I was thinking today about how there are so many powerful synergies in the game and how rarely defensive cards see synergy.
I thought I would make a few powerful defensive cards with synergy and see what folks thought.
So my first thought was simply to be able to stack large amounts of armor. Not infinite armor, but a nice big finite amount. Here is what I came up with
Defensive Stance - warrior spell
Cost 4
Gain 5 armor then double your total armor.
This card heavily synergises with already having armor in play. A little reminiscent of an armor version of Arbor Up. If you had 10 armor on turn 10 and dropped 2 of this you would have 70 armor. But just tapping before casting puts that up to 78. If you have a deck built around stacking armor this can really get crazy. Worst case this is pay 4 for 10 armor.
Bulwark Totem - Shaman Minion
4 mana 1/3
Taunt. Battlecry: gain +1/+1 for each taunt minion you played this game. Deathrattle: put a copy of this into your deck.
Gives you a reason to play a taunt centric deck. Will win games by itself if the opponent can't silence or transform. A little bit like Jade idol.
Epiphany
1 cost Priest spell.
Discover a spell and shuffle a copy into your opponents deck for each spell you've played this game.
The idea here is to discover a bad spell and clog your opponents deck with copies. It synergizes with having cast spells
Some neat ideas. It's interesting though that when I read the first one about warrior, my first thought was, "well, that's impossible, the Silas Darkmoon/Soulbound Ashtongue OTK combo exists, so they could never make this card."
I guess that's what they call "limiting design space"?
But I like the idea of making more defensive and disruption cards. The game sorely needs these at the moment.
Right now the biggest offenders are the quests, I would say, and originally, when they showed off the quests, I thought Mutanus the Devourer would be our big tech card against the quest rewards... but people have found many ways to just play the quest reward on the same turn they get it, so that's a bit of a disappointment.
Maybe we can get some other ways to disrupt quest progression or shuffle useless cards into the opponent's deck to mess them up. They gave us Bad Luck Albatross before, so they can do it again.
Any card that multiplies (doubles) anything -- especially Warrior armor -- gets an automatic "nope" from me.
In general, Team 5 has not been too keen on strong defensive cards because those would create longer games. It's pretty clear they are not interested in creating longer games.
In a more "normal" meta, your suggestions would swing the pendulum too far in the control direction, IMO.
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"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
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I was thinking today about how there are so many powerful synergies in the game and how rarely defensive cards see synergy.
I thought I would make a few powerful defensive cards with synergy and see what folks thought.
So my first thought was simply to be able to stack large amounts of armor. Not infinite armor, but a nice big finite amount. Here is what I came up with
Defensive Stance - warrior spell
Cost 4
Gain 5 armor then double your total armor.
This card heavily synergises with already having armor in play. A little reminiscent of an armor version of Arbor Up. If you had 10 armor on turn 10 and dropped 2 of this you would have 70 armor. But just tapping before casting puts that up to 78. If you have a deck built around stacking armor this can really get crazy. Worst case this is pay 4 for 10 armor.
Bulwark Totem - Shaman Minion
4 mana 1/3
Taunt. Battlecry: gain +1/+1 for each taunt minion you played this game. Deathrattle: put a copy of this into your deck.
Gives you a reason to play a taunt centric deck. Will win games by itself if the opponent can't silence or transform. A little bit like Jade idol.
Epiphany
1 cost Priest spell.
Discover a spell and shuffle a copy into your opponents deck for each spell you've played this game.
The idea here is to discover a bad spell and clog your opponents deck with copies. It synergizes with having cast spells
Some neat ideas. It's interesting though that when I read the first one about warrior, my first thought was, "well, that's impossible, the Silas Darkmoon/Soulbound Ashtongue OTK combo exists, so they could never make this card."
I guess that's what they call "limiting design space"?
But I like the idea of making more defensive and disruption cards. The game sorely needs these at the moment.
Right now the biggest offenders are the quests, I would say, and originally, when they showed off the quests, I thought Mutanus the Devourer would be our big tech card against the quest rewards... but people have found many ways to just play the quest reward on the same turn they get it, so that's a bit of a disappointment.
Maybe we can get some other ways to disrupt quest progression or shuffle useless cards into the opponent's deck to mess them up. They gave us Bad Luck Albatross before, so they can do it again.
Any card that multiplies (doubles) anything -- especially Warrior armor -- gets an automatic "nope" from me.
In general, Team 5 has not been too keen on strong defensive cards because those would create longer games. It's pretty clear they are not interested in creating longer games.
In a more "normal" meta, your suggestions would swing the pendulum too far in the control direction, IMO.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland