What is so good about the jade golems is that cards that summon them get even better as the game goes on. Drawing a 2 drop that summons a golem is the same as drawing as 7/7 if you are in a top-decking state at the end of the game. Who needs late game when your early game makes it
The minion destroyed doesn't need to be a friendly minion.
If the condition can't be met then the minion can be summoned normally without an additional cost.
Couldn't you just say "Battlecry: Destroy..."? I don't really see the point of this keyword, correct me if I'm wrong.
Aren't most keywords like that?
What would make this key word work is if you have to sacrifice to play the minion. The reason for this is that if you don't go for that you have not created a new mechanic. Also don't just limit to minions. You could have cards like sacrifice a random spell in your hand.
By doing this you create strong cards with drawbacks that cannot be ignored
Ok, here it is my idea, I wanted to keep it simple, but fairly easy and understandable, something like a master or teachers, so Leadership is a constant, so it keeps until the minion (weapon) is alive, and it affects only other friendly minions that cost less than that minion, for example, a 3-cost leadership minion will only affect 2,1 and 0 cost minions.
Leadership: Friendly minions that cost less than this minion gain X
Leadership activates on minion base cost or current cost (reduced)?
Current cost (reduced by -1)
@AndertheMage
Nope, the thing is that it affects minions that cost LESS than this minion (minions cost -1), explained in the example above, so they don´t buff themselves, they buff the thing like "students"
Excess damage is the overlap damage, like Crush in Magic, if a minion with 5 attack is attacking a 3 health minion, it will kill that minion and then deal 2 damage to the enemy hero, like the damage that was left, was used to the enemy hero.
Yea I know that they buff the smaller minions, I was just stating that the cards can be misread or that as written look like they include themselves. As far as excess damage, not everybody played magic. I like overflow effects, but there are no such effects in Hs right now
Ok, here it is my idea, I wanted to keep it simple, but fairly easy and understandable, something like a master or teachers, so Leadership is a constant, so it keeps until the minion (weapon) is alive, and it affects only other friendly minions that cost less than that minion, for example, a 3-cost leadership minion will only affect 2,1 and 0 cost minions.
Leadership: Friendly minions that cost less than this minion gain X
A bit confusing to read. Reading the cards it sounds like they would be affected by their effects as well. Don't use "this minion" on your cards. Maybe try something like Leadership: Whenever those minions attack... Leadership: Those minions gain charge.
For you last card you would need to rework the whole effect to make it more clear. Leadership: Whenever those minions kill an enemy minion, deal X damage to the enemy hero
Excess damage is not clear. There is no rule for this it could be a mechanic all to itself.
So what do you recommend if I feel that deck lacks single target removal? I just feel that two hexes are not enough. Beyond that the deck is amazing even with[card]Kobold Geomancer[/card]
And another question - which of these two are more competetive, more interesting?
I've corrected spelling, so now i think it's ok. What do you choose? Spell or Minion?
I like Shadow Song. Warlock cards are some of my favorite. If you give a minion +1/+1, you probably have a way to kill it anyway, leaving you with a biggish minion with no downside
I wanted to make a card that could shout " I lava you" or something, but as I messed around with stats and effects I came Up with two cards that are somewhat similar
The idea is that the younger lavamancer is does not know what he is doing so when he flings the lava he tosses a Magma Rager with it. The rager then will logically take down him down as he has the right stats for it
The idea with the Elder lavamacer is that he does know what he is doing so the Rager comes and fights for you
When attacking with a divine shield: "Get it off me, GET IT OFF ME!"
When attacking without a divine shield: "yea yea whatever"
Death: "*imp screams*"
The idea behind this card is that demons rarely get divine shields for obvious reasons, they are after all demons. So I wanted to make a card that would get divine shields, but make since when doing it. Hence the Light Imp. Now whenever you take damage a little bit of your life force goes into making this little guy a shield, but light tends to have a bad reaction with Infernal creatures and here we are.
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Lol I just the love the art on this card.
Gangster " Sleep with fishes!!"
Murloc " ¯\_(ツ)_/¯"
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I think that that 7/10 times this card will be better for you then your opponent and that is good enough
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What is so good about the jade golems is that cards that summon them get even better as the game goes on. Drawing a 2 drop that summons a golem is the same as drawing as 7/7 if you are in a top-decking state at the end of the game. Who needs late game when your early game makes it
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http://www.hearthcards.net/tools/
If you missed how to make the tool tips
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Unlucky: Random effects target these minions first
So if this was on your board and your opponent played Arcane Missiles all three missiles would hit the knight
If you have two of them on board the missiles will hit the two of them randomly as the only targets that can be hit
If it dies over the course of the missiles, the missiles will go on as normal
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So what do you recommend if I feel that deck lacks single target removal? I just feel that two hexes are not enough. Beyond that the deck is amazing even with[card]Kobold Geomancer[/card]
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I wanted to make a card that could shout " I lava you" or something, but as I messed around with stats and effects I came Up with two cards that are somewhat similar
The idea is that the younger lavamancer is does not know what he is doing so when he flings the lava he tosses a Magma Rager with it. The rager then will logically take down him down as he has the right stats for it
The idea with the Elder lavamacer is that he does know what he is doing so the Rager comes and fights for you
I don't know which to submit
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So this my submission for this week (First time in a contest) (Full posted in submission forum) ()
My question is does anybody recognize the art work I am using for the imp, I would like to give the original artist credit
Good luck to everybody
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Battle Cry: "Give me your Light"
When effect is triggered: "No wait it burns!"
When attacking with a divine shield: "Get it off me, GET IT OFF ME!"
When attacking without a divine shield: "yea yea whatever"
Death: "*imp screams*"
The idea behind this card is that demons rarely get divine shields for obvious reasons, they are after all demons. So I wanted to make a card that would get divine shields, but make since when doing it. Hence the Light Imp. Now whenever you take damage a little bit of your life force goes into making this little guy a shield, but light tends to have a bad reaction with Infernal creatures and here we are.