First of all, I don't play Priests so I'm not the most qualified person to comment on this but I still have some things to clarify with you.
1. "
Zhanna Mist
's ability should be able to heal allies even if it means lowering it to 2 health". What is "it"? Who are you lowering to 2 HP? It wouldn't make sense to heal an ally and then lower it to 2HP. Say you're healing an
Aeon
who is at 5 HP. From what I gather, you're suggesting healing him (to 8 HP) and then lowering his HP to 2. Say what???
Priest-only ally ideas:
1. This card will make the Priest class' base HP of 26 totally useless! Why not just up their HP to 30 then since this card will be an auto-include in Priest decks? Any health gain that the Priest gets must not be permanent. It can just last for a few turns or go away when this card is sent to the graveyard. A more viable option would be to make the 1 extra health a heal, as in "When played, your hero heals 1 health".
2. A 3 drop that has 2 atk, 4 HP, AND grants your hero 3 extra HP PERMANENTLY??? So it's like a tank and it makes your hero a tank since it's ability far outweighs other 3 drop allies' abilities. Do you even need me to comment more on this card? If this suggestion was taken, you would see a mass migration of, dare I say it,
Elementalis
players scrambling to play
Zhanna
.
3. There's already a Protector card for humans. It's called "
Aeon
". Unless you're saying that playing this card makes Priests unable to play
Aeon
, what makes Priests so special that they deserve to have an extra one of their own? Shadow players don't even have any Protectors.
4. This seems to be the most balanced of your suggestions. Basically it's a 3 drop
Puwen
who can heal a target for 1 HP. However, you see what you've done there again? By paying just 1 resource, you can heal ANY target for 1 HP. This can be a serious game changer. The effect needs to be changed.
Priest-only spell ideas:
1. There's already a spell for reducing damage to Human allies - it's called "
Reinforced Armor
". Are you talking about a buff for ALL allies in this case?
2. Counters to resource destruction are not needed anymore because the very act of resource destruction itself is getting nerfed, starting from 1.25. And do you mean "neutral ability"? Because I have no idea what is meant by a "neutral spell". Plus, what does it do, exactly? Just play it and then it becomes a resource? Here's an idea of my own: Why not just SACRIFICE it when it's in your hand then???
3. An item that heals allies for 1 HP at the beginning of your turn. By that, do you mean at the start of EVERY one of your turns? I presume you mean it heals ALL allies. If this is done, then your allies will be unkillable. For example, if I use
Nishaven
's ability on a full HP
Raven
, it will be left with 2 HP. Then if I was going to be able to kill it on my next turn with an Arcane Burst, now I wouldn't be able to, and
Raven
's HP will keep climbing back to its original amount if I fail to do anything for a few turns. It's like every one of your allies having
Bad Wolf
's ability in addition to what they already have. Do you know how hard Aeons will be to get rid of then? "And/Or increases health by 1". You mean increase the max HP of all your allies and your hero by 1 every turn? Seriously? Really? Honestly? Need I say anything else?
Don't get me wrong, I have nothing against you but your suggestions are just too... unsuitable.
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