Hi again. i love to talk about HS here and i love to see what people like ( and dislike ) but this time i just wanted to see some fun card ideas
so: how much does it cost?
which hero can use it?
what does it do?
what type of card is it? ( beast, demon and so on )
is it a DK card?
please let me know. i would love to hear some amazing card ideas!
thanks for reading!
-Doc
I’ll only write effects, not gonna get into lore and stuff cause I don’t play for fireworks
I’ve been waiting for a card that affects life gain for a while now, something like a card that’s a time out but good for the game (like Loatheb)
“No player can change its life total untill the start of your next turn”
Keyword-“Ignore taunts”
Because we have double voidlord on 6 and double bear+cube on 6 and we do need a better way to deal with that rather than double owl double spellbreaker concede
Druid minion: “Discover a card/minion/spell that started in your deck”
I feel like druid’s been leaking value and this would be a healthier version of jade idol if restricted well
And something to help with the problem that is big minions meaning nothing if not cheated out early (you often see “Ysera, too slow, dies to meteorite etc.”) Arguments not to play big minions
How about a keyword much like “if this dies on your opponent’s turn do something”
How about “if this was killed with a spell do something”
Which would end up a problem for already underpowered control archetypes (the mage, using spells, unlike the warlock, using voidlord and warrior using bull…it)
Mine is a simple one yet should breathe new life into an old card that doesn’t really see play anymore.
- Rogue Hero card: Illidan Stormrage. 8 mana. 5 Armor. Battlecry: Equip the Warglaives of Azzinoth.
- Passive Hero Power: Whenever you play a card, summon a 2/1 minion with Rush.
- Warglaives of Azzinoth (8 mana 4/4 Weapon): This weapon cannot be destroyed by your opponent. (Other effects still apply, like Gluttonous Ooze’s armor gain and Harrison Jones’ card draw)
Not too sure about the battlecry effect but otherwise seems solid to me.
Would that mean that I can attack with my hero into your minions (assuming I have a weapon) and not take damage?
And would it allow me to play Jaraxxus and not be dropped to 15 health total?
Definitely an idea I’ve been thinking about as well. But hard to balance right, otherwise control will be left with insufficient tools against aggro.
I like it. I’d just add the word “copy” to the battlecry to prevent misunderstanding.
Deathrattle: If it’s your opponent’s turn …
We already have a few of those cards.
Could be interesting
I like the idea and the flavor. But I think the passive Hero Power is too strong, even without the Rush. I’d argue for Hero Power: 1 mana summon a 2/1 Flame of Azeroth and give it Rush.
The weapon stats are nice and I think the battlecry is nice, but I am not happy with the “cannot be destroyed by your opponent”. Mainly for balance reasons. Weapon removal is the only tool to deal with strong weapons, so it should not be disabled on such a strong weapon. Also, weapon removal is quite rare, only found as a tech card in some decks, so no real need to work around it anyway.
The immunity to opponent removal can also cause confusion when cards such as Weapons Project or Blingtron 3000 are played. How would I equip my opponent with a new weapon without also removing the previous weapon?
Something that destroys armour. Getting a little tired of seeing warriors (and druids to to be fair) with 60…70…80 armor and you cant even get a minion out on the board to start whittling it down because of cheap removals like brawl, execute, shield slam, naturalize…etc etc.
Odd quest warrior is probably my most hated opponent. You can’t touch the face because of all the taunts in the way and the cheap removals, by the time you’ve got on top of the board they’ve completed the quest and likely have triple their health due to all the armour they’ve built in the mean time.
Maybe a high cost legendary spell that destroys all armour but has some negative affect on you to balance it
3 Likes
The replacement for the doomguard star 5 would be 2/3 demon deal 2 on enemy side as a battlecry.
Ahhh…I meant as an example of what we already have, I wanted those to actually have an impact, if you can’t remove something with spells it’s kinda bad for you, still, it might be better sometimes to use that spell and get a drawback, much like what we already have, the problem is that what we already have is made so you can’t take advantage of the situation, so it’s mostly 5 mana 2/2 do nothing cause your opponent doesn’t care about 2/2’s
or 5 mana deathrattle summon a 7/7, but only your opponent can activate this one
or at best a 5 mana 2/2 that you can buff or that lives something big and bad on the board if an AoE like Hellfire is cast, thing is, the best case is done better by 3 mana and 5 mana eggs already
another thing that I was thinking already but didn’t want to get too into to avoid offending control players was keywords like “Ignore texts on all minions” so this would not be healed by a 0/2 totem, this would not triggre deathrattles and this would not even care for poisonous or divine shield or even the paladin shrine that deals 5 to the enemy when taking damage, though a cleric would still draw cards when it is healed for example.
