Or maybe 2 mana is the optimal cost for secrets. 0-mana secrets in a class with Combo would be a really bad idea, while 4 mana secrets would be all but unplayable. We're not looking for aesthetics here, we're looking for playability and game balance.
Two days in and everyone is playing Druid, because Ultimate Infestation is even MORE fun when it comes with a free 10-mana creature (and getting a free 5-drop while drawing three cards is also quite fun).
And herein lies the problem with these deckbuilding Brawls. The best decks get figured out very, very quickly. At least Miniature Warfare had the benefit of the best cards (Questing Adventurer/Bonemare) being available to all classes.
Some of these ideas would make for very solid, playable cards. I'd expect to see "Stop Hitting Yourself" arrive in the game at some point (seems more Warrior than Paladin though) and Totem Weaponry would be awesome (though likely broken). Lando's Trove would make for a perfect Legendary spell, whenever they get around to making neutral spells. Personally I'd love to see Shady Dealings get printed as its actually a card that would take some real skill to use properly.
Designed to create a new archetype where you try to get to Fatigue as fast as possible, while using card advantage to keep your opponent at bay. Your hero power becomes your win condition once you've run out of cards to draw.
I assume by this you mean that it replaces your hero with Storm with 6 life, which when defeated becomes Earth with 4 life, which when defeated becomes Fire at 5 life? Very creative concept but would open a ton of issues. I mean if I hit your Earth for 8, do you have a Fire at 1 or is the extra damage lost? Or were you thinking that you'd have your Hero circle become 3 circles, and players would have to target each hero separately?
@Cleverconvict: Kamboozle, as all other Hero Cards should give 5 armor. Also it dosen't really seem that exciting, especially considering the Warlock Hero Power already exists on Justicar. Bronson has WAY too much text. My poor eyes ;-;
While you're correct that the current batch of hero cards all give 5 armor, I don't believe for a second that they will hold to that in the future. We'll see 2-4 mana heroes with lesser effects and no armor. How much better would Dinomancy be if it was a 3 mana Hero card with some effect that also had Beast synergy? For the sake of the competition I wouldn't hold people to using 5 armor on Hero cards.
That said I did rework Kamboozle to fall more inline with the Death Knight template.
Just had an idea of how to fix my original concept so that it is more synergistic and flavourful.
Basically it would create a new deck archetype where you aim to hit Fatigue as soon as possible, while overwhelming your opponent with card advantage. Then you can continue to use your ability when in Fatigue to go for the kill. Could result in a lot of ties, but definitely a interesting direction.
As my last idea didn't go over well, I've created this one that should be a little more exciting and flavourful.
Obviously a very powerful hero power, but one that requires a minion to stay on the board to work, and is really only useful when you're battling for board control. Once you move to smorcing it does nothing.
Bronson's first ability keeps him on the board for a turn so that you're guaranteed to have something to use it on for at least one turn.
I've actually just been thinking about creating balanced Hero cards based on the original Justicar hero power improvements, so it was timely that this competition came up. Here is the Warlock Hero card I came up with. It increases the value of the "Draw a card" hero power, while protecting yourself from milling and overdrawing from cards like Doom!
This has always been a very fun, fast, completely busted Brawl. I went 5 out of 6 with Mage. Turn 1 Brann, Coin, Sindragosa is a lot of fun. I'll definitely play more of this.
I definitely wouldn't want it as a permanent option, but won't mind if it comes back once in a while. If it does come back I hope that they either (A) tone down the Legendary and Epic occurrence or (B) start using a set rarity order so that everyone gets the same number of L/E picks. Death Knights were everywhere and the number of Epics played appeared to be very high.
Ha ha. Built the deck on a lark. First game mulligan perfectly into Barnes, with the Coin. Got this in the bag! First draw: Y'Shaarj. I still won, but only because my opponent was playing Mill Rogue, not a meta deck.
2
Or maybe 2 mana is the optimal cost for secrets. 0-mana secrets in a class with Combo would be a really bad idea, while 4 mana secrets would be all but unplayable. We're not looking for aesthetics here, we're looking for playability and game balance.
0
Two days in and everyone is playing Druid, because Ultimate Infestation is even MORE fun when it comes with a free 10-mana creature (and getting a free 5-drop while drawing three cards is also quite fun).
And herein lies the problem with these deckbuilding Brawls. The best decks get figured out very, very quickly. At least Miniature Warfare had the benefit of the best cards (Questing Adventurer/Bonemare) being available to all classes.
0
Some of these ideas would make for very solid, playable cards. I'd expect to see "Stop Hitting Yourself" arrive in the game at some point (seems more Warrior than Paladin though) and Totem Weaponry would be awesome (though likely broken). Lando's Trove would make for a perfect Legendary spell, whenever they get around to making neutral spells. Personally I'd love to see Shady Dealings get printed as its actually a card that would take some real skill to use properly.
7
Designed to create a new archetype where you try to get to Fatigue as fast as possible, while using card advantage to keep your opponent at bay. Your hero power becomes your win condition once you've run out of cards to draw.
0
I assume by this you mean that it replaces your hero with Storm with 6 life, which when defeated becomes Earth with 4 life, which when defeated becomes Fire at 5 life? Very creative concept but would open a ton of issues. I mean if I hit your Earth for 8, do you have a Fire at 1 or is the extra damage lost? Or were you thinking that you'd have your Hero circle become 3 circles, and players would have to target each hero separately?
0
0
Just had an idea of how to fix my original concept so that it is more synergistic and flavourful.
Basically it would create a new deck archetype where you aim to hit Fatigue as soon as possible, while overwhelming your opponent with card advantage. Then you can continue to use your ability when in Fatigue to go for the kill. Could result in a lot of ties, but definitely a interesting direction.
0
0
As my last idea didn't go over well, I've created this one that should be a little more exciting and flavourful.
Obviously a very powerful hero power, but one that requires a minion to stay on the board to work, and is really only useful when you're battling for board control. Once you move to smorcing it does nothing.
Bronson's first ability keeps him on the board for a turn so that you're guaranteed to have something to use it on for at least one turn.
0
I've actually just been thinking about creating balanced Hero cards based on the original Justicar hero power improvements, so it was timely that this competition came up. Here is the Warlock Hero card I came up with. It increases the value of the "Draw a card" hero power, while protecting yourself from milling and overdrawing from cards like Doom!
New hero power is the Justicar upgrade:
0
0
So do Hero Cards count? They don't actually say that they replace the Hero power but they all do.
0
This has always been a very fun, fast, completely busted Brawl. I went 5 out of 6 with Mage. Turn 1 Brann, Coin, Sindragosa is a lot of fun. I'll definitely play more of this.
0
I definitely wouldn't want it as a permanent option, but won't mind if it comes back once in a while. If it does come back I hope that they either (A) tone down the Legendary and Epic occurrence or (B) start using a set rarity order so that everyone gets the same number of L/E picks. Death Knights were everywhere and the number of Epics played appeared to be very high.
0
Ha ha. Built the deck on a lark. First game mulligan perfectly into Barnes, with the Coin. Got this in the bag! First draw: Y'Shaarj. I still won, but only because my opponent was playing Mill Rogue, not a meta deck.