Hmm this is a valid point. I think i might have overlooked this a bit and thus some cards will require slight changes to make them meaningful (worth the mana). The duration is counted the same way turns are counted in the Gruul card, but several of those lasting 3 turns should be changed to 4 turns so both you and your opponent get (possibly) up to 2 activations and at the same time it should be specified (where applicable) whether the effect is applied at the start or end of turn. Having just 3 activations means the original caster gets a bit more out of it, which could be okay in some cases but wrong in others. Thanks for the feedback! It shows that its really not easy to come up with a completely new mechanic and balance it at the same time. Playtesting would be required :)
Yes but is it really that strong? How many silences do decks run these days? Mostly just one or none at all. So you are preventing just that one silence. Also things like polymorph and hex still work and you can also overwrite the battlefield effect. At the same time, the effect works also for your opponent, so it can actually help him too ;)
While this is my first TCG i ever played i do realize this concept is nothing completely new. That said, i wanted to present my ideas on how something like this could work in Hearthstone. Regarding balance now that i had more time to think about it there are probably a few cards too OP for certain decks (Deep freeze for Freeze mage) but all in all i believe nothing is terribly broken.
All this was inspired by the current card design competition that is about neutral spells. I felt like doing more than just one and came up with this:
Battlefield effects are effects that affect both players in the same way. Only one can be active at a time so casting another will overwrite the previous one. All battlefield effects are neutral spells. You can have at most 2 of each in your deck at a time. Some battlefield effects disappear after a given set of turns. If no limit is specified then the effect is active until the end of the match.
Keep in mind that this is just a concept so some cards might be OP while others can be lacking in strength.
What do you guys think about the idea? Please share your thoughts!
Hmm this is a valid point. I think i might have overlooked this a bit and thus some cards will require slight changes to make them meaningful (worth the mana). The duration is counted the same way turns are counted in the Gruul card, but several of those lasting 3 turns should be changed to 4 turns so both you and your opponent get (possibly) up to 2 activations and at the same time it should be specified (where applicable) whether the effect is applied at the start or end of turn. Having just 3 activations means the original caster gets a bit more out of it, which could be okay in some cases but wrong in others. Thanks for the feedback! It shows that its really not easy to come up with a completely new mechanic and balance it at the same time. Playtesting would be required :)
My battlefield mechanic concept.
My best and worst HS moments after TGT launch!
Yes but is it really that strong? How many silences do decks run these days? Mostly just one or none at all. So you are preventing just that one silence. Also things like polymorph and hex still work and you can also overwrite the battlefield effect. At the same time, the effect works also for your opponent, so it can actually help him too ;)
My battlefield mechanic concept.
My best and worst HS moments after TGT launch!
While this is my first TCG i ever played i do realize this concept is nothing completely new. That said, i wanted to present my ideas on how something like this could work in Hearthstone. Regarding balance now that i had more time to think about it there are probably a few cards too OP for certain decks (Deep freeze for Freeze mage) but all in all i believe nothing is terribly broken.
My battlefield mechanic concept.
My best and worst HS moments after TGT launch!
Battlefield concept album
All this was inspired by the current card design competition that is about neutral spells. I felt like doing more than just one and came up with this:
Battlefield effects are effects that affect both players in the same way. Only one can be active at a time so casting another will overwrite the previous one. All battlefield effects are neutral spells. You can have at most 2 of each in your deck at a time. Some battlefield effects disappear after a given set of turns. If no limit is specified then the effect is active until the end of the match.
Keep in mind that this is just a concept so some cards might be OP while others can be lacking in strength.
What do you guys think about the idea? Please share your thoughts!
My battlefield mechanic concept.
My best and worst HS moments after TGT launch!