It becomes vital then we can interact with them on our turn appropriately. The only thing that comes close to interacting with opponents on their turn is secrets and then you can't choose when they go off or not so they arn't like trap cards in yugioh.