absolute minimum you can get from 40 packs is 1,975 dust, that's assuming you get only the bare minimum of 4 non-golden commons 1 non-golden rare per pack, + the one guaranteed pity timer legendary. however based on this number i would estimate somewhere around the 2500-3000 range to be more accurate to what you'd get with average luck
I'm currently working on a custom expansion an for the shaman class i touched up some stuff with overload and totem shaman, though i feel like the "for the rest of the game" cards are a bit broken, it's easy for an effect like that to get out of hand unless balanced correctly (take the rogue quest as an example)
personally, rather than trying to mitigate the overload effects i tried to turn them more into a positive thing, for example one of my cards is a 2 mana spell with the text "Unlock (2) Overloaded mana crystals to give a minion +3/+3, else give it +1/+1". so without overload it's 2 mana +1/+1 but with overload it's a 0 ish mana +3/+3.
it's worded that way to indicate that regardless, you're always going to get the first minion, even if your opponent has 0 minions, and if they have 2 or more, you get extra based on how many more minions they have
i think this card is over hyped, we've had a 2 3/2 with this same effect and it's almost never used, i don't think a 1 mana 1/1 buff and a change to the beast tag is going to cause this card to break the meta, it's just a playable card at best, if even.
though as a few people said this is a decent card in arena terms, and has potential with build a beast if that becomes viable, but even so, there are much more powerful build a beast combinations as i'm sure you can all see the 6 mana 9/9 charges, and 4 mana 4/4 charge fledglings.
and if they are the exact same effect, then they are a thousand times worse at rarity balancing than we thought, because a 5 mana 6/5 legendary should not have the same effect as a 3 mana 3/3 rare.
It doesn't say the card has to be a minion, right? So would this be valid?
The secret triggers at the start of your turn, and replaces itself with another secret. This would be fun because your opponent would have to re-test all the secrets they tested for. It could also cast itself, which could be pretty nuts.
If you put this card in the actual competition you are guaranteed my vote, i personally love the secret mage archetype and this would be an auto include in that, for me at least, it even has the potential to allow more than 2 copies of the same secret in your deck, and the confusion it would cause it the entire point of secrets, so in that sense it's a really strong card the only thing keeping it balanced at 3 mana is the RNG aspect with the possibility of getting a bad result.
I personally love the idea of deck diversity in Hearthstone, and mill decks and those crazy weird combo decks and things like that are the kinds of things i love to make cards for, here's one of the cards i made for a card expansion idea i'm working on all about the secrets and weird things in Azeroth.
you can use this in combination with Violet Illusionist and a handful of random draw cards while near fatigue to quicken the rate your opponent takes damage, since you're guaranteed to draw twice every cycle once in your draw and once in the opponents draw that plus the draw cards and it can act as a finisher on it's own, although you would need to work with 4 mana or use something like emporer thurassian since this costs a rather large amount of mana.
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absolute minimum you can get from 40 packs is 1,975 dust, that's assuming you get only the bare minimum of 4 non-golden commons 1 non-golden rare per pack, + the one guaranteed pity timer legendary. however based on this number i would estimate somewhere around the 2500-3000 range to be more accurate to what you'd get with average luck
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I'm currently working on a custom expansion an for the shaman class i touched up some stuff with overload and totem shaman, though i feel like the "for the rest of the game" cards are a bit broken, it's easy for an effect like that to get out of hand unless balanced correctly (take the rogue quest as an example)
personally, rather than trying to mitigate the overload effects i tried to turn them more into a positive thing, for example one of my cards is a 2 mana spell with the text "Unlock (2) Overloaded mana crystals to give a minion +3/+3, else give it +1/+1". so without overload it's 2 mana +1/+1 but with overload it's a 0 ish mana +3/+3.
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A collection of all 1 mana spells currently in existance
Adaptation Arcane Blast Arcane Missiles Arcane Shot Avenge Bestial Wrath Binding Heal Blessing of Might Blessing of Wisdom Blood To Ichor Charge Claw Cold Blood Conceal Competitive Spirit Corruption Deadly Poison Divine Strength Earth Shock Earthen Scales Evolve Eye for an Eye Finders Keepers Flash Heal Forked Lightning Frost Shock Getaway Kodo Hallucination Hand of Protection Holy Smite Humility hunters mark I Know a Guy Inner Fire Ice Lance Iron Hide Jade Idol Journey Below Light of the Naaru Lightning Bolt Living Roots Lost in the Jungle Mark of the Lotus Mind Vision Mirror Image Mortal Coil Naturalize Noble Sacrifice On the Hunt pint sized potion Potion of Madness Power Overwhelming Power Word: Glory Power Word: Shield Primal Fusion Raven Idol Redemption Repentance Sacred Trial Savagery Shield Slam Sinister Strike smugglers crate smugglers run soul fire Stampede Tracking upgrade Whirlwind
and all 9 quest cards
Total:
Druid: 8 + quest
Hunter: 7 + quest
Mage: 4 + quest
Paladin: 16 + quest
Priest: 10 + quest
Rogue: 6 + quest
Shaman: 7 + quest
Warlock: 4 + quest
Warrior: 7 + quest
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it's worded that way to indicate that regardless, you're always going to get the first minion, even if your opponent has 0 minions, and if they have 2 or more, you get extra based on how many more minions they have
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i think this card is over hyped, we've had a 2 3/2 with this same effect and it's almost never used, i don't think a 1 mana 1/1 buff and a change to the beast tag is going to cause this card to break the meta, it's just a playable card at best, if even.
though as a few people said this is a decent card in arena terms, and has potential with build a beast if that becomes viable, but even so, there are much more powerful build a beast combinations as i'm sure you can all see the 6 mana 9/9 charges, and 4 mana 4/4 charge fledglings.
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next keyword: Amplify
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and if they are the exact same effect, then they are a thousand times worse at rarity balancing than we thought, because a 5 mana 6/5 legendary should not have the same effect as a 3 mana 3/3 rare.
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I personally love the idea of deck diversity in Hearthstone, and mill decks and those crazy weird combo decks and things like that are the kinds of things i love to make cards for, here's one of the cards i made for a card expansion idea i'm working on all about the secrets and weird things in Azeroth.
you can use this in combination with Violet Illusionist and a handful of random draw cards while near fatigue to quicken the rate your opponent takes damage, since you're guaranteed to draw twice every cycle once in your draw and once in the opponents draw that plus the draw cards and it can act as a finisher on it's own, although you would need to work with 4 mana or use something like emporer thurassian since this costs a rather large amount of mana.
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Notes: Battlecries do trigger on a cards echo
combo's do NOT trigger on a cards echo
card Echos DO trigger other combo cards
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Because ivory knight would be a lot more powerful in priest, just replaced healz with 3 mana reduction
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