Oh boy, this is going to get some wild ideas going. For now, I've come up with this:
Any thoughts?
It's overpowered I think. So you can't stack it on itself because it's not a mech itself but you could just Forbidden Ritual. Then if you have a Mech it's a lot stronger than Sound the Bells!. Then the cost part, does it even matter for anything? I can only think of Prismatic Lens that would cuck its mana cost, or like Mana Wraith <:
@GoliathTheDwarf all your cards are overcosted by around 2-3 and pretty weak, Sholazar Experiment is my favorite idea of the bunch but at like 6 mana.
Here's what I came up with, it's Mr. MYDESTINYISMYOWN himself during his mage days in the Moon Guard, where in one battle he did infact drain his fellow mages of mana to the point where they died in order to defeat the demons.
Looking for balance feedback, I'm really not sure about the damage of the hero power. It's a tough hero power to judge because it can only be used a small number of times, so it needs to be stronger than a normal DK hero power, but not to the point where it blows them out of the game.
going over how many spell damage minions there are that cost 5 or less (10 in standard, 19 in wild) i think maybe the hp might be too powerful. with 10 sd minions and this, you could effectively play cheap flamestrikes every turn after this card is played that also hit face. i'd either recommend that the hp either only hits minions or lower the damage and make it affected by sd.
Went over them too, there are like 5 standart that aren't terrible and 1 is legendary so 9 copies (13 in wild). If you played more than that, a big part of your deck would be those minions and you'd end up having to play a lot of them early game. You're expected to start blowing up your minions from turn 9 onward (turn 8 Illidan + HP), so realistically by then you'd be left with 5-6 copies maybe. And that is in the dedicated deck.
I originally thought about the dmg being (improved by Spell Damage) but I fear that the text becomes too long, and also ambiguous as to whether it calculates the damage before or after you lose the Spell dmg from the minion that's dying. Then if it doesn't hit face and you keep destroying your own minions how are you supposed to beat any slow deck... I'm just leaning towards 4 -> 3 damage to enemies for simplicity. Is that balanced considering it can be used at best ~7 times (at worst like 2) throughout a game and costs a card?
@GoliathTheDwarf all your cards are overcosted by around 2-3 and pretty weak, Sholazar Experiment is my favorite idea of the bunch but at like 6 mana.
Here's what I came up with, it's Mr. MYDESTINYISMYOWN himself during his mage days in the Moon Guard, where in one battle he did infact drain his fellow mages of mana to the point where they died in order to defeat the demons.
Looking for balance feedback, I'm really not sure about the damage of the hero power. It's a tough hero power to judge because it can only be used a small number of times, so it needs to be stronger than a normal DK hero power, but not to the point where it blows them out of the game.
I'm probably going with a hero card and looking forward to seeing what hero cards you guys come up with. Almost all of the hero cards that Blizzard designed ended up being mega cancer - it needs to warp the game just slightly and not completely around it.
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It's overpowered I think. So you can't stack it on itself because it's not a mech itself but you could just Forbidden Ritual. Then if you have a Mech it's a lot stronger than Sound the Bells!. Then the cost part, does it even matter for anything? I can only think of Prismatic Lens that would cuck its mana cost, or like Mana Wraith <:
Went over them too, there are like 5 standart that aren't terrible and 1 is legendary so 9 copies (13 in wild). If you played more than that, a big part of your deck would be those minions and you'd end up having to play a lot of them early game. You're expected to start blowing up your minions from turn 9 onward (turn 8 Illidan + HP), so realistically by then you'd be left with 5-6 copies maybe. And that is in the dedicated deck.
I originally thought about the dmg being (improved by Spell Damage) but I fear that the text becomes too long, and also ambiguous as to whether it calculates the damage before or after you lose the Spell dmg from the minion that's dying. Then if it doesn't hit face and you keep destroying your own minions how are you supposed to beat any slow deck... I'm just leaning towards 4 -> 3 damage to enemies for simplicity. Is that balanced considering it can be used at best ~7 times (at worst like 2) throughout a game and costs a card?
@GoliathTheDwarf all your cards are overcosted by around 2-3 and pretty weak, Sholazar Experiment is my favorite idea of the bunch but at like 6 mana.
Here's what I came up with, it's Mr. MYDESTINYISMYOWN himself during his mage days in the Moon Guard, where in one battle he did infact drain his fellow mages of mana to the point where they died in order to defeat the demons.
Looking for balance feedback, I'm really not sure about the damage of the hero power. It's a tough hero power to judge because it can only be used a small number of times, so it needs to be stronger than a normal DK hero power, but not to the point where it blows them out of the game.
I'm probably going with a hero card and looking forward to seeing what hero cards you guys come up with. Almost all of the hero cards that Blizzard designed ended up being mega cancer - it needs to warp the game just slightly and not completely around it.