I can't say whether it is intended or not, but I have seen something similar with Bloodreaver Gul'dan. What appears to happen, is your healing is doubled to 4, then converted to damage and damage doubled to 8, thereby doubling both damage and healing in the same effect.
Dare you tap into the energy of the Void? Can you handle it?
From a serious perspective, this all in approach could work well, but would take a bit of work to make consistent. If you used this in a Zoolock deck, you would have excellent pressure early, but if your opponent stalled you, it would be hard to use all your mana each turn late in the game. By contrast in a control style deck, you would often find yourself with solutions earlier, but it would take planning to avoid the impact of the burden.
I wanted to use the new Omega mechanism without going too crazy. If you get this off turn 10-12 your opponent could lose some ability to finish out the game.
I need some feedback to properly balance this, I really like the idea.
I think you might be underestimating the power of denying your opponent three card draws. In a case where you have decent board control, this is the equivalent of casting Time Warp three times in a row. To address this I would consider one of the two following changes:
Add "Draw a card" to the text of the Ravens
This gives your opponent a way to recover their missing draws but at a cost
We can then compare your card with Fireball in that it can do 6 damage to your opponent
Your opponent will also be short three mana if they recover their card draw on their turn
I also like how this makes the Ravens match the theme or Warlock by evoking memories of Life Tap and Kobold Librarian
I think with this version your spell cost could be 4, the same as Fireball and still be balanced
Put the Ravens into your opponent's hand
We do not have a lot of existing cards that add card to you opponents hand, so for balance look at King Mukla
Putting three cards into your opponent's hand might trigger burning a card draw, but the low cost means this is likely for just one turn
With this version, the effect would often be worse than Curse of Rafaam so I would cost it low, probably at 2 Mana
Of these suggestions I prefer the first option, making the ravens draw a card. It is more likely your opponent will play the Ravens, has a good thematic match for Warlock and doesn't prevent your opponent from having a play for three turns.
I wanted to find an egg that would not hatch to a creature. In this case it hatches to a devastating blast of energy from the Nether itself, twisting reality and having a side effect of turning the game back a bit.
I see your point... then is there a way to change text in a way where receiving a damage is a requirement to receive a Mana Crystal? English is not my native, so maybe I can't clearly formulate a sentence. Maybe something like: Deal 4 damage to your hero THEN gain 1 Mana Crystal (this turn only)." Would this be clear that receiving a damage is a requirement?
I think that's part of the card's inherent problem, though: tying the potentially-infinite mana to taking damage. Damage can be mitigated (or prevented outright, as we've noted). If you want to give them mana, it has to be tied to a truly limited resource, like minions on the table or something.
Just off the top of my head: "Echo Destroy a friendly minion to gain 1 (or 2?) Mana this turn." That maxes out the Coin at 7 uses, lets you trigger Deathrattles and/or you can just pick off your crappy Imps.
This version still has problems with making a cycle, say Summoning Portal, Phantom Militia and Knife Juggler is still infinite damage. Something like "Destroy all friendly minions. Gain 1 Mana Crystal this turn for each minion destroyed this way." without echo would be closer to your intent.
For the original idea of turning life into Mana and avoiding an infinite loop we really need to avoid the echo concept. I would suggest simplification:
"Deal 10 damage to your hero. Gain 1 Mana Crystal this turn only for each damage dealt to your hero this turn."
This wording would avoid any concerns about with going infinite or becoming immune. It does have a disadvantage of not being clear that you can never have more than 10 mana at a time.
I always like counter play options(Here's lookin' at you Cubelock). But we are well past due for an option other than
silence
to help deal with a large portion of of minions at once, so a temporary
silence
type of effect like this can be really strong if you can find the right way to work in it to your strategy.
I wanted to bring Dehaka over for a while.
Stealth
seems a great fit for him but the classic ability to adapt over and over again seems a perfect fit. This can be a
Giant Wasp
or a
Silent Knight
on first turn and if you get +3 attack it is better than
Jungle Panther
or
Shadow Rager
.
At the same time this can be a strategic build up, similar to the style of
Shade of Naxxramas
which would encourage a more mental decision on how to play, when to break
stealth
or not. Also this card does not run into the snowball effect of
Vicious Fledgling
because if you attack you lose
stealth
(Most of the time anyways)
This fits easily into many mage builds, both the Kazakus based Quest mage and the exodia version. The real danger with this card is the potential infinite damage Archmage Antonidas, but that will only work if your opponent helps you.
