Look at Power Slider, then look at the Rogue's Rhyme Spinner. Yeah the latter has Combo instead of a Battlecry, but think about how much easier it is to make a huge minion for the Rogue. Power Slider even has a cap based on how many types you can squeeze into your deck, while Rhyme Spinner can benefit from any Combo card - including those that have been bounced.
I think I want to go in fresh this time, so I won't be watching the video. Hopefully it alleviated some of the (dumb) concerns people have had about this being "BotW DLC".
I wonder if they ever intended for this to be Free Spirit, in regards to flavor/minion type. That would have provided Undead Druid additional aggressive tools; I doubt that deck wants to Hero Power for Armor, but more Attack? Maybe.
My idea initially started with "what if a Shadow spell utilized Overheal?" and then it evolved to "what if the card was about not Overhealing?"
I imagine this would have a hard cap, for when the board becomes empty, to avoid infinite loops. Otherwise, I'll reword it.
Edit: Came up with Ayla just now, thought it was funny. She heals them so much they explode XD I think it should function like a Volcano in reverse: when a spark hits someone full Health, they are deemed destroyed and it'll move on to other minions.
Is this not just kind of broken? Assuming this just combines your attack and armor total into two fat taunts meaning that playing double Plating at 6-mana gives you double 8/8s on turn 7.
How is that fair exactly?
I'm wondering if it makes a difference between gaining Attack and gaining Armor; as in, does gaining Attack improve the Quilboar's Attack, while the Armor increases their Health? Then you would need to balance it out if you want double 8/8s.
5 corpses seems like a lot to trigger a single deathrattle a second time
It's potentially two additional times, because the Boneshredder triggers it immediately and then gains the Deathrattle for themselves to set off later. Is that enough to make the card great? I don't know, but just wanted to add some clarification.
As a side note, the way I think this would work, obviously, is the minion would take damage equal to your total attack after hitting you, but I'm not 100% positive on that, so if it doesn't work, then I obviously would do something else.
I'm inclined to say it does not count in its current form, because the hero is the one doing the damage with the counterattack, and not the spell. Maybe nit-picky, but we want the spell to be the one that inflicts damage/destroys/disappears.
I mean, sure, I agree it is wishful thinking, but Brann's impact must have taught them something. The whole "We’re also looking to be more flexible about the Core Set throughout the year" section implies to me that they won't let that happen again...hopefully.
Yeah...Shadowstep is a big "yikes". If you include Cheat Death, you're just drowning in options. Have they made the new bounce cards redundant for a reason? I agree it's a concerning sign...although perhaps they're willing to remove cards earlier now (the "unplanned balance changes"), so maybe if it becomes a problem (again) they'll (finally) take action.
I'm inclined to agree. It may sound heartless, but the people who decide to dust their cards as they rotate are making a choice. They could have kept their investment and held onto those cards, but they did not; those of us who maintained their collection should not be punished because a subset of people only play Standard. You can say "that's what Wild is for", but that would require Wild to not be such a shit-show :/
So...yeah. I say 'bring on the rotating block'; you can even fold Classic into it, letting it reappear on occasion for those who want that.
Just in case I don't go with Fan the Hammer, I made a backup; I present to you: Living Flame!
Kill a minion so that it might be reborn like the phoenix! Feeding Time was garbage, Flanking Strike was quite good, but they're both old, so I'm trying to find an acceptable cost/damage ratio for this one, as well. There's also Arcane Overflow to consider. Rush makes for good flavor, but if that's too strong Taunt might be more balanced. What do you think?
How's this for an updated Fan the Hammer? Costs 4 now, and the wording is closer to Shellshot to get across how it works. It still rotates through all enemies; it does not stop on the right-most enemy (unless you started at the left-most).
If it's fundamentally flawed, I'll post something else. I will say, though, that Shellshot can hit a target multiple times, potentially becoming a slightly-cheaper Fireball if there's only one enemy minion. Fan the Hammer cannot do that, so they're not that identical. It's like a reverse Shellshot mixed with lining up a Defile...that also hits face lol. On the subject of face damage, restricting it to enemy minions takes up more text-space, not less, 'cause I'd have to fit the word "minion" in there twice. That would be a challenge :/
Additional Feedback:
Neoguli
I agree with the others about the nature of a 4-Mana destroy-two-minions "combo" that really only requires one card. I think it's a neat direction to go, but the card is just too cheap for that kind of power, double-Frost rune or not.
BasilAnguis
Careful with Serpent Sting: as it reads now it technically would not count. I know it's kinda nit-picky but "loses 1 Attack and Health" is not damage, nor an actual destroy effect. Extinction is fun, but Fresh Ingredients is the best card of the three in my opinion. Concoctions were/are popular tokens to play around with; I think you can net a decent score.
Good luck to the finalists!...in an hour, of course.
These cards seem cool, good, flavorful, and work well with cards that'll remain in Standard.