another idea was “Pierce” a keyword that lets anything hit through armor, which would be great if you ask me now that charge has been replaced by rush and lifegain in general was replaced by 175893 armor lifesteal on everything and 27538972 stated minions with taunt
and sorry, yes, that was the point, though I don’t want it just for 1 class, although it would clearly have to be warrior, warlock or rogue, which could all use it if you ask me, besides warrior who just gets this cards that other classes would love but have no use in warrior
What would it do exactly?
Because deny or destroy it completly would be the end of controll Warrior and Druid. But wouldnt do anything sagnificant to other classes.
Edit:
Just saw that it was a response. I know that it can be frustrating. I mean at least odd warrior wont be in standard soon. But still. We cant deny a complete archtype or two just by one keyword
I think that cards that bypass armor can be made without completely destroying the archetypes. As long as there are not a lot of them.
If I can have a deck with 10 armor piercing cards, then I agree that it would make control Warrior and control Druid (and Thekal!!) unplayable. But if each class has access to only 2 of them (perhaps 1 common, and 1 class card for some of the classes), then you already need luck of the draw to get those cards at the right time.
They should also have sufficient weakness. And that makes this card a bit of a tough one, because this weakness still applies when playing vs a non-armor class. So they would end up being tech choices depending on meta and never be the type of card to always include.
Because of Thekal, there are some limitations to what can be done in the design. A minion that has keyword: Armor Piercing should probably be able to bypass armor on your turn only (so the enemy can still remove it with their face). And they should never ever ever have Charge. Which means they should also never be beasts, to prevent Tundra Rhino madness. And I guess that Stealth would also be a deal-breaker.
Speels should not be able to pierce armor. Too much OTK potential. But you can make spells to counter armor amounts.
Examples:
Spell: 4 mana, Destroy half of your opponent’s armor; draw a card.
By destroying half the armor, it gets stronger and stronger vs the huge armor-stacking archetypes, which makes this a nice tech choice, while the preservation of the other half of the armor means that playing Thekal doesn’t become an instant suicide.
Adding the card draw makes this card not completely useless against non-armor types. A 4 mana cycle is still pretty bad but at least you CAN replace it.
Minion: 7 mana, 8/4, Armor Piercing
No charge means the opponent has a chance to remove the minion. The relatively low health ties into this. But the high cost and high attack show that this minion is intended to be a finisher that works against all classes and has a nice bonus against armor stacking.
Minion: 3 mana, 3/2, Armor Piercing, Cannot be targeted by spells or hero powers.
Again no charge to give the opponent a shot at removal. Stealth would also be too much, but the “elusive” property (no targeting by spells/hero powers) does make it a bit harder to remove. Which I believe to be okay - the low health provides for plenty of other removal, and the low attack means that most of the time you won’t insta-lose if you can’t remove it. This minion, when kept alive and when not blocked by a Taunt, can nibble away the health of an armor-protected opponent, or it can be made into a threat by buffing it (which takes more cards and more time, so also more time the opponent to counter). Against Thekal it can be a huge threat - but most Thekal decks I have seen also run some type of healing so they still have a chance.
Both of you…
3 mana 3/4 rare “Sludge Mole” Pierce
(bypass armor when attacking heroes)
and that’s balanced as fudge.
you play it on 3, it doesn’t do much, you play it latter on it doesn’t help that mcuh cause it’s a 3 drop on the turn you play Baku in.
This would have been played in odd rogue, cause people couldn’t find good cards for that deck carried by the hero power, it would have been the only card with that effect and it wouldn’t have done much cause rogue doesn’t struggle with armor gain latter on as you need multiple taunts to beat the rogue after you used your shield blocks in the early game to stay alive.
This keyword could be treated like the lifesteal and the rush keywords but it would make it even less powerful, I know it is n’t as good if you can’t give a minion this keyword as a buff and if it can’t appear on spells, cause then it would have to be an even more specialized mind blast, just imagine
2 mana spell “deal 3 damage to the enemy hero” Pierce
absolutely rubbish, both as design and as card in general
In generell i like your card sheercold but then they have to seriously rework the palka convert live to armor guy.
That guy would probably be one of the current reason why that wouldnt happen i assume.
