

Play a platformer simulation minigame while being aggro'd down! Part 4
The other characters' cards didn't fit, so I'm making separate posts. I was too lazy to take gameplay screenshots to use for the characters not named Meat Boy that don't participate in a narrative, so all their support cards use the same image as Meat Boy's, as well as the base, untransformed form.
The Kid is a menace. Like Ogmo, he's a double jumper. Except much faster. Still not nearly as fast as Meat Boy. My memories might be getting too subjective, but the only advantage Ogmo has over him is being easier to control just by virtue of being slower. There are still levels I prefer to play as Ogmo. (I read it up and now I can say, The Kid's not just faster, it keeps more of its momentum when performing its second jump, whereas Ogmo loses more of it, making it feel less like a wingbeat and more like a Matrix glitch.)
His 'Power Move' gives him Charge if he attacked and killed a minion this turn so he can go face with his second attack. His 'Development' summons two different 3/3 obstacles with Taunt for the opponent, with either having enough stats to both survive The unbuffed Kid's attack and kill it in the process. One gives the minion that kills it +3/+3. The other gives it Charge. So there are two best-case outcomes for The Kid after he's buffed enough to take on a single obstacle: Kill both and enjoy the +3/+3, or kill the one that gives Charge and find a way to clear the other one without attacking it so he can go face with his second attack, but doesn't get buffed. His 'Comeback' draws a card, but you can't play it this or next turn. He's not so fast. If he's dead, it draws another one with no downside.
Like Ogmo's, his 'Endgame' suffers from being too wordy, but it's as clean as I could make it, like the others. It rewards him with the "Poisonous to heroes" buff for overcoming a living target four times his size. The target must be an enemy minion with 8 or more health, and The Kid has to attack and kill it from full health this turn. Then he also gains Charge so his second attack can go face for game.
Check out the other characters on the posts linked above.
Play a platformer simulation minigame while being aggro'd down! Part 3
The other characters' cards didn't fit, so I'm making separate posts. I was too lazy to take gameplay screenshots to use for the characters not named Meat Boy that don't participate in a narrative, so all their support cards use the same image as Meat Boy's, as well as the base, untransformed form.
Flywrench is a true anomaly. It's a triple jumper(!), but it's so heavy it becomes difficult to control. Or at least that's what it felt like to me. It can attack three times each turn in a way that would make any ogre proud.
Flywrench's triple jump feels as close as I could expect to a multidimensional ability in a 2D platformer. Since this guy is on his own league, it should feel very different to play with in Hearthstone, even moreso than the other three characters I made. The game has a lot of characters, but these are my favorites. In any case, Flywrench's 'Power Move' rewards it for landing two of its three attacks on two different enemies. If it does so after its first two attacks, it'll be buffed before making the third. Its 'Development' summons a 1/1 obstacle for your opponent for each card in their hand. That could mean up to seven 1/1s. Damn, how are we ever gonna hit their face again with only random attacks?! Well, every time Flywrench kills one of them, it gains +1/+1. And that gets scary fast on something that can attack three times a turn. Maybe the Hearthstone gods will help you clear those boards if you pray. Its 'Comeback' draws a card and increases its cost by 2, it's just that heavy. If it was dead, it'll draw another two with no downside.
In order to get the "Poisonous to heroes" buff, Flywrench can only count on RNGesus. You're going to have to find it two targets that cost 4 or more, which should cover a lot, but anything with 5 or more attack will one-shot an unbuffed Flywrench. Much like in its 'Development', if it lands two of its three attacks on the two targets, it gets buffed. Now all it has to do is get lucky enough to land the third on their face, or survive another turn for better chances during a turn you didn't burn 5 mana to go on a quest.
Check out the other characters on the posts linked above.
Play a platformer simulation minigame while being aggro'd down! Part 2
The other characters' cards didn't fit, so I'm making separate posts. I was too lazy to take gameplay screenshots to use for the characters not named Meat Boy that don't participate in a narrative, so all their support cards use the same image as Meat Boy's, as well as the base, untransformed form.
Ogmo is a double jumper. That means it can inherently shrug off a huge portion of the whole level design dimension of the game. But it's slow. Windfury represents the double jump itself, while the Kayn Sunfury enchantment represents the distortion of geometry the double jump produces. Unlike Meat Boy, it doesn't have Charge (or Rush).
Its 'Power Move' has the additional effect of giving it Poisonous if it already attacked this turn so it can go ahead and use its second attack to overcome any obstacle. Its 'Development' summons an obstacle (Minecraft's Grass Block in Orgrimmar) for your opponent with stats equal to their hand size. After a minion (Ogmo presumably) attacks the obstacle and survives, the obstacle is destroyed and Ogmo gains stats equal to the obstacle's original stats and Charge, so it can use its second attack to go face after being buffed. The caveat is Ogmo's 4 health prevents it from surviving that trade by itself, so you have to resort to good old wizard poker technology for ways to either increase Ogmo's health or decrease the obstacle's attack.
Its 'Comeback' draws a card, just like Meat Boy's. Except it increases the drawn card's cost by 1 because it's so slow. While Meat Boy's Comeback gives him better chances of pulling his ace if he was dead, Ogmo's will draw another card, but this one doesn't have its cost increased.
