Many of my modification schemes may not be mature, and the balance needs to be verified. After all, they have not been tested in practice, but in fact, many of the parameters can be fine-tuned. I hope you can see the creativity and feasibility of the modification schemes.
Do you mean balance adjustments?
general:BloodboundSpell: give a minion +2 Attack
, battle pet: Provoke
1 SUNSTONE BACERS
, artifect:Your General gains +1 Attack.when it is destroyed, Draw a SUNSTONE BRACERS from your deck.
1 AURYN NEXUS
, spell:Give a friendly minion + 3 heal.Draw a card.
1 LIONHEART BLESSING,
spell: Target a minion.If that minion has zeal,give that minion “it can’t be target by enemy spells”. Give that minion “Zeal: Whenever this minion deals damage,draw a card.”
1 TRUE STRIKE,
spell: Target a minion. Deal 2 damage to that minion; if it is nearby enemy General, deal 3 damage instead.(another choice of alternation:if it is nearby ANY General, dael 3 damage instead)
minion:Opening Gambit:restore 4 health to enemy General[that has synergy with "deal that much damage instead of healing"effect and may be quite good]
(another choice of alternation:Dying Wish:restore 5 health to enemy General)
spell: Turn a place into Hallowed Ground.If a minion is on that place,give it +1/+1, draw a card at the end of the turn.
give a card like "2FOUNTAIN OF YOUTH
spell" to LYONAR.May be powerful in LYONAR deck,and the cost may not be 2 depend on its effection in meta game.
spell: Your General and all friendly minion take no damage this turn;if there is no friendly minion, summnon a WINDBLADE ADEPT nearby your General
minion:BUILD: 1, Ranged.If this minion have more than 4 attack, it gains Flying.
, minion:while at full health,this minion has +3 attack
, minion:Opening Gambit:deal 4 damage to itself
, spell:destory a minion nearby enemy General
, minion:whenever you summnon a minion nearby this minion, give them both +1/+1
spell: target a minion.Double that minion’s health.When anything will be healed in this turn, deal that much damage to it instead of restore.[synergy with MARTYRDOM may be too powerful.I’m not quite sure with the cost and effect.]
minion: When anything will be healed,deal that much damage to it instead of restore[may be a disaster to arcanyst deck,which would just die to a MARTYRDOM.This alternation may not be a good idea indeed.]
artifect:all minions nearby your general gain Forcefield
spell: Target a minion.If it has less than 5 attack,gives it +4/+4; otherwise destory that minion.
minion: Provoke Bloodsurge:summnon a SILVER KNIGHT nearby your General.
7CALL TO ARMS
spell: your general gains “friendly minions nearby gain +3/+3”
minion: whenever your General takes damage, this minion takes it instead (this minion can take damage more than its current health)
minion: YOUR General IS iNVULNERABLE
spell: summnon four SILVERGUARD KNIGHTs nearby your general.
YES，I’ll stick LYONAR’s first
Is there any way you can format this so my eyes dont bleed out reading this?
some questions must be asked.
No he meant modification schemes, we’re pretty sure.
I think ziran would like to talk
This whole list seems like a lyo main’s wet dream anyways.
(my English is poor.plz ask about it if you could not understand.(:з」∠)
Im pretty sure thats 7 mana 5/12, not no mana 75/12
Flashbacks to how OP 0 mana minions are, good thing CPG can at least fix that
, General:Bloodbound Spell Stun a nearby minion.If it is a minion of a friend who has stunned, remove stun，If an enemy minion has been stunned, deal 3 damage to it.
[or Bloodbound Spel:target a minion.Stun it if it is nearby, otherwise , it can only move 1 space next turn.］
, spell:all minions in your hand gain +1/+1
, Minion: Whenever anything is stunned,this minion gains +1/+1
Battle Pet: When this minion takes damage, if it survies,transform it into a differnet Battle Pet, otherwise transform it into a random Wall
VESPYR: Flying, Infiltrate:gain +3 attack
Vespyr: Dying Wish:Summon a 3/2 Vespyr Wolf on this place.
3/2/3DISCIPLE OF YGGDRA
Minion: Whenever anything is stunned,transform this minion into Yggdra’s Voracity.
Minion: Whenever anything is stunned,fully heal this minion.
minion sentinel :summon minion from your action bar, This switches positions with the minion that transformed it.
r minion: Sentinel: enemy attack Ranged Whenever this attack summon a 4/4 Flying Drake nearby
minion: Sentinel:Cast enemy spell from hand. Whenever enemy casts a spell ,it grains +3/+3
Minion: Opening Gambit: Your Bloodbound Spell refreshes and is Lesser Waterball this turn. (Lesser Waterball:deal 3 damage to a minion.)
,Minion:Your minions are always infiltrated and Your walls can move.
Artifact：Your general gains +2 attack.Minion damaged by generals are stunned [When equipped with both ICESHATTER GAUNTLET and WINTERBLADE, the minion is immediately destoryed and does not counterattack]
Minion: Forcefield Whenever this minion is attacked , summon a 3/2 Vespyr Wolf nearby. Infiltrate: at the end of your turn,summon a 3/2 Vespyr Wolf nearby.
spell: deal 3 damage to all enemies.
spell: randomly summon Vespyrs on your opponent’s starting side until their total cost equals 8
Vespyr: Dying Wish:Summon a 4/8 Ice Drake on this place.
Infiltrate: Can’t be targeted by enemy spells.
Vespyr: Provoke Opening Gambit:Your other minion gain “Dying Wish:Summon a 1/1 Treant with Provoke”. Infiltrate:This minion gains “Dying Wish: Summon a 1/1 Treant with Provoke”
Minion: Opening Gambit: Your general gains Concealing Shround
(or: 7/7/5MATRON ELVEITI Minion: Opening Gambit:Your general takes no damage in this turn.)
Please, for the love of all that is holy, use
You can access these, if you click on the gear next to emoji, they really help making the post more easier to read. Also, edit the original post with the new changes.
Thank you. Thank you very much.
Np mate. It also helps if you put a “/” between minions stats
4/0/0 Gate to the Undervault
Do you have any good suggestions?
Others are not released yet.:寂静: