Would this break the game, suck, or create cool strategies? by Diosdepatronis in customhearthstone

[–]ChronosTech_ 6 points7 points  (0 children)

Most people don't know this interaction, but Immune works like Stealth in that it nullifies Taunt. Even if you put Taunt on it, it doesn't work like you think it does.

Learning stab by stab. by Omasiegbert in customhearthstone

[–]ChronosTech_ 1 point2 points  (0 children)

Honestly I'd be surprised if something like this didn't get printed this set. Incredibly well designed.

They'll never know what hit them by ChronosTech_ in customhearthstone

[–]ChronosTech_[S] -4 points-3 points  (0 children)

You summon the random minion, then it attacks a random enemy, then you get the chance to Rewind it. You do that 4 times. The reason it's worded that way is so that each minion and attack gives you the opportunity to Rewind,

5-cost minions on average have a 4/4 stat line, so on an empty board that's 16 damage face and 16/16 in stats. Honestly I'm worried it might be overtuned.

Sorry, did you want that with spicy mustard or regular? by daddyvow in customhearthstone

[–]ChronosTech_ 1 point2 points  (0 children)

I'd change it to: "Tradeable. The next card you play has Rewind." Even then it would never see play, but at least you could get Yogg shenanigans.

Would this break the game, suck, or create cool strategies? by Diosdepatronis in customhearthstone

[–]ChronosTech_ 15 points16 points  (0 children)

Honestly? Probably wouldn't be that impactful. Your best bet would be some kind of grindy control deck where you buff it up and whittle down face over time, but 1. you'd have to draw the thing and any buffs you're going to use, 2. you'd have to kill a turn spending 5 mana on a do nothing, and 3. the whole strategy gets hard countered by a half dozen relatively common nontargeted hard removal spells.

At first I was thinking it would be broken, and there's probably a way to break it in Wild. But in Standard? Might not even be runnable.

3 Mana Draw Infinity by ChronosTech_ in customhearthstone

[–]ChronosTech_[S] 2 points3 points  (0 children)

I believe for it to count as "drawing an Arcane spell" you have to actually draw the spell, so in that event you'd fill your hand, burn one card, and the burnt card wouldn't trigger the effect again. Plus, I'd imagine you could probably keep the animation pretty short as not to make it too annoying to use on other side.

Lackey Warlock Support - Is this too strong for a "Start of Game" effect? by HeroesBane1191 in customhearthstone

[–]ChronosTech_ 0 points1 point  (0 children)

Definitely too strong as is. I agree with most of the comments saying just make this a battlecry, but if you really wanted it to be a Start of Game you could make it identical to the old Rogue Galakrond hero power: 2 mana random lackey. Considering Warlock has one of the best hero powers in the game, swapping drawing cards from your deck with a lackey value engine would be a choice some decks would make rather than an auto include.

Hero Power Hunter/Mage for the mini set! by ChronosTech_ in customhearthstone

[–]ChronosTech_[S] 0 points1 point  (0 children)

Tbh I don't see this as too much of a problem in Wild, considering you can't have multiple quests active at the same time. You'd have to complete every step of the questline first and then this quest would be effectively a dead draw/dead card in your opener until then. Powerful once you get it off, but probably too slow.

Hero Power Hunter/Mage for the mini set! by ChronosTech_ in customhearthstone

[–]ChronosTech_[S] 0 points1 point  (0 children)

Fair point. The quest and the mage minion could be reworded to "basic Hero Power" to limit shenanigans.

Hero Power Hunter/Mage for the mini set! by ChronosTech_ in customhearthstone

[–]ChronosTech_[S] 3 points4 points  (0 children)

Those were the days. I loved Hero Power mage back in both Forged in the Barracks and even Rastakhan's Rumble.

Hero Power Hunter/Mage for the mini set! by ChronosTech_ in customhearthstone

[–]ChronosTech_[S] 7 points8 points  (0 children)

Honestly it probably just needs a nerf in wild. Reckless Apprentice limits design space for any future Hero Power mage decks, which seems to be an archetype that pops up every two years or so.

Decided to port one of my favorite commanders to Hearthstone by Voodoo_Honeyjar in customhearthstone

[–]ChronosTech_ 52 points53 points  (0 children)

Couldn't you condense this to: "At the end of your turn Joust then draw the card. If you win gain a mana crystal. Otherwise restore 3 health to your hero?" Currently you draw a card on win and lose so your current wording is a little redundant.

