Megaboom MK-6 - Custom Hearthstone Card

Megaboom MK-6

6th July, 2020 (RR)

Made by DestroyerR

DestroyerR (creator)3 years ago
@Shoemanband no
@sunbird1002 points 1 and 2 can be fixed with a simple stat raise. Point 3 is the whole idea: it’s highrolling, but you still get interaction, like blackjack. And if you did this in the very late game, “deal 15 damage if your opponent’s deck is empty” isn’t particularly cancerous
Shoemanband 3 years ago
Does it tell you how deep the Mine is in the deck?
sunbird1002 3 years ago
This card I believe is there to just finish off games with super control warrior, which does exist in the boomsday era, so, cool. I still think this can be a 6/6, or 7/5 because currently it feels like the minion can ONLY be used for just a completely used up deck combo, as it hits the board pretty weak. That gets rid of the main 'fun' of the card as you see no reason to play this in the mid-game with such weak stats and an unpredictable effect.

Overall, this card does have several issues. One is its low stats, which means that the most 'fun' and least 'combo-y' way to play this minion is punished for its lower than average board presence. Two, this card as a legendary is less consistent and has a higher stat reduction compared to similar cards such as Clockwork Golem. Three, this card's effect is just random chance and extremely highrolly if done in the mid game, with you having no idea when to detonate. This can only be countered by making this a late-game combo piece, which by then just boils down to a 'Deal 15 damage if your opponent's deck is empty' spell. Would anyone play that? Perhaps. Would it be fun to play against? Not really.
Kapiork (3.9)3 years ago
Dr Boom has already tinkered with that deck.
*click*
DestroyerR (creator)3 years ago
If drawn, the Mine does nothing and just disappears. Thoughts?