I like the idea with the “destry half the armor” effect. Because it doesnt do anything at 8 armor and its not completly destroying it at 30+ armor
Me too Hugger, that was a great read, on top of what you two said it’s nice cause then people would have the mindgames with equipping the armor after the spell was played, like when rush decks would keep their burn for after the reno
You convert 29 health into armor sitting with one health left and can heal up to 30 despite having 30 health in the form of armor already… no downside? Come on you deserve to be hit with a 1 cost Throwing Dart deal 2 damage “armor piercing”
Or a 5 cost 3/2 with armor pierce and charge. zilliax but different
No you cant do this in a single turn
Im talking about standard so no reno simply because i dont know too much about wild to give a valid statement there.
No downside? Theres no upside when you attack normally. So why should there be one? When you attack the paladin you destroy the armor which basicly counters the healing.
I mean yes it would be like a second jaraxxus mechoanic with destroy demon for free but at least the pala doesnt spam 6/6 for 2 every turn.
Also zilliax cant oneshot the turn its played on its own.
Its not a good Comparison.
You can still heal with Khangor+anything or just anything, you need at least 5 mana to heal out of anything’s range, put some effort into it, I know control players don’t like that but still…Jaraxxus needs to be in priest on the first temporos turn to play amara on the second to be viable… also Jaraxxus could be killed with 0 mana by any warlock. They can introduce it when Thekal rotates to wild.
of course with my idea your opponent has to have had that minion on board, as no spells have pierce and charge would only get matched with pierce on a second row, I don’t want to make any giggling inventors/corridor creepers out of MEIN!! I mean my idea
Ofc you can heal up quickly if your opponent doesnt do anything.
But still with kangor turn 2 and armorguy turn 3 youre not going to fillyheal anytime quick except your opponent chooses to let your lifeleech live.
And even then you hardly go over 29 life and 30 armor where others go far above that (potential)
That pala deck doesnt “deserve” a direct counter imo
I like the armor piercing idea, but it wouldn’t really help much against an odd warrior as bypassing armor doesn’t really help much when they can still have 30 hp and 10-20 armor by turn 4-5.
The problem is caused because any deck that isn’t a quick off the mark face deck is getting overwhelmed by the sheer amount of armor warriors can quickly stack up in the early game which means and deck that isn’t pure aggro easily gets overwhelmed by sheer health numbers. Throw in the board control and taunts that warriors have access too and it’s very difficult to get a foothold on the board to start chipping down that armor which can easily be stacked up higher as the game goes on.
As such, playing a 3/2 or even an 8/4 minion that bypasses armor and hits only the health would still be ineffective because the warrior likely still has quite a high health pool underneath all that armor.
I was thinking more along the lines of something like:
Corrosive acid: Destroy your opponents armor. Burns 1 card from your deck for every 5 or 10 armor removed (rounded down) Dunno what a card like this should cost mana wise, thinking maybe midrange of 5 mana
Again the idea isnt bad in my opinion but still not healthy for at least an entire Archtype.
Lets say you put on preassure in the earlygame and the warrior was able to stabalize at 18 life through armor and removal, you still can kill him in one swing depending on how fast you can manage your boatd presence again.
This card basicly has no downside for a lethal swing.
And therefore would make the entire gameplan of the warrior obsolete
I know im defending the archtype even tough i hardly play it myself tough and the worst thing is i dont have a better plan atm myself.
But remove all of the armor with one card is imo too much. Regardless if i like to play against it my self or not
The reason I disagree with what you’re argument for the most part is that the only decks that can really put that much pressure on an odd warrior in the early game are very fast aggro decks. If the warrior DOES manage to stabalise the game, that pretty much means that aggro deck has run out of steam and, as the game goes on, the warrior will armor up beyond the reach of said aggro deck backed up by the ability to now control the board with strong minions in the mid-late game. A card like this (if they even bothered to run it) would allow aggro decks to regain a foothold in the match without too much 1-turn swing.
On the flip side of that, most other decks are too slow to put that kid of early pressure on and by the mid-game the warrior is usually easily stabilised and still has a high quantity of health underneath a significant stack of armor and slower decks, by that point have very little chance of putting much of a dent in that armor, let alone the warriors health pool.
You’re forgetting that this is a specialised niche card similar to secret destroying cards. It’s unlikely that it would be an auto-include, just like secret destroyers aren’t an auto-include now and, as such, would not destroy an archetype because most decks probably wouldn’t run it. The only way it would be an auto-include would be if odd warrior was absolutely dominant tier 1 archetype