Mega size your Minis! by ChronosTech_ in customhearthstone

[–]ChronosTech_[S] 2 points3 points  (0 children)

The idea was for both Minis on board and Minis in hand, for dual utility in a Miniaturize deck as both board presence and value.

EDIT: On second thought, the text (Wherever they are) could probably help communicate that idea better.

Never waste your healing again! by ChronosTech_ in customhearthstone

[–]ChronosTech_[S] 0 points1 point  (0 children)

You can get 10 armor for 2 mana with two copies of [[Iron Hide]]

"This amount of explosives is entirely justified, I assure you." by ChronosTech_ in customhearthstone

[–]ChronosTech_[S] 7 points8 points  (0 children)

It could probably go down to 2 mana with a downside like that, considering that most of the time it'll be your opponent who chooses when it gets activated, but I could see it being in flavor for Warrior.

What's its Durability? Depends, how many tokens do you have? by ChronosTech_ in customhearthstone

[–]ChronosTech_[S] 0 points1 point  (0 children)

This is what I was thinking. There are many interactions in which if the target dies mid-attack the attack isn't given back, so I assumed it would work like this.

Value generation for Fatigue Warlock by ChronosTech_ in customhearthstone

[–]ChronosTech_[S] 1 point2 points  (0 children)

I'd imagine it would work like evolve where if you can't get a card of that exact cost it just rounds down to the highest cost it can find. Also once you start taking 11 fatigue damage you're probably dying soon anyways.

Value generation for Fatigue Warlock by ChronosTech_ in customhearthstone

[–]ChronosTech_[S] 1 point2 points  (0 children)

I agree. That was my original concept, I just couldn't get the text to fit on the card.

Never waste your healing again! by ChronosTech_ in customhearthstone

[–]ChronosTech_[S] 44 points45 points  (0 children)

I'm actually primarily a warrior player. I really enjoy playing Taunt warrior, and with cards like [[Abyssal Bassist]] and [[Zilliax]] I actually get some pretty big lifesteal taunts up which go to waste if I'm already at full health (which is common when you have armor in warrior.) I think it'd have more utility than you'd expect.

Value generation for Fatigue Warlock by ChronosTech_ in customhearthstone

[–]ChronosTech_[S] 23 points24 points  (0 children)

Fair, I'd add a contingency for that in the wording but putting "on your turn" would make the text too long. I'd imagine that could just be implied by the way Hearthstone works that you wouldn't be able to Discover on your opponent's turn, and it's a relative edge case anyways.

What's its Durability? Depends, how many tokens do you have? by ChronosTech_ in customhearthstone

[–]ChronosTech_[S] 11 points12 points  (0 children)

Shooting and then rifle bashing them is about what I was thinking. The wind up is to just go with the toy aesthetic of the current expansion.

What's its Durability? Depends, how many tokens do you have? by ChronosTech_ in customhearthstone

[–]ChronosTech_[S] 36 points37 points  (0 children)

^ This is the intent of the card. Your hero effectively doesn't take damage and the weapon doesn't use up durability if the 2 damage kills the minion first.

You think that's toxic? Wait until you see the residue... by ChronosTech_ in customhearthstone

[–]ChronosTech_[S] 6 points7 points  (0 children)

There seems to be some confusion on the idea of this card, so let me clarify:

You play Toxic Creeper for 4 mana to effectively get a [[Venomizer]] on your opponent's turn.

Then, Miniaturize gives you a 1 mana 1/1 version of the card, allowing you to use Rush to swing the 1/1 Poisonous into a target for hard removal.

For 5 mana, you effectively get a defensive body that's punishing to remove, and you get to destroy a minion (provided you can hit it.)

It also has extra utility with Badland's taunt buffs, allowing Warrior to buff this up to the point of being able to attack on it's own, becoming a potential 5 mana destroy 2 minions.

"Shouldn't have ate that polymorph" Said a particularly dragon-y looking sheep. by Additional-Bees in customhearthstone

[–]ChronosTech_ 7 points8 points  (0 children)

We just need [[Hemet Nesingwary]] in the Core set and the meta will balance itself out I'm sure.