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let's build game mechanics let's build game mechanics

01-20-2016 , 06:26 PM
How about a card that while it is in play prevents all card drawing.

You could price/stat it accordingly.

The idea would be you could at worst drop it and prvent your opponent's next draw.

or better yet drop it when he has things like Loot Hoarders and Acolytes of Pain in play, allowing you to clear them without any draws happening AND denying his next draw.

Of course if your opponent chooses not to clear it, you would be denied your next card draw as well.

Seems like it would create an interesting scenario of who would need to clear it when, kinda like Lorewalker Cho.
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01-20-2016 , 06:35 PM
love the idea
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01-21-2016 , 03:02 PM
Quote:
Originally Posted by Cotton Hill
How about a card that while it is in play prevents all card drawing.
Master of Stealth makes this idea broken though
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01-21-2016 , 03:49 PM
that card would ruin the game unless it was costed so conservatively as to be unplayable
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01-21-2016 , 04:08 PM
Yeah, that card is a really bad idea IMO. Its an insta win condition vs someone that doesn't have removal in hand. Would probably kill some classes. Silence already handles card draw minions, which already have super weak bodies. Not a fan.
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01-21-2016 , 06:13 PM
An aoe silence would be nice
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01-21-2016 , 06:23 PM
Quote:
Originally Posted by BobboFitos
An aoe silence would be nice
Mass Dispel still not worth a punt for control priest decks?
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01-21-2016 , 06:37 PM
If your opponent plays Dr. Boom and you Mass Dispel it, suddenly Boom is only worth about 8 mana.
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01-22-2016 , 11:43 AM
Would be interested in seeing weapons for the spell-casting classes, maybe that give Spell Damage or increase healing effects. Probably 1 durability so that you've got to choose between the bonus or the damage.

Could have a legendary weapon that gives spell damage equal to its durability and loses durability when you cast a spell, starting at 4 or something
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01-22-2016 , 02:28 PM
After Kripps latest video I have been thinking about ways to make Shaman more viable. Are these going to far?





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01-22-2016 , 05:19 PM
River of lava seems way too good.
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01-22-2016 , 06:04 PM
all those cards are a hair too good. totemic transmutation is, AT WORST, a 3 mana totem golem with no overload. it's a spider tank with totem tag in a deck you're likely running +totem stuff. magma blade on 3 is a fiery, which is bad obv, but conditional on 3 after a turn 2 totem and coin or w/e is now a better db for 1 less mana. it actually fits the aggro decks better too which sucks. (if you overload 2, like ferals, it's now a 5/4, or 20 face damage. lol cmon now) river of lava is "reasonable" in that it punishes/rewards overload but its easy to imagine a better lightning storm (which needs reworking anyway)
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01-22-2016 , 08:43 PM
We arent talking about "a hair too good". The cards are completely broken.

We allready have a card that does 1 damage to all enemy minions, and costs two mana. That card is called arcane explosion. Yes, it doesnt see much play, but river of lava is very often at least a two mana concecration (except it doesnt damage face), and in some cases even a two mana flamestrike (or even better than that). This would be the best AOE card in the game, and its not close. I would still put it in my control shaman deck even if it cost 4 mana.

Magma blade is a 3 mana firey war axe, at worst. Allright, its not that amazing. But the card is just a win condition by itself. Combine it with elemental desctruction and all of a sudden you have a 3 mana 8/7 weapon. And the worst thing is that this combo is not even hard to pull off, given that control shaman will have all the tools it needs to survive into the lategame. And if the opponent has weapon removal, guess what: You do the same thing again. Id still put this in my deck even if its text read "gain +1 attack for each locked mana crystal you have".

Totemic transmutation is a 3 mana 3/4 at worst. A non-mech spidertank. Pretty decent. This card is very good along with tuskarr totemic. But the main problem with the card, is that as soon as the opponent loses the board, they stop having time to clear your totems. It makes it so hard for an opponent to come back if they are behind. I guess the card would get significantly worse if shaman became a popular class. In the mirror, the card would often become a dead card for either play that is behind on the board. Id say a more interesting and balanced card would be a 1 mana "destroy all totems, and discover new totems to replace them. That would be a really fun card, come to think of it.

The main problem with the cards is that they all have huge upsides, but close to no downsides. All of the cards are fine in the worst case scenario. There needs to be some risk of the cards being trash, when they have such huge upside.
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01-23-2016 , 04:10 AM
How about some sort of card (a minion, a secret, not even sure) that does something whenever your opponent spends all their mana crystals on a single card?

The reason I'm purposing this is because of how rampant decks are (particularly Paladin decks) that are simply cards that cost 2,3,4,5,6,7,8.

Like maybe a minion that gains some attack or health whenever that situation occurs.

Maybe too complicated? Maybe there are better things you could do. The game is just boring as hell the meta revolves around playing a single high value minion perfectly on curve.
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01-23-2016 , 10:32 AM
I wanted to make a spell for each class, but it was too much work for now. I believe card design should be pushing the metagame in a direction where the best decks are also the decks that take the most skill to play. Ideally, a deck like secret paladin should never be top tier. So Im trying to do that.













Interested to hear what you think about the cards and if they are balanced right.
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02-03-2016 , 06:29 AM
Mage + Mechs all day long is a nice option but not my first i'm a Druid 4 life
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02-03-2016 , 06:35 PM


.wav "Such a bad play."
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02-03-2016 , 06:57 PM
Actually, Auction House could be a thing. Players bid mana on a card? Something like that.
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02-03-2016 , 07:41 PM
Map quest...

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02-05-2016 , 05:12 PM
Not a game mechanic but in line with the theme of this thread:

MtG used to have an invitational tournament where the winner got to design a card to be released in a future set. WotC would playtest and work with the winner if any tweaks needed to be made and whatnot. Some pretty cool cards came out of those.
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02-24-2016 , 12:02 PM
Another cool MtG mechanic that hearthstone could adopt is Cycling. Cycling (X) means: Pay X mana and discard this card, Draw a card.
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03-14-2016 , 04:40 PM
- a low cost creature card that deals damage to an opponent at the end of their turn based on how many leftover mana crystals they have.

- something like an artifact or enchantment that sits on the battlefield, but can't be destroyed in typical ways like dealing damage to it by either attacking it or casting a damage spell. the effect could be something like "X creature type costs less/more", "beginning/ending of turn effects" etc. etc. etc.
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