I like this idea, but imagine if a deck had 7 cards like this. You could fill your opponent's board, preventing them from playing minions. I think any "infiltrator" (possible keyword?) card should have an attack value, so your opponent has means of removing it. Even then, two of these next to each other could negate that attack value until your opponent puts something between them.
It's a neat idea, but its probably not the kind of thing Shaman should have, since it's already so mid-range focused on making effective trades. Imagine mid-range shaman with Pint-Size Potion, it'd be too good. Maybe it'd work for Paladins?
I liked your idea about this be a paladin card, god knows that they need all the help that they can get (not a totem for shore)
The problem is aside from the dragons with massive bodies, most dragons draw their power from their battlecry. When a minion is transformed it presumably doesn't gain its transformations battlecry which means despite them being dragons, they are much less powerful. It's also worth noting that dragons have no synergy once they are on the board, all dragon synergy comes from being in the hand.
If I could suggest a new text it would read: "Whenever you draw a minion, if it is not a dragon, transform it into a random dragon. All dragons cost (2) less" This new text would actually be incredibly broken because of the cost reduction, so maybe it could be a (1) mana reduction or no reduction at all.
The new text I proposed has synergy with all dragon cards and almost creates a "time bomb" that, if your opponent doesn't deal with, will most likely win you the game.
Cheers!
I liked your idea but i think that the card would be OP AF, but the idea was amazing
1. It costs 10mana, which makes it extremly clunky to play.
2. It damages your hero, your board (unless they are demons, which isn't going to happen all the time) and it might even damage itself the way it is worded.
3. It will never get to attack and instantly dies on your opponents turn and even if he attacks, he has to hit a minion for its ability to be relevant.
A nice example of a similar card that will never work is Foe Reaper 4000, which was cheaper and even had 9 Health, but never got to attack or got blocked by Taunts.
Man, make a card is hard. In the beggining everybody said that the card was f'''''''ing OP and now that the card is weak. TY for your opinion, there is any sugestion about the card?
Better stats and only damage enemy minions? Its Sageras after all, so he should be more powerful than that. Maybe make it a 11/11 that deals 3 or 4 damage to all enemies? Now that would be worth 10mana as a class legendary. I mean just look at Deathwing.
But Deathwing drawback is huge
But noone plays Deathwing unless they have next to no cards in their hand and he destroys everything instead of dealing 3-4 damage.
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Could be a future mechanic, put minions on your opponent's side
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I liked this card, i thought is playable
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Sry for my english, i need to pratice more XD
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I think you should put a cost for the card you discover, early game is weak but late game is op
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Would be better this way
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Deathwing
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[card ]Deathwing[/card]