There is no reason to twist things around so wildly just for flavor. When an existing rule works to get the desired behavior, don’t make up a new rule.
I am also amused that first we tried to give quince kidnapping, and now we are trying to give quince frenzy… if only there was a hero for that…
no, I think 3g for the regular sized one is probably fine. Most Tech 2s have abilities that set them above and beyond at 4g and 5g cost. Admittedly, these stats are very high for their cost, but its hard to justify when other similar costs are almost the same stats and impressive abilities.
New Bloodburn card idea (still a 3 cost upgrade, so needs a buff alongside the other tech 0 3s)
Whenever a unit dies, put a blood rune on this.
Remove 3 runes: deal 1 damage to a (target) building
At the end of your turn, remove all runes.
The idea is if you have a nice destructive turn and 9 units die, you can use it 3 times. Also, it doesn’t need haste cause it doesn’t exhaust. I think it should still hit units though.
I think most of Orpal’s spells are pretty strong as it is. You could maybe argue for a change to Spreading Plague, since it rarely sees play on the forum.
Spreading Plagues problem is its a mass wipe, but rarely can hit more than 1 or 2 things. Black uses disease when the enemy is using weenies, because for the most part that is what disease is good at dealing with. If the opponent has a wide board of beefy things, spreading plague probably isn’t going to save you. Plague Lord + Spreading Plague is pretty much the only time you can really get value from it, and at that point, its probably a win more thing.
Spreading plague is best compared to Doom Grasp, same basic restrictions on targets, but its an AoE. Doom grasp costs 4 + sacrifice (skeleton usually, so 1g), while spreading plague costs 4 and at least 1 rune somewhere. -1 runes are generally costed around 1-2g. So spreading plague is more expensive than doom grasp in practice, which is fine. BUT, it also tends to only hit 2 things, and requires sickness or orpal midband (which only hits units). So, while the AoE could be nice, in practice Doom Grasp is more flexible, cheaper, and easier to play, which means its a more valuable tech choice for the limited tech slots.
Yeah, even if you’re liberally spreading - runes around, units with runes on them don’t tend to last long enough to bother with Spreading Plague. The name is also misleading, maybe it should be something more like “damage units/heroes with a - rune. For each one that dies, give a - rune to an allied unit with no - rune.”