If you are like me, you are tired of seeing the same boring cards printed all the time. Only a few of the cards are exciting and really bring new diversity into the game. Most of the cards blizzard has been printing are boring cookie cutter versions of other cards that already exist. Honestly, I can see the design space is being limited by blizzard to make the game incredibly simple, but I believe that they are insulting the intelligence of their customers a bit too much, and that the vast majority of players and new players will not be intimidated by a little more complexity and interactivity to the game.
These are a few examples of ways to bring some creativity to the game, without making it incredibly complicated. These cards are simple, fun, and fair. It is my opinion that epic cards should be more interesting.
At this point, don't focus on the stats and mana costs of minions, this is primarily to create a discussion surrounding the abilities themselves.
Now, lets start with the warrior card:
This creates an intriguing interaction. Minions need to attack the wall to reduce its durability, or try to change control. Its specifically strong against sylvannas windrunner. Note that you cannot attack across it either.
Hunter:
There aren't enough cards that stop combo effects, this would be a solution
Paladin:
Shaman:
Priest
Essentially, your weapon is destroyed and you cant play weapons anymore. You get shadowform if you a regular priest with lesser heal you get shadowform, and vice versa. Mind shatter will give you rejuvenate (yes I know its misspelled above, but I am too lazy to fix it), and Heal will give you mind crush. You activate it separately from your other hero power, and it has a separate mana cost in every respect. Each activates inspire, and each mana cost is increased by saboteur.
Warlock
For raglia, it would work like this:
On your turn you would discover from 5 possible choices for the curse to end and it applies to your opponent. They cannot see what you choose, but they can guess.
You have 15 or less health
You have no cards in your hand
You have no minions
You lose 4 or more minions in one turn
Kill or otherwise remove Raglia from the board.
Once you end your turn and your opponents turn begins, your opponent discovers from 5 choices, and a "secret" is played for you. It looks like a secret except it has a skull symbol and is not affected by things that effect secrets. If the opponent mouses over it, they see what they something like "Your minions have -2/-2. How will you escape this curse?".
Your minions have -2/-2
Whenever you cast a spell, discard a random card
Whenever you attack with a minion, discard the top two cards of your deck
Minions you draw are transformed into 1/1 imps
Whenever you cast a spell or attack with a minion, restore 1 health to your opponent's hero (nombo with auchenai soulpriest).
Mage:
I like the idea of mages and storable mana in crystals
Rogue
If I had my way, stealth would be enshroud, since stealth inherently destroys interactivity. You can cast any spells you want on an enshrouded minion, but if it is revealed to be an illegal target, the spell fizzles.
Druid.
Charge: This minion takes an extra turn to get ready
Divine Shield: This minion takes double damage the first time.
Spell Damage: Damage is reduced by the amount.
Windfury: When this minion attacks, it must get ready next turn.
Taunt: Your opponent cannot attack this minion (this is balanced because taunt minions are balanced around being attacked and dont have OP combos with this like malghanisimmunity or something)
You say that they're insulting the intelligence of their customers, but have you seen how many people make threads asking the same exact question and saying other similarly stupid things? It is somewhat justified.
I agree that simplicity is a necessary part of this game to make it easy to get into and learn, I just believe they are missing out on exciting design possibilities by limiting themselves to the bare bones of cards.I also believe that people can handle a little more diversity and skill put into the game with slightly more complex cards. keeping the game at a 3rd grade level will render it repetitive very quickly, something we have already seen.
This thread is not complaining about how the game is too simple, it is providing a middle ground between what the community generally wants, and what kinds of cards are being released.
These are all pretty neat card concepts! My favorite is Raglia the Bogwitch. Was this inspired by the current Dark Wanderer Tavern Brawl? I might reduce the escape clauses to 3. Having to test for 5 clauses could be game ending. You want the player to suffer the curse for a turn or two, not just concede when the card is played.
I agree that simplicity is a necessary part of this game to make it easy to get into and learn, I just believe they are missing out on exciting design possibilities by limiting themselves to the bare bones of cards.I also believe that people can handle a little more diversity and skill put into the game with slightly more complex cards. keeping the game at a 3rd grade level will render it repetitive very quickly, something we have already seen.
This thread is not complaining about how the game is too simple, it is providing a middle ground between what the community generally wants, and what kinds of cards are being released.
If you think any of these are even remotely playable in the game, you're wrong.
There's a difference between expanding design space and turning a game that's designed around your opponent being able to see and react to everything you do (Hence why Enshroud is a horrible idea but Stealth isn't) into a horrible game is right there in Enshroud and Infest.
