Arcane Mastery - Custom Hearthstone Card

Arcane Mastery

28th March, 2020 (RR)

Made by DragonicDoom

SneakyRogue 4 years ago
Although I know this isn't the direction you seem to going for, you could make Archon a type of hero for every class, making it's effects less confusing.
That and also what if another class somehow got hold of it - would they transform into Archon Jaina or their own Archon?
A lot of confusing stuff can happen
Mox 4 years ago
Maybe you could have that transforming into an archonequip a 0/1 staff with the +1 spell damage
also to prevent infinite ice block :
You gain a copy of the first spell you cast each turn. At the end of the turn, you discard that copy
DragonicDoom (creator)4 years ago
@Stevethebarbarian Sorry, my bad, I should've stated this at the start but your hero would gain the sparkles effect that Spell Damage minions have and just how when you hover your mouse over a Spell Damage minion it lights up the spells in your hand affected by it, it would happen with your hero.
Stevethebarbarian 4 years ago
The problem with this being unclear is WAY worse than with Jaraxxus. Jaraxxus doesn't explicitly say he's going to give you a weapon, but you discover that immediately when you first play him, and the hero power change is relatively self-explanatory from your hero being replaced.

However, the Spell Damage effect here isn't anywhere on the card text or explained in any way. You just have to notice yourself that your spells are dealing extra damage, and just figure out that it's you "being an archon" that gives you Spell Damage.

Even more problematic, your opponent has NO way to see that. It's confusing and unfriendly to new players who don't keep up with card reveals and new information.
keyvnn9 4 years ago
Oh, I think I misunderstood your point. Nevermind then
keyvnn9 4 years ago
Just a note that Jaraxxus was introduced before Hero Cards
DragonicDoom (creator)4 years ago
Idk I guess I'm just a bit burnt out for Hero cards. They're cool, don't get me wrong, but after seeing and making so many custom ones I've sort've tried to stop making them so much.

As for it being unclear, when has that ever stopped Blizzard before? Jaraxxus doesn't specifically say "Equip a 3/8 and weapon and gain a new Hero Power", yet that's what he does.

As for the balance issues, I've already said in the first comment I'm open to suggestions for different Hero Powers. I still think the Spell Damage is ok, since removing it would make the card essentially a Legendary version of Shadowform.

Also @kevynn9 no infinite Blizzards, it says spells that cost (5) or less. (Though I agree the Hero Power is still a problem).
Shoemanband 4 years ago
I don’t know how you could think a Hero card is more boring than a spell, but it would at least needs easier to understand than “Transform your hero into an Archon.” Nowhere does it mention that you get a new hero power or Spell Damage +1 which are the most significant parts of the card.

Concerning the Spell Damage: you’ll cast way more than just 5 spells. I mean, if you’re running this in a deck full of spells as well as generating spells from your Hero Power, 5 spells would a minimum, although that’s probably enough to reach lethal.
keyvnn9 4 years ago
Infinite Ice Blocks is still a big problem in Wild, but a big problem in general is infinite Fireballs or Frost Novas or Blizzards. Really, infinite every spell.
DragonicDoom (creator)4 years ago
@kevynn9 and Shoemanband Of course it could be a hero card, but that feels a little boring. Also Spell Damage +1 is not too dangerous: Even casting 5 spells post Arcane Mastery is just 5 extra damage, which for a 5 mana card that does nothing else the turn you play it (unless you're Spell Mage) seems pretty fair. As for the infinite Ice Blocks thing, yeah that's annoying in Wild but it's hardly the worst thing to ever happen, and it doesn't protect you from Fatigue.
keyvnn9 4 years ago
I agree with Shoemanband
Hugo 4 years ago
Nice idea ! I love it.
Shoemanband 4 years ago
This could've just been a hero card with Spell Damage +1, because it's a little unclear what this does at first glance. This also looks insanely strong at 5 Mana since it gives you free Spell Damage for the rest of the game on top of spell generation. You can deal insane amounts of damage starting from turn 5 with Frostbolt and Fireball, not to mention their upgraded version, which is way too early in the game for that kind of burn. This should be anywhere from 7 to 9 Mana, because any cheaper would allow you to close the game extremely quickly.
Poondaedalin 4 years ago
Fantastic idea... Until you consider the endless Ice Blocks from the Hero Power.
DragonicDoom (creator)4 years ago
Thank you good sir
petebar 4 years ago
There we go, it's been promoted)
DragonicDoom (creator)4 years ago
There we go, it's been updated.
DragonicDoom (creator)4 years ago
Thanks, maybe 5 or less would be good, since it stops any of the really big value cards from being exploited.
petebar 4 years ago
Everything here is great, and maybe the Hero Power could be "Your first spell that cost ... or less each turn has Twinspell".
DragonicDoom (creator)4 years ago
Wanted to try and make something that fit into the Spell Mage archetype without being completely busted. The Archon aspect you always get with the card is really good for value, especially in Highlander decks, and the Spell Damage is nice for some finishing burst or board control. The added benefit of getting a powerful Mage spell incentivises players to run it in Spell Mage.

The only big issues I still have with it is the Hero Power giving you infinite Pyroblasts and Puzzleboxes. Perhaps maybe it could have some extra wording to say it can't be the same spell in a row? I'm open to suggestions for different Hero Powers.