"Dispel" part of silence tends to confuse people. Cause intuition says "Silence = clear minion's abilities". So I think it'd be better to just split current Silence on 2 parts: Silence and Dispel. So old cards (like the Owl) will either have both of the abilities, or will keep only 1 (like mass Dispel should, I suppose) and get rebalanced a bit (like decrease mana cost or smth). That would actually make the game easier to understand.
* ramps up with Wild Growth, Nourish and the Summoner
* heals with Healing Touch
* produces effective high mana cost creatures and copies them with Faceless manipulator. Only creatures worth to copy are here (no non-permanent battlecries like Ancient of lore etc - while Druid of the claw goes nicely)
* draws a lot of cards late game
Changelog:
* Illidan Stormrage replaced with Captain Greenskin, as I realized his draw potential in this deck
* Argent commanders replaced with Wraths for better early game and another "draw 1" lately, when you want your expensive cards and Manipulators. Plus synergy with Auctioneers
p.s. Not really sure if Pint-sized Summoner will survive often enough. Maybe Innervate or Starfire just better
Captain Obvious suggests that in case of hearthstone we only have BRE part (Bombs, Removal and Efficient). We can use all the cards we choose from - so no Applicable, and we don't pass the cards to opponent(s) - so no Denial
Coldlight Oracles are too thin to be healed effectively. And I don't like an idea to give your opponent 2 cards, especially if it's some fast deck (like Miracle Rogue or some murloc crowd)
p.s. And I don't like Lightwarden in this deck. Doubt it can stay alive often enough. Same for Questing Adventurer - the cards here are way too mana expensive for him
retaliatiation mechanics in Heartstone isn't deep enough and need some work.
Want to hear your thoughts on the topic.
Clearly Hearthstone it's OVERALL not deep like MTG. Becouse BLizzard want that.
Fast know how to play, easy learn the basics, fast games, fun, for everyone (MGT it's not for everyone) and why not Harder to master. (this i need a proof indeed, without a beta i can't say , and im an old MTG player too) Soo.. Blizzard want a light sistem derivate from magic and it's ok for me the Hearthstone retalation. Btw.. if me TCG player want play an DEEP TCG, im sure im walk to try HEX or return back in MTG.... but i want play Hearthstone, have fun with online friends, not much thinking, just playing 10min each game. hearthstone can give me that. magic no. (expecially 10/15min everygame)
Well, game with super simple mechanics can be ultra deep: http://en.wikipedia.org/wiki/Go_(game) - deeper than chess, despite having simpler mechanics. Same way, Hearthstone potentially can be deeper than MTG, even without complicated things like stack, combat phases etc.
I have no doubt that blizz will take the needed actions to improve the game if needed, but a heal stuff to full after your turn mechanic (either by choice with your attack example or automaticly) will make some cards abit wierd and sill need rebalancing, think healing totem and lightwell for instance, if they dicide to make new mechanics i personally believe they will implement something that won't make old cards void or in need of a complete mechanics change :/
Indeed, and I mentioned it above: "minions with 0 attack may become too strong - they never attack unless buffed, so they'll always heal. ". Still, I believe Blizzard want Hard to master as much as Easy to play, and beta isn't too late to make change that requires to rebalance some cards. Not sure the change worth it, not sure it's benefical change at all - ths's what forums for, to discuss ;) Bandage mechanics may be good opportunity to put some additional depth in core mechanics in form of emergent possibilities.
On the topic: The best part of Hearthstome mechanics is simplicity IMO (including its retaliation mechanics). And I'm actually OK with more depths that come from cards and less from core mechanics. Still, discussion like that may be benefical for the game. Blizzard did dramatical improvements for Diablo 3 during beta period (rune system etc), same may happen for Hearthstone. So here is idea how to make core mechanics deeper without making it more complicated:
Bandage mechanics: at the end of turn, if minion was able to attack but didn't, heal it.
* yes, it adds another rule - but with straightforward animation (bandage-style red crosses? druid-style green leafs?) player will discover this mechanics accidentally, rather soon
* not sure how much should it heal - maybe 1hp, maybe to full, maybe half of HP lost rounded up, maybe in amount of minion's attack... maybe anything else
* in any case, that mechanics allows to establish board domination via attacking enemy minions, then skipping attack to heal. Which adds a lot of depth
* minions with 0 attack may become too strong - they never attack unless buffed, so they'll always heal. Maybe "Heal in amount of minion's attack" isn't that bad idea
* strange situations may appear, when no one wants to attack 'cause they heal
* bit strange that minions heal but hero doesn't (still, in MTG players don't seem to be confused with that)
On "frozen" offtopic: assuming minions fight in melee, and one of them unable to move due to root effect (kinda Frost Nova from WOW) or slowed with Chill-like effect (hello WOW frost mages), and that effect is called Frozen - its not that strange that minion who can't move is unable to attack, still able to retaliate.
