Hard to pass up that value. Chance to expand on some of my missing collection and get some moredust for next xpac. Damn you blizzard, looks like you got my money on this one..
Update:
I totally forgot I got a $20 Bnet card for Christmas. :)
I just had another idea of a direction I could take the deathrattle on it:
Show Spoiler
The deathrattle options I am debating:
Add a copy of it to your hand that costs (1). - too overpowered
Add a 1/1 copy of it to your hand that costs (1). - more balanced, but I feel 1/1 copy ruins a lot of potential in the card. For example, if you use this card to kill a Taunt minion, all you get in return is a 1/1 Taunt. It's effect is only powerful on Battlecry and Deathrattle minions.
Add a copy of it to your hand that costs (2) less. - I'm thinking this might be a good middle ground between the 2. Not overly powerful (1) cost minions, but still a reduced cost minion that won't leave you with a potentially useless 1/1 token.
Any thoughts/opinions on these 3 deathrattle options?
I like the option you have currently - the 1/1 thing I think would end up useless. How much do you see people play Jepetto Joybuzz or Anka, the Buried? And on the rare occasions someone does play it, its in some Combo deck they designed to work around those cards - you'd not have that control over your opponent's deck.
Fedrion: The concept is cool, but I think the weapon should be equipped. Otherwise it's a 6 mana do nothing.
Yeah... I thought the same.
The main problem I see with this is the chance of getting Gorehowl + Arcanite Reaper and being able to deal 12 face damage right away and a total of 36 damage in 3 turns... It's op as hell IMO.
Maybe change the cost to 8?
My issue is the shuffle a copy - what would the copy cost? To your example, that weapon - if fused in all aspects including cost - would have a cost of 12 and thus be unplayable.
To the point about crazy face dmg, there are 35 weapons currently in Standard so even with Discover I think the likelihood of double-highroll would be low. You could also change it from Discover to just fuse 2 random weapons?
These are two of my current ideas. For Blazing Suspect, he copies your Hero Power and gives it every effect it had. It can copy effects like Ice Walker and Spirit of the Dragonhawk, but that is probably a bit complcated and may push me towards the Crook.
Blazing Suspect would be too strong - veering very close to OTK territory (maybe that's not an issue for you but I've never been a fan).
2x Daring Fire-Eaters + 1 Clockwork Automaton gives you a 10-dmg HP, so then play two Suspects and there you have 20 dmg worth of spells for only 2 mana.
I like the Crook, but given that the only value would really be copying Lackeys (Rogue only has 3 1-mana minions atm), I might juice it up a bit and say "copy 1-mana minions and give them +1/+1")
this is making me nervous. I am seriously worried that they might pull an "for the year of the Phoenix we'll introduce a new Standard mode with rotating expansions from the past, so if you dusted your old cards, better go buy some more lol"
Thoughts? The idea is kind of a tweak of Dirty Rat that has more utility than DR since you can hold the copy until the best time to play - either to disrupt a combo, or for your own card advantage if it isn't a combo minion.
I think there's a real problem here with respect to the Overwhelm keyword. It's clearly intended to match the Trample keyword in MTG,
That's actually a pretty big assumption, considering how many other aspects of the game fail to map exactly to their Magic or Hearthstone counterparts. Maybe it's better to just let Runeterra be Runeterra and discard expectations that are based on other games.
In the end, once you know how Final Spark works, you're not likely to forget it, so maybe this isn't a great hill to die on? I don't think we're likely to see a lot of Overwhelm spells in the future, so it's probably a moot point.
As Wild continues to grow, these bundles for Wild should be a “build your own bundle” style. “Choose any combination of # wild packs for $.” Maybe next year they’ll do something like that as opposed to 1-2 packs from every Wild set...
The other option is bundles for a specific “year”, with the exception being the first two years grouped together to exclude Adventures.
I can see a case for making Relentless Pursuit a Slow spell, but the mana cost is fine as is.
For Elusives, they should just make it part of the keyword that Elusive units can block (and be blocked by) other Elusives only.
I considered that one too, but it does nerf some cards that are completely fine otherwise for no reason (such as The Empyrean, who is pretty expensive and would be completely pointless if he only ever acted as a mediocre beater, same goes for other stuff like Silverwing Vanguard, etc.) I'd rather keep it limited to the early-game elusives that promote aggressive strategies.
So give those cards a little buff, or lower their cost. I don't really care for The Empyrean being just a big elusive thing that's otherwise vanilla. It needs an ability anyway. And did you mean Silverwing ScoutBADCARDNAME? Just give it Challenger!
Because it's currently the only burn spell in the game with Overwhelm, I don't think it's correct to say the interaction is wrong. It just proves that Overwhelm takes precedence over fizzle, that's all. It's not like the fizzle rules are written down anywhere. If they were written down, they might say, "If a spell's target no longer exists when it's time for the spell to resolve, the spell will fizzle unless it has Overwhelm, in which case it will affect the enemy Nexus if possible."
