Does Victory Rune stay in the hand after you cast it like the drink cards do? Or does it get spent like a normal spell and you have to discover it over and over again to fulfill the victory condition? If the former, even 20 is too low. It'd be an absurd control card. Maybe it could be reduced to 10 if it was 2 mana and returned to the hand at the end of the turn like Infinitize the Maxitude. If the latter, then even 10 is too high. You'd have to play a critical mass of cards to get additional copies of Victory Rune. I'd suggest 7 times, as 7 has deep lore associated with being a magically powerful number. In that case, it'd be very similar to Elwynn Boar, but it'd still be too difficult because minions are way easier to revive and/or copy than spells are. Overall, I'm not convinced this is a well-designed card.
There's been a few comments discussing this, and in hindsight I should've addressed it in the video, but the way I interpreted the card was the latter. I believe the bracketed numbers were simply a reminder, not an indication that it got multiple uses.
Footlong would be insane in reno priest, especially with love everlasting still in. Effectively makes you unkillable until you can play elise on turn 8. Also, if victory rune was 10 times then you’d win every single control matchup as you just have to survive until you can play it all on one turn. Even at 20 you can play a card that reduces your spells by 1 and win on turn 3-4
10 casts on victory rune would be INSANELY broken. It would be "on turn 10, win the game. 15 might still even be too good. As a standalone in a control deck with 0 support, if you spend your turn 5 casting this card, you auto-win on turn 10. At 20, it's basically 10-mana do nothing, win next turn. That is actually kind of really good. But ofc that's with 0 support. Ofc people will find combos and ways to discount it and cheat it out, and if you do that Victory Rune would kind of break the game. Insane card, might be anywhere from balanced to broken at 20. Any less would be way too good.
I've been thinking about how to incorporate Dual Wield into the game. It's curious because I wonder how attacks would work whether each weapom would swing simultaneous or whether yoy could choose which weapon to swing with (for instance, needing to punch through taunts)
I just post my ideas here: a 6 mana priest spell called :restart the gravity. and it reads: re-position every card on the battlefield. meaning you can steal all your opponents cards or the card does nothing, or the minions might get swapped.
If Victory Rune was at 10, it'd probably be much weaker than Light Show, which can help clear the board too. Which... Isn't good either. It's also almost assuredly absurdly easier to get 7 Elwynn Boars die than 10 of the same spells cast
Elwynn boar is a good comparison, it's pretty easy to re-summon but 7 is still a tough ask. I think setting victory rune to 7 is both thematic and balanced.
Elwynn Boar is a really good comparison as mentioned! In hindsight, yeah the card definitely isn't that good even at 10 lol, but I'm a sucker for alternate win conditions!
1:50, dear God no. 10 times, is way too low, I think 20 is way too low. If it's 10 and you only play this every turn you win on turn 4. This card is so absurdly strong that the number needs to be so large to encourage control and not mindless play this every turn. I think it needs to be 40 or more
I don't think you understand this card, it will not return to your hand after you use it, you need to find another way to get more of this card(like copy, recast, etc), basically you need a deck similar to lightshow deck
The (20 left!) doesn't mean that you can keep casting this, it's just there to tell you how many times you have to cast this to win. You still need to generate all the extra copies yourself.
I'm not sure if the "20 left" on the victory rune indicates that you get it back every time or if it's just an indicator of how many more times you need to play it
@@klosbati7321 even if you need to replay it 10 times as in you don't get it back and have to generate it, then it's just unplayable. And when you do win, it's a feels bad experience for the opponent due to how rng heavy it would be.
@hhharu6881 no? 20 is unplayable but 10 is definitely playable, rewind, stargazing, dryscale deputy, audio spitter, that's already 10, and since this card is "all" you can discover this from so many different places, 10 times is definitely playable even it didn't return to your hand in standard, and it will be way better in wild because ice block and all the recast stuff
My card is in ahpauloh's thumbnail! Time to cross that off my bucket list. 👍
That card was a really cool concept, gg
@@shael4866 Thanks!
It should be forge infinitely like forge giant so you can get more value or use it as a cool combo enabling resource
Aranna is definitely an interesting design. Where'd you get the art you used?
You deserved it!
I think that the foot long could be overpowered with healing to damage cards so maybe it should work only on friendly characters.
seems like itd be too slow in wild. base cost 7 mana to deal 21
@@bluewuppo 2 radiant elementals and it is 2 + 0 + 0 mana 21
@@kirikaito2 thats still too slow for wild. you'll be dead before you have the combo ready
I agree. Attack on your opponent's turn is an interesting piece of unexplored design space
Does Victory Rune stay in the hand after you cast it like the drink cards do? Or does it get spent like a normal spell and you have to discover it over and over again to fulfill the victory condition?
