Hostile Territory / Vanar Spell / 3 Mana
Infiltrate takes effect on the entire field until the end of your turn.
[details=Purpose]The prompt stated to design a spell that interacts with and/or depends on positioning. Infiltrator by nature rewards the player for successfully drawing the fight into enemy territory/side of the field. Avalanche plays into this from the other end through rewarding the player for effectively directing the enemy into your own territory. With both, positional management and attempt to herd the opponent in a direction. Rewarding the player on success, and leaving fruitless cards in their hand/deck upon failure.
As things stand, Infiltrator and concepts like Avalanche are thematic on position managing, but anti-synergistic upon execution. An often enough case is in how successfully utilizing your infiltrator minions to herd the enemy onto your side of the board results in your own infiltrators to sit on the sidelines borderline uselessly or to willingly choose to bring them back to your side of the field and lose value for your accomplishment.
This card attempts to bridge this gap and allow a way for players to be rewarded for infiltrating and directing the enemy onto the side of the field that they planned and built their deck upon.
Most 3 mana cards can be expected to produce about 5-7 points of value. For 3 mana, this card would likely see use when at least 2 lower infiltrate minions are on the board, or a Frosthorn Rhyno, who would gain +1 Attack and an extra attack, resulting in typically producing this value range.[/details]
An additional and further elaboration was provided in the discussion hub. This has been placed below for sake of ease of the reader.
[details=Further Elaboration - Why It’s Fair]
Why did the dev’s make AVA? Seems apparent to me that this sought to punish opponent’s who looked to run from INF minions.
As things currently stand, when enemies cross the border, INF’s will either find themselves sitting and twiddling their thumbs on the sidelines, or I have to decide to intentionally move them back to make them relevant, but losing value, despite that my goal WAS to bring them to my side (because I have AVA in hand/deck). This last bit will be brought back below.
Why is AVA, Hostile Territory (and INF) as a whole are fair?
When a player builds a deck in INF, their plan is to fight on the enemy’s side. INF seeks to reward players with increased value of minions onto the enemy side.
However, by a player deciding to place AVA into their deck, they are altering their personal goal and gameplan into bringing the enemy onto their own side. By the decision of incorporating AVA, the function of INF minions change, as well as the stakes of reward and punishment. By putting AVA into their deck, unsuccessfully herding of the enemy into your territory punishes and leaves the player with a useless card, of which they must replace. A complete dead and useless card. Upon successful herding though? The player who uses AVA is rewarded.
AVA is anti-synergistic with INF minions by vacuum, but provides a larger risk/reward for those who risk/aim to coerce the opponent onto their side of the field.
In this sense, spirit, and application that Hostile Territory looks to provide Vanar INF minions. By deciding to put this into your deck, it provides additional synergy with both INF and AVA. Hostile Territory would also promote risk/reward like AVA though, in that unsuccessful herding of the enemy leaves it to be a dead card, (again, identical to AVA).[/details]