It isn't news that Divine Favor is a pain in the neck. You know why. Many people would see it hall of famed, and laugh at those aggo paladins while counting their disenchant dust.
Although part of me wants to agree with them. I do prefer to tech cards instead of just wash them down the toilet to wild. (I like wild, but just saying). Then I was playing Witchwood solo and the taxman (the one who does damage for the number of minions you have on the board).
Again, Blizzard does not always get their tech cards balanced. But introducing a mechanic into the game that punishes big hands with small boards, or small hands with big boards. A secret, a battlecry. Just something that interferes with the Divine Favor gluttony.
We don't have to kill any deck or play style. Just change the percentages a bit. And make divine favor a little less punishing. Even if it wasn't fully balanced and divine favor could made some crucial plays - that would be fine.
Before you some of you grumpy people start posting your insults, or similarly useful comments like "wouldn't work", I will let you into a little secret. I AM the whale that buys up all the packs, and whales don't listen to the little fish whining when the swallow them.
Thoughts on how it could be practical - that would be appreciated.
I'm not completely sure if Divine Favor is actually a problem. I think the biggest offenders have always been cards that are universally good. Divine favor is not universally good. It sucks against any deck that empties the hand better than you. Meaning you HAVE to play it in an aggro deck. Especially in this meta it's nice that you can punish slow decks.
Personally, I don't see Divine Favor as a big problem. You can play around it to some degree. People just have to be more proactive with there hands or decide not to draw until you can answer one or two big boards.
To be fair Divine Favor itself is not a problem. It's a great card against control but more or less trash against aggro which is why a lot of goo aggressive decks (and some midrange ones) only run it at one.
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Maybe make it a 4 mana card? Or maybe make it so that it draws up to a certain amount of cards. (Perhaps 4 cards or something) Rather than topdecking Divine Favour when you have 0 cards and drawing to like 8 or 9 cards for 3 mana. Personally I think the card is ok, just not in those situations where they have little to no cards, and suddenly their hand is full. That's pretty broken if you ask anyone who has played for a while.
There are already excellent tech cards against divine favor in the game. Defile, hellfire, psychic scream, and warpath, just to name a few. These cards all punish your opponent for vomiting their hand onto the board by dealing with it all in a single card.
A tech card to counter lots of card draw could also be sort of interesting, but I would gear it more towards combo decks than divine favor specifically. But I'm not entirely certain how you would make one balanced. Some sort of slightly higher costed (6/7) minion with a battlecry that keeps you or your opponent from drawing any additional cards for the rest of the game might actually be balanced, and it would be an interesting tool for control decks to combat combo decks that would also help against miracle divine favor reloads.
Folks,
It isn't news that Divine Favor is a pain in the neck. You know why. Many people would see it hall of famed, and laugh at those aggo paladins while counting their disenchant dust.
Although part of me wants to agree with them. I do prefer to tech cards instead of just wash them down the toilet to wild. (I like wild, but just saying). Then I was playing Witchwood solo and the taxman (the one who does damage for the number of minions you have on the board).
Again, Blizzard does not always get their tech cards balanced. But introducing a mechanic into the game that punishes big hands with small boards, or small hands with big boards. A secret, a battlecry. Just something that interferes with the Divine Favor gluttony.
We don't have to kill any deck or play style. Just change the percentages a bit. And make divine favor a little less punishing. Even if it wasn't fully balanced and divine favor could made some crucial plays - that would be fine.
Before you some of you grumpy people start posting your insults, or similarly useful comments like "wouldn't work", I will let you into a little secret. I AM the whale that buys up all the packs, and whales don't listen to the little fish whining when the swallow them.
Thoughts on how it could be practical - that would be appreciated.
I'm not completely sure if Divine Favor is actually a problem. I think the biggest offenders have always been cards that are universally good. Divine favor is not universally good. It sucks against any deck that empties the hand better than you. Meaning you HAVE to play it in an aggro deck. Especially in this meta it's nice that you can punish slow decks.
Personally, I don't see Divine Favor as a big problem. You can play around it to some degree. People just have to be more proactive with there hands or decide not to draw until you can answer one or two big boards.
To be fair Divine Favor itself is not a problem. It's a great card against control but more or less trash against aggro which is why a lot of goo aggressive decks (and some midrange ones) only run it at one.
Maybe make it a 4 mana card? Or maybe make it so that it draws up to a certain amount of cards. (Perhaps 4 cards or something) Rather than topdecking Divine Favour when you have 0 cards and drawing to like 8 or 9 cards for 3 mana. Personally I think the card is ok, just not in those situations where they have little to no cards, and suddenly their hand is full. That's pretty broken if you ask anyone who has played for a while.
There are already excellent tech cards against divine favor in the game. Defile, hellfire, psychic scream, and warpath, just to name a few. These cards all punish your opponent for vomiting their hand onto the board by dealing with it all in a single card.
A tech card to counter lots of card draw could also be sort of interesting, but I would gear it more towards combo decks than divine favor specifically. But I'm not entirely certain how you would make one balanced. Some sort of slightly higher costed (6/7) minion with a battlecry that keeps you or your opponent from drawing any additional cards for the rest of the game might actually be balanced, and it would be an interesting tool for control decks to combat combo decks that would also help against miracle divine favor reloads.
a secret: "if your opponent draws 3 or more cards this turn destroy his hand" ^^
edit: ok, 3 is too low... maybe 5??
That card needs to cost 5 mana, it's an "I win!" card vs. slow decks when you can just refill your hand after a board clear.