If the former, even 20 is too low. It'd be an absurd control card. Maybe it could be reduced to 10 if it was 2 mana and returned to the hand at the end of the turn like Infinitize the Maxitude.
If the latter, then even 10 is too high. You'd have to play a critical mass of cards to get additional copies of Victory Rune. I'd suggest 7 times, as 7 has deep lore associated with being a magically powerful number. In that case, it'd be very similar to Elwynn Boar, but it'd still be too difficult because minions are way easier to revive and/or copy than spells are.
Overall, I'm not convinced this is a well-designed card.
There's been a few comments discussing this, and in hindsight I should've addressed it in the video, but the way I interpreted the card was the latter. I believe the bracketed numbers were simply a reminder, not an indication that it got multiple uses.
Footlong would be insane in reno priest, especially with love everlasting still in. Effectively makes you unkillable until you can play elise on turn 8. Also, if victory rune was 10 times then you’d win every single control matchup as you just have to survive until you can play it all on one turn. Even at 20 you can play a card that reduces your spells by 1 and win on turn 3-4
Victory Rune + Sonya Waterdancer would be a cool combo to see
10 casts on victory rune would be INSANELY broken. It would be "on turn 10, win the game.
15 might still even be too good. As a standalone in a control deck with 0 support, if you spend your turn 5 casting this card, you auto-win on turn 10.
At 20, it's basically 10-mana do nothing, win next turn. That is actually kind of really good. But ofc that's with 0 support. Ofc people will find combos and ways to discount it and cheat it out, and if you do that Victory Rune would kind of break the game.
Insane card, might be anywhere from balanced to broken at 20. Any less would be way too good.
Does All in Victory Rune Mean it somehow has all spell schools simultaneously or did someone just forget to swap that from an earlier Amalgam desig?
I've been thinking about how to incorporate Dual Wield into the game. It's curious because I wonder how attacks would work whether each weapom would swing simultaneous or whether yoy could choose which weapon to swing with (for instance, needing to punch through taunts)
I just post my ideas here: a 6 mana priest spell called :restart the gravity. and it reads: re-position every card on the battlefield. meaning you can steal all your opponents cards or the card does nothing, or the minions might get swapped.
That's an interesting idea! Super rng dependant though and I'd see it being more of a meme card lol, not that that's a bad thing!
@@ahpauloh yep but more meme cards are printed these days so why not. thanks for the great work by the way!
Footlong has such amazing...flavor! 😄😄😄
Titian's grip is very nice
If Victory Rune was at 10, it'd probably be much weaker than Light Show, which can help clear the board too. Which... Isn't good either. It's also almost assuredly absurdly easier to get 7 Elwynn Boars die than 10 of the same spells cast
Elwynn boar is a good comparison, it's pretty easy to re-summon but 7 is still a tough ask. I think setting victory rune to 7 is both thematic and balanced.
Elwynn Boar is a really good comparison as mentioned! In hindsight, yeah the card definitely isn't that good even at 10 lol, but I'm a sucker for alternate win conditions!
I really like your content, don't stop by any mean! Thank you!!!
Obs. I'm not a machine, perhaps I'm an NPC haha!!!
Thanks for the support! Also you're in luck because I don't plan on stopping any time soon!
The first card should have said ''after each bite halve it's cost and healing( and name).
Victory Rune is a terribly designed card, why this was even featured was beyond me.
Because I liked it? lol
1:50, dear God no. 10 times, is way too low, I think 20 is way too low.
If it's 10 and you only play this every turn you win on turn 4. This card is so absurdly strong that the number needs to be so large to encourage control and not mindless play this every turn. I think it needs to be 40 or more
I don't think you understand this card, it will not return to your hand after you use it, you need to find another way to get more of this card(like copy, recast, etc), basically you need a deck similar to lightshow deck
The (20 left!) doesn't mean that you can keep casting this, it's just there to tell you how many times you have to cast this to win. You still need to generate all the extra copies yourself.
I'm not sure if the "20 left" on the victory rune indicates that you get it back every time or if it's just an indicator of how many more times you need to play it
@@klosbati7321 even if you need to replay it 10 times as in you don't get it back and have to generate it, then it's just unplayable. And when you do win, it's a feels bad experience for the opponent due to how rng heavy it would be.
@hhharu6881 no? 20 is unplayable but 10 is definitely playable, rewind, stargazing, dryscale deputy, audio spitter, that's already 10, and since this card is "all" you can discover this from so many different places, 10 times is definitely playable even it didn't return to your hand in standard, and it will be way better in wild because ice block and all the recast stuff