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.
Elder Scrolls Legends has a legendary that gives spells Breakthrough (same thing as Overwhelm/Trample), but they don't have a spell stack so we can't really compare.
Copy priest is back! This makes your opponent think carefully about the order of their actions, as you can always steal the last spell they played, even if it was 3 turns ago.
I put Murozond in the art because of what the card from DoD does. But if anyone has a better idea for the art feel free to tell me.
I've seen people say she is a weak champ but at least from my experience she's the most annoying thing ever. 3 health means very few spells can kill her, unless you're P&Z or Shadow Isles you're fucked basically. The quick attack means she survives every time she strikes after she upgrades. Not joking, and i find this stupid. Even if my blocker would normally kill her, she just returns to hand all fine and dandy. And the fact she Rallies every time you play her is very difficult to deal with, not a lot of ways to win the board early in this game without minion combat and that is exactly what she beats me on i feel.
So what do i do? I suppose i can freeze but that's just temporary and i use mana on a delay effect while the enemy builds the board. with cheap creatures that keep dealing chip damage on me.
This is true. So basically, this is just another fireball and more burn damage for mage when they already have so much burn damage.
This is not broken because it is too much damage for it's cost, but I wouldn't like to see this card printed because there is already so many ways for mage to deal burn damage and this would just make aggro mages way more consistnet.
Not really. The kink of the card is it forces you to pay 2 mana more to use it (hero power). At best you gotta spend 4 mana to deal 4 damage. This is only dangerous if you keep it in hand for a huge bursts late game with 2 copies of it, and aggro mage doesn't like holding cards in hand till 10 mana.
This is a spin on the classic "2 mana deal 3 damage". Being limited to this turn only makes it a bit less powerful but the Twinspell gives it more value. Maybe this will make Even mage good? (Lol no)
I like the flavor and the idea. My only concern, is the fact that at 2 mana, you are able to play all 4 of these, with the HP on turn 10. That's a 13 damage HP for 10 mana. I personally would feel a bit more comfortable with this at 3 mana to help prevent any OTK shenanigans. But, that's just my personal opinion, and it's probably perfectly fine at 2 mana.
For a dissenting opinion here - I don't think that's all that bad given the draw/holding requirements to pull it off. Put another way: you can do 15face dmg for 10 mana with double Fireball + a Frostbolt - that requires you to draw/hold 3 separate cards vs only 2 here, but is also 3 more dmg so I think the tradeoff is fair.
Two fireballs are enough. That's 12 damage for 8 mana, for 2 cards, plus a hero power for the remaining 2 mana is exactly the same thing as 4 casts of Fire Within.
This is a spin on the classic "2 mana deal 3 damage". Being limited to this turn only makes it a bit less powerful but the Twinspell gives it more value. Maybe this will make Even mage good? (Lol no)
Play Earth Shock ma dudes. That plus heal + taunt totems perma blocking rogue's hero power gives you pretty good chances to win. Sure, depends on what random class cards you get but you can win compared to an auto-concede you'd otherwise do.
Tired it, the moment rogue gets ANY card draw you lose.. seriously I see no reason NOT to play pogo yourself..
playing earth shock means you got 0% WR against anything that is not pogo, and against pogo you lose the moment the rogue gets a card draw card (Also as rogue if you face shaman, hard mulligan your pogos to get the 8 class cards...).
Also rogue has probably the most cards in class that read "draw X card(s)"
So it's NOT a counter at all.. the pogo deck has no counter.
It's not a perfect counter but better than anything else really maybe besides doomsayer spam. And in these type of brawls you can't have a counter type deck and expect to be good vs anything else besides what you counter
Play Earth Shock ma dudes. That plus heal + taunt totems perma blocking rogue's hero power gives you pretty good chances to win. Sure, depends on what random class cards you get but you can win compared to an auto-concede you'd otherwise do.
Little suggestion: could you put the article rating option at the bottom of the article too? Saves you from scrolling all the way to the top, especially on phone.
Well i was not aware of that. Seems like the sort of nerf that should be announced with one of those big notifications on game start up. Anyway, thanks for the info.
I played Cheap Shot twice then ran out of mana, so i played Preparation to be able to cast another echo copy of Cheap Shot. As you can see all my spells cost 2 less, EXCEPT the echo copy of Cheap Shot that costs 1 less.
Echo copies always cost the same as the "default" version of the card, and there are no on board modifiers that would somehow change the mana cost of Cheap Shot. It costed 2, i played Prep, it costed 1. That is a bug.
Cristalize Blood is meant to be an activator for Fresh Blood. You trigger the keyword without actually decreasing your life total. It also boosts cards like Bloodflame Bolt.
Flame Rush may need reworking indeed, i'll try to find another simpler version of it.
Cauterize is not OP in my opinion as it highly depends on your current health. Druid has an 8 mana heal for 3 mana, so to get the same value as him you would need to be at 12 hp. The spell is bad if cast above that threshold. Since this class self damages so much i think it's ok to have 1 or 2 really string heal effects.
This card was created for Hearthpwn's Custom Class competition #5 "Trials and Errors". I worked more on it and i wish to share it with you guys to see what you think. So what's a Bloodburner?
Description
All magic needs fuel. Most mages use mana as it is safe (as much as it can be) and plentiful. But it's not the most powerful, no, that would be Blood Magic. To use one's own blood as fuel is incredibly dangerous and most would run dry in a few casts. in truth the only ones who can wield it properly are lizardfolk with their powerful regenerative abilities.
Bloodburners use their own health as fuel, self damage is a key mechanic of the class. A powerful tool is always present at their disposal, that being the Hero Power: "Blood to Fire". Odd mage showed what 2 damage for 2 mana can do early and late game, but like Warlocks, you also pay 2 life yourself whenever you use it. But this can be an advantage, especially to activate the class' keyword Fresh Blood:
Fresh Blood can trigger during your turn or the opponent's as well, forcing him to think if he should go face or eliminate the minions with this keyword.
