What about a 2/1 weapon with 'Anyone who attacks your Hero while this weapon is equipped takes 2 damage'?
Not sure if that'd be OP at like 3-4 mana, but could be a solid anti aggro option. Problem is it makes most sense as a Warrior class card and they've already got loads of anti aggro options.
We have a card (for now) which doubles deathrattle effects and another which doubles battlecry effects, how about one which doubles "whenever" effects (the lightning bolt at the bottom of the minion..not sure I'm saying this right)?
Like a card that (for example) doubles the number of imps produced when Imp Gang Boss takes damage.
We have a card (for now) which doubles deathrattle effects and another which doubles battlecry effects, how about one which doubles "whenever" effects (the lightning bolt at the bottom of the minion..not sure I'm saying this right)?
Like a card that (for example) doubles the number of imps produced when Imp Gang Boss takes damage.
I also think Blizz needs more "at the start/end of your turn" effects. It seems like thus far they've overvalued the positive effects, and many of the cards that have them aren't playable due to stats or cost. They also don't have many (any?) that negatively affect the player of the card. For example, a Flame Imp alternative:
Pain Imp
1 Mana
3/2
At the end of your turn, Pain Imp deals 2 damage to your hero.
These types of cards create much more interesting scenarios than Battlecries or Deathrattles do.
Someone in another thread mentioned adopting the MTG mechanic First Strike which I think is a great idea and very implementable. A creature with First Strike deals its damage first in combat. So a 2/1 First Strike would kill a vanilla 4/2 and take no damage.
They could also easily adopt Trample, which allows a creature to deal it's excess combat damage to the enemy's face. A 5/4 Trample that attacks a 3/3 would kill the 3/3 and deal 2 face damage.
I think Blizz has already announced that WoG will have no new named mechanics, which is a big disappointment for me. It doesn't make sense to me that they haven't thought of these mechanics, especially ones easily adopted from MTG, so they must have a reason for not implementing them. Curious what that is.
Edit: Card Idea
Hunter Weapon
Dual Arrows
3 Mana
2/3
Your hero cannot attack. When you use your hero power, reduce this weapon's durability by 1 and deal 2 damage to a random enemy minion
Last edited by Priptonite; 03-29-2016 at 12:59 PM.
Thought of another mechanic that would be great for HS, Kicker. Kicker adds an effect to a card for an additional cost. For example:
2 Mana
2/3
Taunt
Kicker 3: Deal 3 damage to an enemy minion.
So if you had 5 mana when you played the card you'd get a pop up that lets you choose whether or not to kick it.
Obviously you need to be careful when designing with Kicker. Too many good kicker cards and you end up with decks that are very strong in all stages of the game. That being said, it's nice to occasionally top-deck a 2 drop that on turn 8 and have it not be totally useless.
I dunno that this mechanic would ever be played with Ooze and Harrison in Classic, but I think a Disarm mechanic could be cool. Puts your opponent's weapon back in their hand instead of destroying it. Since the effect is weaker, the card itself (assuming Minion) could be stronger for its cost. Though Ooze is already 2*mana + 1 stats.
Yeah, I don't think it has a place since Ooze and Harrison will always be in the meta. If they find that those cards limit design space too much though, could be a potential nerf option.
Cleanse - Warrior spell - 7 Mana - destroy all damaged minions
Pound - Priest or Paladin(?) spell - 4(?) Mana - Deal damage equal to a friendly minion's attack to an enemy minion.
Shattered Sun Deity - Neutral minion - 5 Mana - 3/3 Give a friendly minion +3/+3.
Thistle Mochachino - Rogue spell - 6 Mana - Discover a card from your opponents class and gain 2 extra copies of it.
Ragnaros Twinlord - Neutral Legendary minion - 8 Mana - 8/8 At the end of your turn, deal 4 damage to a random enemy and heal a random damaged friendly character by 4.
Thinking back to previous Tavern Brawls where you pick an ability in the beginning, and merging those with the type of hero powers that adventure bosses have (ones that automatically trigger under given circumstances), what if there were neutral legendary minions that did the following:
A minion with text: Replace your hero power with the ability "When you play a deathrattle minion, give it +1/+1"
A minion with text: Replace your hero power with the ability "When you play a battlecry minion, give it +1/+1"
A minion with text: Replace your hero power with the ability "Whenever you cast a spell, gain 4 armor"
A minion with text: Replace your hero power with the ability "At the beginning of your turn, summon a 1/1 murloc"
I think something like this would add some diversity to playable decks. The downside is you no longer have your hero power, but the upside should outweigh the downside, but not be ridiculously OP I don't believe.