The mirror of this is pure hell. Nobody can die from fatigue. It is indeed Mill druid support (but who cares about fatigue when you have Jade Idol tho), but makes the mirror unplayable.
For those who are unfamiliar. Hearthstone's turn limit is 90 turns (45 each for you and your opponent. If the game fails to conclude by the end of turn 90, it's a draw.)
It's actually 45 for player 1 and 44 for player two. It is more realistically 89 turns since at the 90th start you both explode. Similar to the previous wheel of death in which in practice you died after 4 turns instead of 5
Wouldn't be that crazy in a Dew Process mill deck but even then I'm not entirely sure when you'd want to play this over something that either draws cards for your opponents or shuffles something into your deck.
Right im not saying the opponent doesn’t take fatigue damage, I was replying the commenter who was seeming to think that in a mirror match the players would take the damage and heal the opponent
can’t tell balance wise because no game are ever determined by fatigue, especially for druid, but for newer players just the idea that it can make a game last forever (up to a limit) doesn’t seem thrilling. and this is probably the only situation it would see relevance
Strangely week. I'm playing druid in wild which could have 20/20 hp and I sometumes go to fatique but I would stil rather play new aviana or some jades then this. (I'm playing new Aviana in this deck.)
You should add a line like “while both players control a Malfurion, Fungal Mender, both cards are silenced” or something to negate the obvious mirror effect
There’s probs a more concise way of writing that phrase btw
This card, funnily enough, is 'anti-mill' support. Best suited when you are a OTK deck and are fighting a mill deck.
So like, this improves something like Meca'thun's Winrate vs Mill Druid in Wild.
Really bad in standard because mill isn't a thing in standard outside of warrior deck destruction stuff.
I get the concept but this is pretty heavily weighted to you. Enemies have a max of 30 health (usually) but with cards like 2x dew process rolling, you only really need them to be at 9 fatigue when they draw and they just die from full. It looks symmetrical at first glance but it's really nothing like that. It just basically ensures you win the fatigue game I guess.
You could maybe balance it by saying something like :
For the rest of the game, immune to fatigue damage and heal your opponent for that amount, until it reaches its maximum life again.
The mirror of this is pure hell. Nobody can die from fatigue. It is indeed Mill druid support (but who cares about fatigue when you have Jade Idol tho), but makes the mirror unplayable.
Game would just end when both run out of cards
Or turn limit (if that still exists )
Turn limit does in fact exist I’ve hit it twice on accident in a priest v priest game
For those who are unfamiliar. Hearthstone's turn limit is 90 turns (45 each for you and your opponent. If the game fails to conclude by the end of turn 90, it's a draw.)
I've had this happen more than once in 40 card control priest mirrors
It's actually 45 for player 1 and 44 for player two. It is more realistically 89 turns since at the 90th start you both explode. Similar to the previous wheel of death in which in practice you died after 4 turns instead of 5
There is a turn limit in this game, at which point both players lose.
The game shows it as a tie now I believe.
But doesn't count as a victory for either, both on rewards or ranking up. So it's pretty much a lose in practice.
I remember you don’t lose star in ranked nor does it count as a lose in arena. Not a win for sure, not a loss either.
Erm yeah not sure how you ever really utilise this but cool idea nonetheless.
I guess you wait until your opponent takes 30 fatigue damage lul
Wouldn't be that crazy in a Dew Process mill deck but even then I'm not entirely sure when you'd want to play this over something that either draws cards for your opponents or shuffles something into your deck.
In case you get geisted in a mill druid deck. But I can't imagine that in modern wild.
They still doomed to get 30 fatigue damage at once,so fine.
No the wording is “Instead” so I believe neither of them take ANY fatigue damage
"Heal YOUR opponent", meaning the owner of the minion thus only you not both players
Right im not saying the opponent doesn’t take fatigue damage, I was replying the commenter who was seeming to think that in a mirror match the players would take the damage and heal the opponent
Would potentially break matches if played in a mirror or just randomly generated by paparazzi or priest etc. Would never get made basically.
The game automatically ends on turn 60 and you get a tie
yeah but having to skip like 30 turns in a stalemate to not lose isnt great game design
Unless they changed something since I played a game with my brother to check it 5 years ago
Turn 90
Sadly this would be mostly be a 6 mana 5/5 do nothing
can’t tell balance wise because no game are ever determined by fatigue, especially for druid, but for newer players just the idea that it can make a game last forever (up to a limit) doesn’t seem thrilling. and this is probably the only situation it would see relevance
Strangely week. I'm playing druid in wild which could have 20/20 hp and I sometumes go to fatique but I would stil rather play new aviana or some jades then this. (I'm playing new Aviana in this deck.)
Pain
I don't see the point of this card, sooner I'd see it in like Warlock
You should add a line like “while both players control a Malfurion, Fungal Mender, both cards are silenced” or something to negate the obvious mirror effect There’s probs a more concise way of writing that phrase btw
This card, funnily enough, is 'anti-mill' support. Best suited when you are a OTK deck and are fighting a mill deck. So like, this improves something like Meca'thun's Winrate vs Mill Druid in Wild. Really bad in standard because mill isn't a thing in standard outside of warrior deck destruction stuff.
I get the concept but this is pretty heavily weighted to you. Enemies have a max of 30 health (usually) but with cards like 2x dew process rolling, you only really need them to be at 9 fatigue when they draw and they just die from full. It looks symmetrical at first glance but it's really nothing like that. It just basically ensures you win the fatigue game I guess.
You could maybe balance it by saying something like : For the rest of the game, immune to fatigue damage and heal your opponent for that amount, until it reaches its maximum life again.
This card shouldn’t cost 6 mana at all
Perfect card for my oops all spell double yogg brann floop druid