As long as any future Overwhelm burn spells behave the same, it's totally fine.
I think there's a real problem here with respect to the Overwhelm keyword. It's clearly intended to match the Trample keyword in MTG, but there's a reason the Trample keyword doesn't show up on burn spells in MTG - its behavior simply doesn't map to how instant and sorcery spells target their damage.
LoR is clearly trying to strike the same paradigm with spells by having them fizzle when they lose their stated targets, and with Overwhelm only triggering during offensive combat. So, if Riot wants a spell like Final Spark to make sense, it shouldn't use a combat keyword, it should explicitly state its targets and/or behavior. Some potential changes that would make this work:
Deal 4 damage to an enemy unit. If that unit dies, deal any excess damage to the enemy Nexus.
Deal 4 damage to an enemy unit. Excess damage continues to the left.
Admittedly, that last one changes the behavior of the spell, but it enables the damage to carry on to other targets despite the death of the original target.
I do think the bundle is good value. As someone who rarely if ever plays wild, but still has a good collection; this bundle could be worth a lot of dust going into the new hearthstone year.
Fedrion: The concept is cool, but I think the weapon should be equipped. Otherwise it's a 6 mana do nothing.
Yeah... I thought the same.
The main problem I see with this is the chance of getting Gorehowl + Arcanite Reaper and being able to deal 12 face damage right away and a total of 36 damage in 3 turns... It's op as hell IMO.
Regarding The Rekindler, I don't think it would be appropriate to nerf it unless you can come up with a couple of other decks where it's truly oppressive.
If Hecarim is pretty much the only time Rekindler is a problem, that points to the real problem being Hecarim. In fact, Rekindler could make a good canary in the coal mine for detecting troublesome Champions in general.
I've been trying desperately to dream up a way to combo Darius -> The Rekindler -> The Harrowing into a board full of 10 attack overwhelms, but I just can't do it.
Surely you can get at least two or three?
The problem with Hecarim is that you need only two to create a full board of attackers with extremely high Power.
For Darius, Dawn and Dusk is the more common way to close out a game.
The issue is more that, unlike Hecarim, Darius is a fairly big tempo loss until he levels up. And he's fairly difficult to level up on curve unless you build your deck aggressively, and then the deck is just trying to do too many things at once.
I like your suggestion of Dawn and Dusk a lot more.
A New Bundle is Available in the Hearthstone Shop - The Wild Bundle Contains 24 Card Packs for $15
Hard to pass up that value. Chance to expand on some of my missing collection and get some moredust for next xpac. Damn you blizzard, looks like you got my money on this one..
Update:
I totally forgot I got a $20 Bnet card for Christmas. :)
Got:
Lilian Voss
Golden Raza the Chained
and Hemet Nesingwary
Damn good use of my Christmas present
Do You Copy? - Card Design Competition Discussion Thread
I like the option you have currently - the 1/1 thing I think would end up useless. How much do you see people play Jepetto Joybuzz or Anka, the Buried? And on the rare occasions someone does play it, its in some Combo deck they designed to work around those cards - you'd not have that control over your opponent's deck.
A New Bundle is Available in the Hearthstone Shop - The Wild Bundle Contains 24 Card Packs for $15
Wild bundle containing classic packs? Is classic set rotating or WTF
A New Bundle is Available in the Hearthstone Shop - The Wild Bundle Contains 24 Card Packs for $15
Is this really true? I don't remember hearing that
Do You Copy? - Card Design Competition Discussion Thread
My issue is the shuffle a copy - what would the copy cost? To your example, that weapon - if fused in all aspects including cost - would have a cost of 12 and thus be unplayable.
To the point about crazy face dmg, there are 35 weapons currently in Standard so even with Discover I think the likelihood of double-highroll would be low. You could also change it from Discover to just fuse 2 random weapons?
Do You Copy? - Card Design Competition Discussion Thread
Blazing Suspect would be too strong - veering very close to OTK territory (maybe that's not an issue for you but I've never been a fan).
2x Daring Fire-Eaters + 1 Clockwork Automaton gives you a 10-dmg HP, so then play two Suspects and there you have 20 dmg worth of spells for only 2 mana.
I like the Crook, but given that the only value would really be copying Lackeys (Rogue only has 3 1-mana minions atm), I might juice it up a bit and say "copy 1-mana minions and give them +1/+1")
A New Bundle is Available in the Hearthstone Shop - The Wild Bundle Contains 24 Card Packs for $15
Considering that the 10 packs pity timer rule has been removed for Wild packs, this bundle is much less interesting than it was a year (or so) ago.
