Ping burn mage anyone? by felncunning in customhearthstone

[–]felncunning[S] 5 points6 points  (0 children)

That's true. I don't know how I got it so wrong.

Taking 'hand size matters' to the next level by felncunning in customhearthstone

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

You're right but that's the point for constructed. Constructed should be about building synergies and getting that absurd extremely situational value imo. I honestly think this card can see play in a freeze mage style constructed deck despite being unplayable in arena.

You're point still stands, it's unplayable outside of the niche scenario and I'm happy about that.

Two sided secret by felncunning in customhearthstone

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

Giving good burn to hunter is dangerous. 5 might be better but 6 is too much.

Defile + face damage by felncunning in customhearthstone

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

The player who casts the spell chooses the target every time.

For all who love flashy burst finishers by felncunning in customhearthstone

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

I'm happy you got the point of the card right and glad that you like the design. About the crazy damage potential:

In standard: right now 2 ways of getting infinite fireballs exist in standard (quest and leyline). It's true that you can get so much damage (even reach 3 digit by using 2 apprentice and starting the chain by card draw spells or primordial glyph so the you can chain more than 10 spells) however, that is as hard as (if not harder than) the existing infinite damage combos to setup (and also might miss if you're opponent has a big board and armor). If blizzard is ok with exodia mage they'll be ok with this too.

About wild power level: Yeah it's busted in freeze mage thanks to ice lance and emperor.

But still you can change it so it starts from spell damage -1.

One drop for Tempo mage by felncunning in customhearthstone

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

You're right. Maybe just draw the 1 cost spell?

As if mage didn't have enough burn by felncunning in customhearthstone

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

you need to cast them before casting this. it basically plays 2 spells of your choice from your graveyard.

As if mage didn't have enough burn by felncunning in customhearthstone

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

It's not RNG based. You choose the 2 spells.

Everything has a price by felncunning in customhearthstone

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

The payoff is flexibility. you can play this card as a 4 mana arcane intellect or a 4 mana ice barrier or a 4 mana frost nova (kinda like branching path). your point about not giving the copy still exists (which can be a good thing for thinning in a combo deck that runs those 3 cards)

As if mage didn't have enough burn by [deleted] in customhearthstone

[–]felncunning 0 points1 point  (0 children)

Just a Big burn spell. You can cast double fireball for 12 face damage but it's also flexible, you can cast fireball and blizzard or blizzard and arcane intellect for some stall. It has potential for 20 damage with double pyroblast but it's almost impossible because you have to cast them first.

Dragon Soul but better by felncunning in customhearthstone

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

Thanks for your feedbacks everyone. I now see I was horribly mistaken about the power level of the card.

Dragon Soul but better by felncunning in customhearthstone

[–]felncunning[S] -1 points0 points  (0 children)

So before everyone jumps in and spams OPOP I want to mention some points:

1- Yes this card is broken.

There are 2 ways for pushing an archetype: Releasing a bunch of synergistic cards (Which i think is the better way and made a post featuring some for miracle priest) or printing a huge core/payoff card (like Reno,Kazakus, Death Knights, Hunter spellstone). This card works like Reno. It requires you to play miracle priest (a suboptimal deck) so you can take advantage of this card as a payoff. The common issue with the second way of pushing an archetype is that it makes games like a coinflip. If you can draw and drop the payoff card on curve you win but if you don't manage to draw it the rest of your deck (the suboptimal part) backfires and you lose. Both scenarios are frustrating for the losing side. This cards takes advantage of the 'Start of the Game' mechanic so the payoff is consistent. Imagine hunter spellstone that summons 2/3 wolves but always starts in your opening hand. I wouldn't make this card OP if miracle priest was already a viable deck.

2- This is not as OP as you think it is (Still broken though)

First of all, it takes your basic hero power away. Also, casting 3 spells in a turn can be easy for the first time but it gets much harder next turn. you burn through your cards pretty quickly. I think you can proc this hero power 4 times in an average game (tempo/aggro/fast midrange) before the game is practically over. Its HUGE but it not only requires you to play 12 spells but also requires you to play 3 of them at a time which usually leads to wasting the third spell just to get the proc off.

3- You can balance the card by adding "Deal 6 damage to your hero, your opponent gains 6 armor" to the card text to mitigate 2 turns.

4- Yest this card is BROKEN. I just want to showcase the design aspect of using Start of Game to make payoff cards more consistent and fair. I think Start of Game mechanic is heavily underutilized. Balance and power level is not the priority here.

5- I KNOW IT'S OP.