I'm seeing a lot of cards that basically read 'Lose the game if X condition is true' or 'Lose the game next turn'. Blood Transfusion is only negative if you're casting it at <10 health. Otherwise is at worst a do-nothing. (You would, at least, consider putting it in a deck that can heal, cares about armor, or cares about 'wounded' status.)
I'd like to think we're clever enough to make negative cards that are not simply an automatic loss.
This doesn't seem like a real card. There's no reason to have the destroying your deck thing on a real card. Realistically, it just wouldn't let you play the card if you had more than 5 cards in your deck.
You are correct. It took some thinking but I realized that cards like Astral Communion and Fel Reaver have their draw-backs in areas that are not also their advantage. You're gaining one thing, but losing on another. Putting both in the same place is stupid. I will re-think it!
OK! I have remade my card :
New opinions?
Your first Golden Monkey will transform all the others into Golden Legends...and you'll start taking fatigue immediately. Why not just make this cost 9, and include the golden monkey effect? 'Discard your hand and deck. Put 10 random legends in your hand.'
Maybe something like "Destroy all friendly minions and restore Health equal to their combined Health to a target"?
Might heal you, might heal your opponent, definitely killed Yogg and your other minions? Yeah, that sounds bad.
Do you mean bad-bad or bad in the sense it's good for this competition?
Good for the competition. I could see it as a Priest, Paladin, or Warlock card.
On the other hand, if such a thing were a real card, it probably wouldn't target, because if you're going to have no minions, you'd just want to heal your hero.
Maybe something like "Destroy all friendly minions and restore Health equal to their combined Health to a target"?
Might heal you, might heal your opponent, definitely killed Yogg and your other minions? Yeah, that sounds bad.
Do you mean bad-bad or bad in the sense it's good for this competition?
Good for the competition. I could see it as a Priest, Paladin, or Warlock card.
On the other hand, if such a thing were a real card, it probably wouldn't target, because if you're going to have no minions, you'd just want to heal your hero.
It has that feel of Druid/Shaman mixed together, but I think it could be applied as a Warlock card as well. Works as a good source of removal for Warlocks to get off Dark Peddler if they need to get rid of a Taunt - I would play it in a Renolock deck as a source of hard removal. Naturally, you don't want this to target your minions, and since Yogg's targets are random...
I'm just thinking if it costs a bit too cheap.
I think this would usually be done as a transformation effect (like Evolve, Recombobulator, or even Hex and Polymorph). I realize that makes it not as bad when it hits your own minions, but I feel that's how that card would be templated.
That looks like a Warrior card to me, because it is a lot like killing them all with a weapon.
Are you talking about the guy getting killed with the spell? Because he isn't getting killed with a weapon.
I don't mean the card art, I mean the basic effect 'destroy a minion, take it's attack in damage' is essentially how removing minions using a weapon works. It's a trade that Warriors make regularly. Doing it to the whole board sounds more like a Warrior spell than a Warlock spell, to me.
It is even mentioned on the wiki:"If Yogg-Saron changes ownership during its Battlecry, such as by one of its spells destroying an enemy Sylvanas Windrunner, the rest of its spells will function as if the Yogg-Saron was played by the other player." http://hearthstone.gamepedia.com/Yogg-Saron,_Hope's_End
But I will reconsider the effect, maybe it is not negative enough.
I stand corrected. Still, I'm not sure that giving away Yogg is the worst thing, since you could easily get something good back.
It's only a OTK with the Soulpriest if they're at less than half health, but yeah. Doing 10 damage at 20 health or even 5 at 25 health is pretty good when you're also drawing a bunch of cards. Hrmm. Not sure if you'd actually draw cards in that case, but still a good combo.
Soul Swap wouldn't stop Yogg from casting the way you think it does - he doesn't stop when he Assassinates himself. The Battlecry is already resolving, it won't suddenly switch sides.
And I don't think it's a huge backfire. Yogg is relatively fragile and has most of his value in his battlecry. Sure, it's a bad deal if you're pulling a Worthless Imp, you if your opponent has a strong board you might get a big legend with an in-play power (like Chromaggus) or a strong deathratte (like Tirion Fordring).
I'd much rather get that card than, say Brawl from Yogg.
The left one will probably hit your Yogg, killing it and drawing you 7 cards, which is way too many in the late game. It has a legitimate purpose in something like a zoo deck, where you would combo it with Power Overwhelming. But drawing 7 cards on the turn you play Yogg (and destroying him) is probably going to lose you the game. The right one is probably even worse. You will restore the enemy Hero to full Health AND draw way too many cards. It has a legitimate use in the early game, where it can be an efficient card draw. It would work really well in a combo-oriented Priest deck that tries to just control the board and build up for a OTK.
How do these look? Are they balanced? Are they bad enough with Yogg?
I'd make Selflessness restore a fixed amount of health and draw a fixed amount of cards. It looks more like a real card that way - 'to full health' really makes it sound like it was meant to be bad.
It's still a massive misfire in the late game to restore 15 health (for example) and overdraw.
Ritual of Power could also draw a fixed number of cards, in the tradition of cards like Sacrificial Pact.
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Prince Malchazar is fun - You end up with 35 or so random legends in your deck, and some fatigue resistance for going against Naturalize druid.
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I'm seeing a lot of cards that basically read 'Lose the game if X condition is true' or 'Lose the game next turn'. Blood Transfusion is only negative if you're casting it at <10 health. Otherwise is at worst a do-nothing. (You would, at least, consider putting it in a deck that can heal, cares about armor, or cares about 'wounded' status.)
I'd like to think we're clever enough to make negative cards that are not simply an automatic loss.
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Yogg Saron doesn't pass on overload, so that makes The Maelstrom just a Twisting Nether when Yogg plays it.
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It's only a OTK with the Soulpriest if they're at less than half health, but yeah. Doing 10 damage at 20 health or even 5 at 25 health is pretty good when you're also drawing a bunch of cards. Hrmm. Not sure if you'd actually draw cards in that case, but still a good combo.
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That looks like a Warrior card to me, because it is a lot like killing them all with a weapon.
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Soul Swap wouldn't stop Yogg from casting the way you think it does - he doesn't stop when he Assassinates himself. The Battlecry is already resolving, it won't suddenly switch sides.
And I don't think it's a huge backfire. Yogg is relatively fragile and has most of his value in his battlecry. Sure, it's a bad deal if you're pulling a Worthless Imp, you if your opponent has a strong board you might get a big legend with an in-play power (like Chromaggus) or a strong deathratte (like Tirion Fordring).
I'd much rather get that card than, say Brawl from Yogg.
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