In short, the class is centered around these:
Self Damage as a downside to powerful effects but also something you can benefit from
Hero Power Interactions will be present in almost all sets, the class relying heavily on the Hero Power to win games
Powerful Spells. Since blood magic is so potent, it makes sense they'd have some neat tricks up their sleeves
Dragons! Reptile people like big winged lizards, who knew?
This is meant to have synergy with "sacrifice" effects like Unwilling Sacrifice, EVIL Genius and Grim Rally. Also works with board clears you play, assuming the necromancer survives.
Seems most people liked it actually
Elder Scrolls Legends has a legendary that gives spells Breakthrough (same thing as Overwhelm/Trample), but they don't have a spell stack so we can't really compare.
Copy priest is back! This makes your opponent think carefully about the order of their actions, as you can always steal the last spell they played, even if it was 3 turns ago.
I put Murozond in the art because of what the card from DoD does. But if anyone has a better idea for the art feel free to tell me.
I've seen people say she is a weak champ but at least from my experience she's the most annoying thing ever. 3 health means very few spells can kill her, unless you're P&Z or Shadow Isles you're fucked basically. The quick attack means she survives every time she strikes after she upgrades. Not joking, and i find this stupid. Even if my blocker would normally kill her, she just returns to hand all fine and dandy. And the fact she Rallies every time you play her is very difficult to deal with, not a lot of ways to win the board early in this game without minion combat and that is exactly what she beats me on i feel.
So what do i do? I suppose i can freeze but that's just temporary and i use mana on a delay effect while the enemy builds the board. with cheap creatures that keep dealing chip damage on me.
This game should get more recognition
Anyone knows when the next set is gonna be? I hope at least not till summer, i barely have half a region unlocked ;(
Not really. The kink of the card is it forces you to pay 2 mana more to use it (hero power). At best you gotta spend 4 mana to deal 4 damage. This is only dangerous if you keep it in hand for a huge bursts late game with 2 copies of it, and aggro mage doesn't like holding cards in hand till 10 mana.
Two fireballs are enough. That's 12 damage for 8 mana, for 2 cards, plus a hero power for the remaining 2 mana is exactly the same thing as 4 casts of Fire Within.
Hopefully it's better than Galakrond's Awakening
This is a spin on the classic "2 mana deal 3 damage". Being limited to this turn only makes it a bit less powerful but the Twinspell gives it more value. Maybe this will make Even mage good? (Lol no)
It's not a perfect counter but better than anything else really maybe besides doomsayer spam. And in these type of brawls you can't have a counter type deck and expect to be good vs anything else besides what you counter
Play Earth Shock ma dudes. That plus heal + taunt totems perma blocking rogue's hero power gives you pretty good chances to win. Sure, depends on what random class cards you get but you can win compared to an auto-concede you'd otherwise do.
Little suggestion: could you put the article rating option at the bottom of the article too? Saves you from scrolling all the way to the top, especially on phone.
Well i was not aware of that. Seems like the sort of nerf that should be announced with one of those big notifications on game start up. Anyway, thanks for the info.
I played Cheap Shot twice then ran out of mana, so i played Preparation to be able to cast another echo copy of Cheap Shot. As you can see all my spells cost 2 less, EXCEPT the echo copy of Cheap Shot that costs 1 less.
Echo copies always cost the same as the "default" version of the card, and there are no on board modifiers that would somehow change the mana cost of Cheap Shot. It costed 2, i played Prep, it costed 1. That is a bug.
Cristalize Blood is meant to be an activator for Fresh Blood. You trigger the keyword without actually decreasing your life total. It also boosts cards like Bloodflame Bolt.
Flame Rush may need reworking indeed, i'll try to find another simpler version of it.
Cauterize is not OP in my opinion as it highly depends on your current health. Druid has an 8 mana heal for 3 mana, so to get the same value as him you would need to be at 12 hp. The spell is bad if cast above that threshold. Since this class self damages so much i think it's ok to have 1 or 2 really string heal effects.
Thanks for the feedback!
This card was created for Hearthpwn's Custom Class competition #5 "Trials and Errors". I worked more on it and i wish to share it with you guys to see what you think. So what's a Bloodburner?
Description
All magic needs fuel. Most mages use mana as it is safe (as much as it can be) and plentiful. But it's not the most powerful, no, that would be Blood Magic. To use one's own blood as fuel is incredibly dangerous and most would run dry in a few casts. in truth the only ones who can wield it properly are lizardfolk with their powerful regenerative abilities.
Bloodburners use their own health as fuel, self damage is a key mechanic of the class. A powerful tool is always present at their disposal, that being the Hero Power: "Blood to Fire". Odd mage showed what 2 damage for 2 mana can do early and late game, but like Warlocks, you also pay 2 life yourself whenever you use it. But this can be an advantage, especially to activate the class' keyword Fresh Blood:
Fresh Blood can trigger during your turn or the opponent's as well, forcing him to think if he should go face or eliminate the minions with this keyword.
In short, the class is centered around these:
Basic
Classic
This is meant to have synergy with "sacrifice" effects like Unwilling Sacrifice, EVIL Genius and Grim Rally. Also works with board clears you play, assuming the necromancer survives.
Next: A 1/1 Legendary.
I don't know why but i got really happy seeing Kriziki with wings. I always found it rather sad she just wanted to fly again.
Favorite moment of 2019 was the DoD announcement. A whole dragon expansion! Dragons will finally be meta and played in every deck! Right? ....right?
I'm looking forward to Blizzard giving priest something that makes him viable outside of resurrect decks, both in wild and standard.