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Battle Rage >> Arcane Intellect
Looks like Battle Rage will be nerfed just like Shiv was - with +1 to mana cost
Still, Fireball >> Mortal Strike
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"Dispel" part of silence tends to confuse people. Cause intuition says "Silence = clear minion's abilities". So I think it'd be better to just split current Silence on 2 parts: Silence and Dispel. So old cards (like the Owl) will either have both of the abilities, or will keep only 1 (like mass Dispel should, I suppose) and get rebalanced a bit (like decrease mana cost or smth). That would actually make the game easier to understand.
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So it's basically ramp deck, that:
* defends early with spells and hero ability
* ramps up with Wild Growth, Nourish and the Summoner
* heals with Healing Touch
* produces effective high mana cost creatures and copies them with Faceless manipulator. Only creatures worth to copy are here (no non-permanent battlecries like Ancient of lore etc - while Druid of the claw goes nicely)
* draws a lot of cards late game
Changelog:
* Illidan Stormrage replaced with Captain Greenskin, as I realized his draw potential in this deck
* Argent commanders replaced with Wraths for better early game and another "draw 1" lately, when you want your expensive cards and Manipulators. Plus synergy with Auctioneers
p.s. Not really sure if Pint-sized Summoner will survive often enough. Maybe Innervate or Starfire just better
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Captain Obvious suggests that in case of hearthstone we only have BRE part (Bombs, Removal and Efficient). We can use all the cards we choose from - so no Applicable, and we don't pass the cards to opponent(s) - so no Denial
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OMG, in chess such puzzles were invented long before you were born
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Hm, like that approach. At least it's funny =) King Mukla then? Bananas FTW! =)
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Yeah, I know. The deck isn't real tournament deck, just an illustration of different Priest deck approach
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Coldlight Oracles are too thin to be healed effectively. And I don't like an idea to give your opponent 2 cards, especially if it's some fast deck (like Miracle Rogue or some murloc crowd)
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So which hero power is the strongest, and which is the weakest? Rate them (5 for very strong, 0 for very weak)
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...and i wonder if Shadowform benefits from spellpower... Rather not
...and Raging Worgen can be better than Demolisher. You just attack 1 or 2 attack minion, heal him, then attack again for +1 same turn!
... so I've kicked Malygos out, as well as Shadowform, and 've added 2 worgens:
p.s. And I don't like Lightwarden in this deck. Doubt it can stay alive often enough. Same for Questing Adventurer - the cards here are way too mana expensive for him
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* Heal your fatties and wait 'till late game (with hero power as well), then dominate.
* Kill enemy with style! I mean, with buffed greater heal, while Soulpriest makes heal harmful
* If Prophet Velen is on board, that's huge! 4 damage for every card in Greater Heal?
* What if Malygos here?. 7 damage for every card, or just +5? (If only +5, Malygos should go)
* Northshire Cleric shines!
p.s. Why no inner fire+divine spirit? Because I can! =)
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Only 2nd paladin attacks minions:
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Well, game with super simple mechanics can be ultra deep: http://en.wikipedia.org/wiki/Go_(game) - deeper than chess, despite having simpler mechanics. Same way, Hearthstone potentially can be deeper than MTG, even without complicated things like stack, combat phases etc.
Indeed, and I mentioned it above: "minions with 0 attack may become too strong - they never attack unless buffed, so they'll always heal. ". Still, I believe Blizzard want Hard to master as much as Easy to play, and beta isn't too late to make change that requires to rebalance some cards. Not sure the change worth it, not sure it's benefical change at all - ths's what forums for, to discuss ;) Bandage mechanics may be good opportunity to put some additional depth in core mechanics in form of emergent possibilities.
Plus, Bandage may end up as another card affix.
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Tournament videos please, if any
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On the topic: The best part of Hearthstome mechanics is simplicity IMO (including its retaliation mechanics). And I'm actually OK with more depths that come from cards and less from core mechanics. Still, discussion like that may be benefical for the game. Blizzard did dramatical improvements for Diablo 3 during beta period (rune system etc), same may happen for Hearthstone. So here is idea how to make core mechanics deeper without making it more complicated:
Bandage mechanics: at the end of turn, if minion was able to attack but didn't, heal it.
* yes, it adds another rule - but with straightforward animation (bandage-style red crosses? druid-style green leafs?) player will discover this mechanics accidentally, rather soon
* not sure how much should it heal - maybe 1hp, maybe to full, maybe half of HP lost rounded up, maybe in amount of minion's attack... maybe anything else
* in any case, that mechanics allows to establish board domination via attacking enemy minions, then skipping attack to heal. Which adds a lot of depth
* minions with 0 attack may become too strong - they never attack unless buffed, so they'll always heal. Maybe "Heal in amount of minion's attack" isn't that bad idea
* strange situations may appear, when no one wants to attack 'cause they heal
* bit strange that minions heal but hero doesn't (still, in MTG players don't seem to be confused with that)
On "frozen" offtopic: assuming minions fight in melee, and one of them unable to move due to root effect (kinda Frost Nova from WOW) or slowed with Chill-like effect (hello WOW frost mages), and that effect is called Frozen - its not that strange that minion who can't move is unable to attack, still able to retaliate.