Otherwise this is not much different than Potion of Polymorph in terms of eliminating a creature, just more random and harder to play around.
0
I can't say whether it is intended or not, but I have seen something similar with Bloodreaver Gul'dan. What appears to happen, is your healing is doubled to 4, then converted to damage and damage doubled to 8, thereby doubling both damage and healing in the same effect.
1
Dare you tap into the energy of the Void? Can you handle it?
From a serious perspective, this all in approach could work well, but would take a bit of work to make consistent. If you used this in a Zoolock deck, you would have excellent pressure early, but if your opponent stalled you, it would be hard to use all your mana each turn late in the game. By contrast in a control style deck, you would often find yourself with solutions earlier, but it would take planning to avoid the impact of the burden.
12
I wanted to use the new Omega mechanism without going too crazy. If you get this off turn 10-12 your opponent could lose some ability to finish out the game.
0
I think you might be underestimating the power of denying your opponent three card draws. In a case where you have decent board control, this is the equivalent of casting Time Warp three times in a row. To address this I would consider one of the two following changes:
Of these suggestions I prefer the first option, making the ravens draw a card. It is more likely your opponent will play the Ravens, has a good thematic match for Warlock and doesn't prevent your opponent from having a play for three turns.
6
I wanted to find an egg that would not hatch to a creature. In this case it hatches to a devastating blast of energy from the Nether itself, twisting reality and having a side effect of turning the game back a bit.
0
This version still has problems with making a cycle, say Summoning Portal, Phantom Militia and Knife Juggler is still infinite damage. Something like "Destroy all friendly minions. Gain 1 Mana Crystal this turn for each minion destroyed this way." without echo would be closer to your intent.
For the original idea of turning life into Mana and avoiding an infinite loop we really need to avoid the echo concept. I would suggest simplification:
"Deal 10 damage to your hero. Gain 1 Mana Crystal this turn only for each damage dealt to your hero this turn."
This wording would avoid any concerns about with going infinite or becoming immune. It does have a disadvantage of not being clear that you can never have more than 10 mana at a time.
18
Sometimes a solid body, other times a tech card to counter things like Dead Man's Hand , Burrowing Mine , Baleful Banker , Archbishop Benedictus , Weasel Tunneler , Jade Idol , Elise Starseeker or even Darkness Candle
2
Fenik can control his demons, but only for so long....
Something like this is tactical, a card to complicate timing and force people to plan around unusual options.
I designed this to have "Destroy your Hero" as the phrase from Lord Jaraxxus but as I did research I found that "Gain Stealth " is only present on three cards too: Lotus Assassin , One-eyed Cheat and Valeera the Hollow
18
D'Leenya: "Shhhhhh........"
I always like counter play options(Here's lookin' at you Cubelock). But we are well past due for an option other than silence to help deal with a large portion of of minions at once, so a temporary silence type of effect like this can be really strong if you can find the right way to work in it to your strategy.
5
Dehaka
I wanted to bring Dehaka over for a while. Stealth seems a great fit for him but the classic ability to adapt over and over again seems a perfect fit. This can be a Giant Wasp or a Silent Knight on first turn and if you get +3 attack it is better than Jungle Panther or Shadow Rager .
At the same time this can be a strategic build up, similar to the style of Shade of Naxxramas which would encourage a more mental decision on how to play, when to break stealth or not. Also this card does not run into the snowball effect of Vicious Fledgling because if you attack you lose stealth (Most of the time anyways)
17
I always figured a +2 health was a fairly balanced hero ability, not quite as versatile as some, but sometimes even more dangerous.
8
Hunters need some love, and not the type that makes going to face more effective.
Stats match a Tundra Rhino but more of a control feel instead of a face design.
4
More love for our favorite, Millhouse Manastorm
This fits easily into many mage builds, both the Kazakus based Quest mage and the exodia version. The real danger with this card is the potential infinite damage Archmage Antonidas, but that will only work if your opponent helps you.
Otherwise this is not much different than Potion of Polymorph in terms of eliminating a creature, just more random and harder to play around.
14
Let's keep it nice and simple today.
6