I'd like to point out a mistake about immunity. It works like stealth so only the enemy player is unable to target it, while you're free to do so yourself.
Are you sure? Damn it, see, this is why Immune is tricky. =|
As far as I understand Immunity is a permanet divine shield glued to a permanent stealth effect code wise.
I'd like to point out a mistake about immunity. It works like stealth so only the enemy player is unable to target it, while you're free to do so yourself.
That is a nice Yogg you have there... It would be a shame if something were to happen to it...
How it works: I can see this working in two ways: You play it, it reveals your opponent's hand and then a target reticle appears. You can hover over your opponent's revealed hand and choose a card, the other way would involve seeing your opponent's entire hand in a selection like discovery, and choosing the card you'd like to target. If you do nothing the timer runs out and a random card is selected.
You gain the important knowledge of what you opponent can play and also gives you a dose of hand disruption, something I think Hearthstone needs, at least to a small degree, and can by countered by Thaurissan, cost reducting cards, and your opponent not having anything in their hand that gets impacted by a single mana increase.
You could play this card a few times each turn in the later turns to really overpower it and it really powers up Yogg. What about changing the wording on the second choice to, "Return this card to your hand at the end of your turn. Increase it's damage by 2" That way, the opponent sees it and you can't spam it. Would this be more balanced at 3 or 4 mana or would it be better to make the damage increase 1 instead of 2? Also, on a side note, what do you think about the card names? Should the main card be called Solar Flare and the damage choice "card" be called Sunfire or is it alright as is?
Also, here are the two choice popups:
Great idea, but i think it might bee to strong. Right now it feels like a more flexible Forbbiden Flame with no target restriction, maybe if you returned it to your hand at the end of the turn like headcrack to prevent chain casting it.
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I'd like to point out a mistake about immunity. It works like stealth so only the enemy player is unable to target it, while you're free to do so yourself.
It can be tested by using bestial wrath.
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If you play Menagerie Warden, you get to have your very own Malfurion minion!
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Time for fun!
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Summon: Hold the line!
Attack: For Lordaeron!
Turns your board into a temporary wall. Useful for when you really need to save your face.
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For those moments when you really need to keep your face safe.
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That is a nice Yogg you have there...
It would be a shame if something were to happen to it...
How it works: I can see this working in two ways: You play it, it reveals your opponent's hand and then a target reticle appears. You can hover over your opponent's revealed hand and choose a card, the other way would involve seeing your opponent's entire hand in a selection like discovery, and choosing the card you'd like to target. If you do nothing the timer runs out and a random card is selected.
You gain the important knowledge of what you opponent can play and also gives you a dose of hand disruption, something I think Hearthstone needs, at least to a small degree, and can by countered by Thaurissan, cost reducting cards, and your opponent not having anything in their hand that gets impacted by a single mana increase.
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Since Medivh has set the precedent that Heroes can also be cards, here is Jaina.
Back when our girl was about protecting everyone and saving people.
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good luck everybody
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Impsy + Violet Illusionist + Brann Bronzebeard + 2 Pit Lords + 2 Flame Imps (All discounted by Emperor Thaurissan) == 32 damage.
illusionist is important so you don't die as well.
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