Righto, here's one of the ideas I've had. (Art by Jung Park)
I am unsure of the mana cost. The card has a perpetual effect, sure, but it equips a weapon for your opponent as well. BUT, if you get cursed blade you only have to suffer 1 turn of it, which is neat.
Also, the effect doesn't stack, so, if you cast the spell again, it would just replace the weapons both players have.
Plus, you can destroy an opponent's weapon and they won't get a replacement until the end of their turn.
Idk, I would just like to ask about balance of the card.
It's balanced enough, though this wouldn't be fun to use because say you get a Gorehowl / Doomhammer, well too bad you can't keep it it's getting replaced (the opposite of the relief of getting rid of Cursed Blade and this would happen more often actually there are more good weapons than really bad ones)
Well, see, it wouldn't be fun for your opponent if you got to keep your good weapons and it wouldn't be fun for you if you kept your bad weapons. The fun in question is what comes into play. Hell, you could get 5 Gorehowls in a row followed by 3 Doomhammers, who knows. Or maybe 10 cursed blades. In the latter case, you should probably call somebody, because you might've been cursed yourself, but still. It's fun enough to be played, I imagine, and balanced enough according to you.
You're right but what's the difference between this and a spell that says "Both heroes have 1-7 attack on their turn for the rest of the game"
The defining thing of weapons is multiple uses which gets neglected here
The difference is the effects of the weapons and weapon synergies.
And the majority of the weapons have unique effects (12/22) which is also important
I'd make it equip the weapon at the start of your turn, because that makes more sense, as you pick up the weapon as you prepare to head into the arena and kill. It makes more sense thematically, while doing little to change how the card mechanically. And your new wording is much better.
Okay, so, here we go, mana down by 1, changed it to do its thing at the start of the turn and added a bit of clarity on the continuous effect (I hope)
Righto, here's one of the ideas I've had. (Art by Jung Park)
I am unsure of the mana cost. The card has a perpetual effect, sure, but it equips a weapon for your opponent as well. BUT, if you get cursed blade you only have to suffer 1 turn of it, which is neat.
Also, the effect doesn't stack, so, if you cast the spell again, it would just replace the weapons both players have.
Plus, you can destroy an opponent's weapon and they won't get a replacement until the end of their turn.
Idk, I would just like to ask about balance of the card.
It's balanced enough, though this wouldn't be fun to use because say you get a Gorehowl / Doomhammer, well too bad you can't keep it it's getting replaced (the opposite of the relief of getting rid of Cursed Blade and this would happen more often actually there are more good weapons than really bad ones)
Well, see, it wouldn't be fun for your opponent if you got to keep your good weapons and it wouldn't be fun for you if you kept your bad weapons. The fun in question is what comes into play. Hell, you could get 5 Gorehowls in a row followed by 3 Doomhammers, who knows. Or maybe 10 cursed blades. In the latter case, you should probably call somebody, because you might've been cursed yourself, but still. It's fun enough to be played, I imagine, and balanced enough according to you.
Since the effect is symmetrical, you could make it cost less imo (Blingtron 3000 costs 5, but it gives you a body).
The problem I can see with this card; a lot of people would be salty when, for example, they had Doomhammer at the end of their turn, and after their opponent's turn when it changes again, it changed into Cursed Blade :D
Maybe 4 mana then?
Also, yeah, I should rephrase that.
"At the end of each player's turn, they equip a random weapon"?
Righto, here's one of the ideas I've had. (Art by Jung Park)
I am unsure of the mana cost. The card has a perpetual effect, sure, but it equips a weapon for your opponent as well. BUT, if you get cursed blade you only have to suffer 1 turn of it, which is neat.
Also, the effect doesn't stack, so, if you cast the spell again, it would just replace the weapons both players have.
Plus, you can destroy an opponent's weapon and they won't get a replacement until the end of their turn.
Idk, I would just like to ask about balance of the card.
It's balanced enough, though this wouldn't be fun to use because say you get a Gorehowl / Doomhammer, well too bad you can't keep it it's getting replaced (the opposite of the relief of getting rid of Cursed Blade and this would happen more often actually there are more good weapons than really bad ones)
Well, see, it wouldn't be fun for your opponent if you got to keep your good weapons and it wouldn't be fun for you if you kept your bad weapons. The fun in question is what comes into play. Hell, you could get 5 Gorehowls in a row followed by 3 Doomhammers, who knows. Or maybe 10 cursed blades. In the latter case, you should probably call somebody, because you might've been cursed yourself, but still. It's fun enough to be played, I imagine, and balanced enough according to you.
Righto, here's one of the ideas I've had. (Art by Jung Park)
I am unsure of the mana cost. The card has a perpetual effect, sure, but it equips a weapon for your opponent as well. BUT, if you get cursed blade you only have to suffer 1 turn of it, which is neat.