A New Bundle is Available in the Hearthstone Shop - The Wild Bundle Contains 24 Card Packs for $15
do i smell it the smell of Value why yes i do 15 bucks for 24 packs although thier wild its still better than nothing
A New Bundle is Available in the Hearthstone Shop - The Wild Bundle Contains 24 Card Packs for $15
this is making me nervous. I am seriously worried that they might pull an "for the year of the Phoenix we'll introduce a new Standard mode with rotating expansions from the past, so if you dusted your old cards, better go buy some more lol"
Do You Copy? - Card Design Competition Discussion Thread
Thoughts? The idea is kind of a tweak of Dirty Rat that has more utility than DR since you can hold the copy until the best time to play - either to disrupt a combo, or for your own card advantage if it isn't a combo minion.
New Player Seeking Guidance
Also note that there have been a couple of reasonably successful decks with no Champions at all. It's not easy to make such a deck, but it's possible.
A New Bundle is Available in the Hearthstone Shop - The Wild Bundle Contains 24 Card Packs for $15
I love wild bundle packs. I am totally going to be getting this.
[Game] Card Treasure Hunt (The Resurrection Attempt)
Well, in lore Faerie/Fey Dragons live in the Emerald Dream... Didn't thought about it, that may very well be the answer.
Is Final Spark / Karma interactions intended?
That's actually a pretty big assumption, considering how many other aspects of the game fail to map exactly to their Magic or Hearthstone counterparts. Maybe it's better to just let Runeterra be Runeterra and discard expectations that are based on other games.
In the end, once you know how Final Spark works, you're not likely to forget it, so maybe this isn't a great hill to die on? I don't think we're likely to see a lot of Overwhelm spells in the future, so it's probably a moot point.
A New Bundle is Available in the Hearthstone Shop - The Wild Bundle Contains 24 Card Packs for $15
As Wild continues to grow, these bundles for Wild should be a “build your own bundle” style. “Choose any combination of # wild packs for $.” Maybe next year they’ll do something like that as opposed to 1-2 packs from every Wild set...
The other option is bundles for a specific “year”, with the exception being the first two years grouped together to exclude Adventures.
Elusive units still a problem - Relentless Persuit is too cheap
So give those cards a little buff, or lower their cost. I don't really care for The Empyrean being just a big elusive thing that's otherwise vanilla. It needs an ability anyway. And did you mean Silverwing ScoutBADCARDNAME? Just give it Challenger!
Is Final Spark / Karma interactions intended?
I think there's a real problem here with respect to the Overwhelm keyword. It's clearly intended to match the Trample keyword in MTG, but there's a reason the Trample keyword doesn't show up on burn spells in MTG - its behavior simply doesn't map to how instant and sorcery spells target their damage.
LoR is clearly trying to strike the same paradigm with spells by having them fizzle when they lose their stated targets, and with Overwhelm only triggering during offensive combat. So, if Riot wants a spell like Final Spark to make sense, it shouldn't use a combat keyword, it should explicitly state its targets and/or behavior. Some potential changes that would make this work:
Admittedly, that last one changes the behavior of the spell, but it enables the damage to carry on to other targets despite the death of the original target.
[Game] Card Treasure Hunt (The Resurrection Attempt)
Maybe it's Faerie Dragon? Dragon is not exactly the same as drake, but it's very close which could explain why they're half-brothers.
Legend of Runeterra's 0.9.1 Patch is Now Live! New Boards, New Guardian, and Animation Speed Increases
These boards could be a bit disctracting maybe :D
A New Bundle is Available in the Hearthstone Shop - The Wild Bundle Contains 24 Card Packs for $15
I do think the bundle is good value. As someone who rarely if ever plays wild, but still has a good collection; this bundle could be worth a lot of dust going into the new hearthstone year.
Do You Copy? - Card Design Competition Discussion Thread
Interesting idea, but I feel your opponent would just let their copy discard to keep you from getting anymore damage out of it.
It's Headcrack that depends on your opponent deciding if they want to try and race you at face damage.
I like the idea (though I personally would not use this card ever), and I like the artwork. I'd give it 3/5 as is.
Do You Copy? - Card Design Competition Discussion Thread
Yeah... I thought the same.
The main problem I see with this is the chance of getting Gorehowl + Arcanite Reaper and being able to deal 12 face damage right away and a total of 36 damage in 3 turns... It's op as hell IMO.
Maybe change the cost to 8?
Quest Trading - Play A Friend!
Battletag: TheOdinson#1825
Region: NA
Trade Only?: Yes, I'll show, you go first.
Good deck for low level climbing?
Yo thanks for this man! Just created an account but ill keep my eye on this.
Let's talk about Hecarim
The issue is more that, unlike Hecarim, Darius is a fairly big tempo loss until he levels up. And he's fairly difficult to level up on curve unless you build your deck aggressively, and then the deck is just trying to do too many things at once.
I like your suggestion of Dawn and Dusk a lot more.