As for its 'Endgame', I'm personally bummed for not being able to capture it in fewer words, but it is what it is. The 'Development' was child's play. This is the real deal. Instead of blocks, Ogmo's going to have to perform the perfect parable on genuine enemy minions. But not just any minion. Both targets must have 4 or more attack, meaning either can kill an unbuffed Ogmo singlehandedly. If it attacks both this turn and survives, it gets the "Poisonous to heroes" buff alongside Charge, then goes Dormant for 1 turn because it's so goddamn slow. The fun thing is you are unlikely to have the necessary targets in front of you at the time you are in a position where your 2-drop survived and you cast the 5-mana spell, especially if your opponent knows your endgame, so you might have to fabricate the targets like a real freak.
Check out the other characters on the posts linked above.
Play a platformer simulation minigame while being aggro'd down! Part 1
The other characters' cards didn't fit, so I'm making separate posts.
So, this is a design exercise to see how well I can translate elements of a game I know well to one I know better without breaking anything. The idea for this 5-spell neutral package is to simulate gameplay elements of the platformer Super Meat Boy within a Hearthstone game. More specifically, it treats enemy minions as physical obstacles.
'Super Meat Boy Playthrough' is a Legendary 1-mana spell that starts in your hand the same way Quests do. When played, you choose your character. A copy of it is added to your hand, and all your Super Meat Boy cards immediately transform to match your character's playstyle. You always see all four options, hence the lack of the Discover keyword.
Super Meat Boy is a very fast-paced game. One of the things I like the most about it is the fact that you respawn at the start of each level within a second after dying, so you can try again without skipping a beat. All Super Meat Boy cards besides each character's Endgame spell resurrect your character if it's dead. They don't summon extra copies of the character, only resummon it if it's dead. Buffs from past lives don't carry over. You can still play them if it's alive, but their effects may vary depending on whether it's dead or alive.
'Power Move' represents the first move of the playthrough after dropping the character on the board. It resummons your character if it's dead, then deals 3 damage to a target, potentially threatening a revenge kill. 'Development' creates a small puzzle or situation on the spot for your character to deal with. It'll be rewarded if it does. It'll be resummoned with Rush if it's dead so it can give it a shot immediately. 'Comeback' is a draw spell that gets better if you've fallen behind and your character is dead, and resummons it. 'Endgame' requires your character to be alive, and rewards an insane feat by granting it the "Poisonous to heroes" buff so it can close out the game.
Meat Boy is very fast. The other quality he has that the other three don't is he's the main character, so he's got a narrative built around him. That's why, as you'll notice, he's quite different than the others. His 'Power Move' deals an extra 2 damage if Meat Boy himself is damaged, which will normally mean he must've been alive before being resurrected by this. His 'Development' represents Bandage Girl's kidnapping by Dr. Fetus. It adds a captive Bandage Girl to your opponent's hand. While she's there, Meat Boy is enchanted by an effect like Celestial Aura's (bet you forgot this existed), where its stats are continuously set to a specific amount, meaning his stats are unaffected by buffs/debuffs as well as damage. That's terrifying. Well, your opponent should've known better and not kidnapped fucking Bandage Girl. At least they can let her go for 2 mana. Good for them.
Now, when they play Bandage Girl in the hopes that Meat Boy will snap out of his frenzy, they must play her to your side, like a Disguised minion, except without the option to play it for themselves. Bandage Girl is not a playable character until the post-game, and is a reskin of Meat Boy. So at this point the captive Bandage Girl transforms into her base form, which starts Dormant for 1 turn just so she can function exactly like him by making use of the shared Charge keyword.
His 'Endgame' is a face-off against Dr. Fetus, which is summoned to the opponent's side if Meat Boy is alive when you cast it. Dr. Fetus is bigger than even berserk Meat Boy, and Freezes your whole side of the board when summoned. With Elusive and Taunt, it's tough to overcome and impossible to ignore. But once dead, if Meat Boy still stands on the other side, he will be ready to finish the game.
Check out the other characters on the posts linked above.
Trogg outsmart AND outlive
A bit boring 'cause it's nothing new, just felt like throwing DK a bone in the form of a potential runeless staple with strong precedence. Not nearly as potent as even post-nerf Irondeep Trogg due to its inability to swarm, this is a DK card. I believe there's room for it to be weaker than Irondeep Trogg and still be valueable because of corpses, but I don't know by how much. DK wasn't there for Fractured in Alterac Valley to play with Irondeep Trogg, so it's hard to tell. I considered making it a 1/3 because of that, but decided against because there's more to it. This isn't strictly worse than Irondeep Trogg. Irondeep Trogg would sometimes unironically clog your board, and you'd find yourself unable to develop further. I specifically remember losing games where I'd drop Trogg on 1 only for the Druid to shrug off the 7 damage/turn and just ramp to its wincon mostly normally with whatever quality survival tools they had access to at the time. Some Priests, Warriors, Warlocks, and DKs from the recent past could probably do the same and then just hit a board of seven 1/2s with AoE. The Scourge Trogg will never backfire that hard, or at all besides ending up being just a 1-mana 1/2 half the time.
Thoughts? Do you like simple cards?