Also, the effect doesn't stack, so, if you cast the spell again, it would just replace the weapons both players have.
Plus, you can destroy an opponent's weapon and they won't get a replacement until the end of their turn.
Idk, I would just like to ask about balance of the card.
A fun little card, that allows you to get a bit of a tempo swing against your opponent with one out of 7 (8) Standard (Wild) secrets available to Mage.
Healthy enough to not get targeted down by previously played minions if played on curve. And if they try spell shenanigans, then there's about a 28% (25%) of failure on their part.
Okay, here we go. (Also, whoops, the second one should be "into" as well)
The idea is - with the removal of Mad Scientist, a very efficient minion on itself, secrets that Mage plays have been quite stale. It's all the same stuff, so I'm wondering, if this minion would change it somewhat.
4 mana for a 2/5 and a 3 mana secret. And the randomness factor makes this unpredictable, so, say a priest probably won't try to cast a spell on it, because 2 of Mage's 7 current spells in standard will counteract that. That's 28% failure rate.
It will deal with weenie minions played before it as well, which is neat.
But yeah, I'm torn on whether or not it should be a Mage specific card or if it should be available to all.
Any help with that? And comments on whether or not you think it's interesting enough to consider?
(Christ almighty, I am such a doughnut, I thought the discussion thread was the submission one as well)
The first post doesn't say that you have to equip the weapon for YOURSELF specifically, so here we go. A little piece of weapon removal; your opponent still might benefit from pirates and what not with this but they won't be able to do any damage with it. If there is ever a card that scales with weapon durability, then it might be a bad idea to play this, but so far there's nothing punishing you.
The minion is collectible and the effect is interesting enough to warrant a rare quality in my opinion, and the weapon is noncollectable.
The artworks used for the minion and weapon respectively are Fraznak the Furious by Chris Rahn and The Riftmaker by PeterPantazis.
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Righto, here's one of the ideas I've had. (Art by Jung Park)
I am unsure of the mana cost. The card has a perpetual effect, sure, but it equips a weapon for your opponent as well. BUT, if you get cursed blade you only have to suffer 1 turn of it, which is neat.
Also, the effect doesn't stack, so, if you cast the spell again, it would just replace the weapons both players have.
Plus, you can destroy an opponent's weapon and they won't get a replacement until the end of their turn.
Idk, I would just like to ask about balance of the card.
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A fun little card, that allows you to get a bit of a tempo swing against your opponent with one out of 7 (8) Standard (Wild) secrets available to Mage.
Healthy enough to not get targeted down by previously played minions if played on curve. And if they try spell shenanigans, then there's about a 28% (25%) of failure on their part.
Secrets: Counterspell, Effigy, Ice Barrier, Mirror Entity, Spellbender, Vaporize (Duplicate).
Artwork: "Emora Delwin" by Jesper Esing
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Okay, here we go. (Also, whoops, the second one should be "into" as well)
The idea is - with the removal of Mad Scientist, a very efficient minion on itself, secrets that Mage plays have been quite stale. It's all the same stuff, so I'm wondering, if this minion would change it somewhat.
4 mana for a 2/5 and a 3 mana secret. And the randomness factor makes this unpredictable, so, say a priest probably won't try to cast a spell on it, because 2 of Mage's 7 current spells in standard will counteract that. That's 28% failure rate.
It will deal with weenie minions played before it as well, which is neat.
But yeah, I'm torn on whether or not it should be a Mage specific card or if it should be available to all.
Any help with that? And comments on whether or not you think it's interesting enough to consider?
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Same as the previous one - won't activate unless you have a weapon at the start of your turn.
Next: A GOOD Karazhan-Inspired Spell for Priest
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(Christ almighty, I am such a doughnut, I thought the discussion thread was the submission one as well)
The first post doesn't say that you have to equip the weapon for YOURSELF specifically, so here we go. A little piece of weapon removal; your opponent still might benefit from pirates and what not with this but they won't be able to do any damage with it. If there is ever a card that scales with weapon durability, then it might be a bad idea to play this, but so far there's nothing punishing you.
The minion is collectible and the effect is interesting enough to warrant a rare quality in my opinion, and the weapon is noncollectable.
The artworks used for the minion and weapon respectively are Fraznak the Furious by Chris Rahn and The Riftmaker by Peter Pantazis.
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"Your card must either be a Weapon or it must equip a weapon."
This doesn't say that it has to equip it for you, so here we go.
Practically useless weapon on its own, however there's still some pirate synergy, like with many weapons.
On your side, it's an additional bit of enemy weapon removal.
And maybe they'll mindlessly smack their face into your taunt after reducing it to 1 health only to realize the weapon's text.
The minion himself would probably say "TAKE THIS!".
(Illustrations are of Fraznak the Furious by Chris Rahn and Riftmaker by Peter Pantazis for the minion and weapon respectively)