I have a design challenge for the forum goers. How would you balance a minion with the Battlecry, “Discover a minion in your opponents hand. They summon it.” Essentially a more powerful Dirty Rat effect.
For how powerful the effect is I think it would have to be a Legendary to start out with. Something in the 6-7 mana range. Let’s see your designs!
You largely removed all of the design part out the card by dictating that battlecry.
But yes, it would probably need to be in the 7 Mana range, and people would still be raging about it on a daily basis.
1 Like
It is kinda the point. I want to see where people put it in mana, stats, class, etc.
well hopefully just dont design it because its bad design
its frustrating to play against, and feels cheap to play
dirty rat works because you cant just play it on its own and hope for the best, you have to be able to back it up in case you do hit something big
it doesnt feel bad to play or play against because its down to rng, and theres still counterplay in the way of keeping minions in your hand and anticipating when a rat will hit the board
…the effect is so strong the opponent has to be allowed to do the same on his turn
2 Likes
To balance this card properly it would have to read.
Battlecry: Discover a Minion in your opponents hand. That minion transformers into a copy of this minion.
That would be the only fair way to do it so that each player in turn could play it back on the opponent. Of course it would devolve into a game of who can play it more or make more copies in hand.
In the end it is just a poorly designed card that has no business in Hearthstone.
1 Like
Had seen some cries for more disruption, now people upset at the idea of more disruption.
If any Hearthstone employees are reading this, please continue to ignore the playerbase, thank you.
To make it a fair card that is still powerful i feel like it would have to fill a niche that makes it so its specifically good vs one thing instead of generally good against every deck. Like “if your opponent has 1 minion in hand, destroy it.”
I dont think you want a hate card to be good against every deck you face.
Id rather they added tinkmaster overspark to core so we can interact with resurrection decks.
You don’t and you are exagerrating.
I don’t know why someone would design disruption that gross other than as some dev having their own episode of knee jerk reaction.
There are far more stuff that would not only make people rage far less but be also more effective.
Just one good example here:
Winslow Tobtock
3 mana
3/3
Battlecry: Shuffle your opponent’s hand into his deck. He draws 4 cards.
Here. You punished all those tutor heavy decks and even some more without being so egregious about it.
Also no. Disruption not need to work only against a specific deck. This is some dinossaur times thinking that was already proof wrong many times in history.
It just need to not go overboard and making your opponent unable to play the game by consequence.
2 Likes
Disruption needs to be cheap. And definitely not legendary. Look at mutanus. 7 mana maybe hit something good, no mana left to handle the board you just ignored.
Dirty rat is good because its cheap so you can actually respond to whatever is pulled. And it has taunt in case you cant or choose not to. Which is why its such a good example of disruption. Its like the only option but thats another story.
Disruption should be cheap, no more than 4 mana unless its a discard/mill effect. Otherwise you screw yourself over because you cant respond to the board state.
2 Likes
Actual wombo combo with the 3 mana make cards drawn temporary guy that no one plays.
Whoop draw 4 cards to replace your hand but whoops theyre all temporary and discarded if not played. 
Clumsy Steward, got two copies in my test disruption rogue deck, combine him with cards that has player(s) draw cards
1 Like
Sure. Stuff like this have to be look at when making disruption and i not even discussing. Also everyone should know that eventually clumsy steward will have to be nerf.
It is just a question of when if you start to design cards that mess with a players hand.
No one is asked to design with this rotation in mind. But if someone want something to starters that could be done here and now.
Bring far watch post back to standard.
Many times one more turn is everything someone needs and we have many tutor effects in place. So the odds of it either hitting key cards or slowing down your opponent are very high.
Something like Renferal would be nice, locking a card for a turn, increasing how many cards it affects each time it’s played, unfortunately it takes too long to become very effective and is better left until later in the match
Just go ahead and rename the card…“I hate control/combo players so just go ahead and lose”.
Every and i mean EVERY aggro deck would play 2 copies and hard mulligan for at least 1 of them.
2 Likes
Nah.
People can go 1/2 turns without have a full hand and not be obnoxious about it. With the draw power in this game it really not take more than that and people should call it a small loss at best.
Most of time we are sitting in 6/7 cards. Put 2/3 in the deck really isn’t that bad. In fact they should be grateful it isn’t discard. That would be that bad.
It’s more the reshuffling of the curated hand from the mulligan and early turns that would be the biggest blow to the control and combo players. Sure there’s draw but with all the tutor it would basically negate all of that.
2 Likes
Without ways to interact with your opponent on their turn, disruption in this game should disrupt your opponent’s actions on their turns rather than on yours. I mean to say things that your opponent reacts to or chooses how they play into it are preferred to something that happens your own turn that they cannot avoid or play around.
Something that lets you just look in their hand and ruin their deck is not really what this game needs. More things that are mines on the board which demand thinking and decisions from players are the preferred choice.
Increasing costs for a turn, limiting which cards can be played, negating a specific type of play, and things of that nature should be increased.
I would like to see cards that destroys or removes the second card your opponent draws out their turn. Essentially, you would play this card and your opponent’s tutored card will poof. So if you play this into paladin and they strike with their weapon on that turn, they will lose the highest cost card in their deck.
I mean, Priest has that legendary, but it only looks at 3 cards in their hand and just gives you a copy
1 Like
If it is a priest card:
Shuffle the enemy copy into your deck at the end of your turn.
If it is a warrior card:
Play “brawl”.
If it is a paladin card:
change it’s stats to 1/1.
If it is a warlock card:
Deal damage to the opponent equal to it’s mana cost.
request to see other classes… 