...
*looks at Warrior*
Look at Power Slider, then look at the Rogue's Rhyme Spinner. Yeah the latter has Combo instead of a Battlecry, but think about how much easier it is to make a huge minion for the Rogue. Power Slider even has a cap based on how many types you can squeeze into your deck, while Rhyme Spinner can benefit from any Combo card - including those that have been bounced.
I think I want to go in fresh this time, so I won't be watching the video. Hopefully it alleviated some of the (dumb) concerns people have had about this being "BotW DLC".
I wonder if they ever intended for this to be Free Spirit, in regards to flavor/minion type. That would have provided Undead Druid additional aggressive tools; I doubt that deck wants to Hero Power for Armor, but more Attack? Maybe.
Congrats to Wailor! The race for the finish is heating up :D
My idea initially started with "what if a Shadow spell utilized Overheal?" and then it evolved to "what if the card was about not Overhealing?"
I imagine this would have a hard cap, for when the board becomes empty, to avoid infinite loops. Otherwise, I'll reword it.
Edit: Came up with Ayla just now, thought it was funny. She heals them so much they explode XD I think it should function like a Volcano in reverse: when a spark hits someone full Health, they are deemed destroyed and it'll move on to other minions.
Warrior, standing outside Free Spirit's house, letting their tears be washed away by the rain.
She gone, Mr. Warrior. She gone and met a new man.
Warrior, standing outside Free Spirit's house, letting their tears be washed away by the rain.
I'm wondering if it makes a difference between gaining Attack and gaining Armor; as in, does gaining Attack improve the Quilboar's Attack, while the Armor increases their Health? Then you would need to balance it out if you want double 8/8s.
Good luck to everyone in the voting!
I made this for a custom competition last year:
...just sayin'.
Naturally I really like these Divine Shield cards...even if it is a stupid Murloc.
It's potentially two additional times, because the Boneshredder triggers it immediately and then gains the Deathrattle for themselves to set off later. Is that enough to make the card great? I don't know, but just wanted to add some clarification.
I'm inclined to say it does not count in its current form, because the hero is the one doing the damage with the counterattack, and not the spell. Maybe nit-picky, but we want the spell to be the one that inflicts damage/destroys/disappears.
I mean, sure, I agree it is wishful thinking, but Brann's impact must have taught them something. The whole "We’re also looking to be more flexible about the Core Set throughout the year" section implies to me that they won't let that happen again...hopefully.
Yeah...Shadowstep is a big "yikes". If you include Cheat Death, you're just drowning in options. Have they made the new bounce cards redundant for a reason? I agree it's a concerning sign...although perhaps they're willing to remove cards earlier now (the "unplanned balance changes"), so maybe if it becomes a problem (again) they'll (finally) take action.
Oh hey, those Riff Finales are like my Encore keyword from the last custom-competition haha. Don't know if they're good, but they're cool.
I'm inclined to agree. It may sound heartless, but the people who decide to dust their cards as they rotate are making a choice. They could have kept their investment and held onto those cards, but they did not; those of us who maintained their collection should not be punished because a subset of people only play Standard. You can say "that's what Wild is for", but that would require Wild to not be such a shit-show :/
So...yeah. I say 'bring on the rotating block'; you can even fold Classic into it, letting it reappear on occasion for those who want that.
Just in case I don't go with Fan the Hammer, I made a backup; I present to you: Living Flame!
Kill a minion so that it might be reborn like the phoenix! Feeding Time was garbage, Flanking Strike was quite good, but they're both old, so I'm trying to find an acceptable cost/damage ratio for this one, as well. There's also Arcane Overflow to consider. Rush makes for good flavor, but if that's too strong Taunt might be more balanced. What do you think?
How's this for an updated Fan the Hammer? Costs 4 now, and the wording is closer to Shellshot to get across how it works. It still rotates through all enemies; it does not stop on the right-most enemy (unless you started at the left-most).
If it's fundamentally flawed, I'll post something else. I will say, though, that Shellshot can hit a target multiple times, potentially becoming a slightly-cheaper Fireball if there's only one enemy minion. Fan the Hammer cannot do that, so they're not that identical. It's like a reverse Shellshot mixed with lining up a Defile...that also hits face lol. On the subject of face damage, restricting it to enemy minions takes up more text-space, not less, 'cause I'd have to fit the word "minion" in there twice. That would be a challenge :/
Additional Feedback:
I agree with the others about the nature of a 4-Mana destroy-two-minions "combo" that really only requires one card. I think it's a neat direction to go, but the card is just too cheap for that kind of power, double-Frost rune or not.
Careful with Serpent Sting: as it reads now it technically would not count. I know it's kinda nit-picky but "loses 1 Attack and Health" is not damage, nor an actual destroy effect. Extinction is fun, but Fresh Ingredients is the best card of the three in my opinion. Concoctions were/are popular tokens to play around with; I think you can net a decent score.