Giving creatures "You can grab this creature and pour mana into it somehow, do X" is creating design space, not "Your opponent can't see anything"
I agree with the fact that we need more complexity in the game, but a lot of this is WAY over the top in that regard. The warrior card Is probably one of my favorites. It's a new unique mechanic for a legendary that is simple yet interesting. But cards like The Bog-witch have such intricate effects that don't really fit into hearthstone's style. It seems more like a card that would fit into Yu-Gi-Oh! than Hearthstone.
I don't think you're really expanding the design space so much as artificially inflating things by adding more gimmicky mechanics that don't add anything to the game.
And before someone gets on my case with the "technically that's the same thing as expanding design space": no, it's not, go away and learn to design games.
Oh, it would be amazing if blizzard added new card types and lanes for interaction with your opponent other than via secrets, I just didn't think anything like that would happen for a long time.
I was trying to think of new interactions that blizzard isnt using that is already possible without changing the setup of the game. Yes, its not increasing design space, its just expanding to what is already there. I was referring to increasing design space in the context that blizzard is limiting themselves unnecessarily.
I'm sorry you thought my designs were gimmicks.
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If you are like me, you are tired of seeing the same boring cards printed all the time. Only a few of the cards are exciting and really bring new diversity into the game. Most of the cards blizzard has been printing are boring cookie cutter versions of other cards that already exist. Honestly, I can see the design space is being limited by blizzard to make the game incredibly simple, but I believe that they are insulting the intelligence of their customers a bit too much, and that the vast majority of players and new players will not be intimidated by a little more complexity and interactivity to the game.
These are a few examples of ways to bring some creativity to the game, without making it incredibly complicated. These cards are simple, fun, and fair. It is my opinion that epic cards should be more interesting.
At this point, don't focus on the stats and mana costs of minions, this is primarily to create a discussion surrounding the abilities themselves.
Now, lets start with the warrior card:
This creates an intriguing interaction. Minions need to attack the wall to reduce its durability, or try to change control. Its specifically strong against sylvannas windrunner. Note that you cannot attack across it either.
Hunter:
There aren't enough cards that stop combo effects, this would be a solution
Paladin:
Shaman:
Priest
Essentially, your weapon is destroyed and you cant play weapons anymore. You get shadowform if you a regular priest with lesser heal you get shadowform, and vice versa. Mind shatter will give you rejuvenate (yes I know its misspelled above, but I am too lazy to fix it), and Heal will give you mind crush. You activate it separately from your other hero power, and it has a separate mana cost in every respect. Each activates inspire, and each mana cost is increased by saboteur.
Warlock
For raglia, it would work like this:
On your turn you would discover from 5 possible choices for the curse to end and it applies to your opponent. They cannot see what you choose, but they can guess.
Once you end your turn and your opponents turn begins, your opponent discovers from 5 choices, and a "secret" is played for you. It looks like a secret except it has a skull symbol and is not affected by things that effect secrets. If the opponent mouses over it, they see what they something like "Your minions have -2/-2. How will you escape this curse?".
Mage:
I like the idea of mages and storable mana in crystals
Rogue
If I had my way, stealth would be enshroud, since stealth inherently destroys interactivity. You can cast any spells you want on an enshrouded minion, but if it is revealed to be an illegal target, the spell fizzles.
Druid.
You say that they're insulting the intelligence of their customers, but have you seen how many people make threads asking the same exact question and saying other similarly stupid things? It is somewhat justified.
I agree that simplicity is a necessary part of this game to make it easy to get into and learn, I just believe they are missing out on exciting design possibilities by limiting themselves to the bare bones of cards.I also believe that people can handle a little more diversity and skill put into the game with slightly more complex cards. keeping the game at a 3rd grade level will render it repetitive very quickly, something we have already seen.
This thread is not complaining about how the game is too simple, it is providing a middle ground between what the community generally wants, and what kinds of cards are being released.
These are all pretty neat card concepts! My favorite is Raglia the Bogwitch. Was this inspired by the current Dark Wanderer Tavern Brawl? I might reduce the escape clauses to 3. Having to test for 5 clauses could be game ending. You want the player to suffer the curse for a turn or two, not just concede when the card is played.
I agree with the fact that we need more complexity in the game, but a lot of this is WAY over the top in that regard. The warrior card Is probably one of my favorites. It's a new unique mechanic for a legendary that is simple yet interesting. But cards like The Bog-witch have such intricate effects that don't really fit into hearthstone's style. It seems more like a card that would fit into Yu-Gi-Oh! than Hearthstone.
Why does Vicious Fledgling exist
While it may be a little over-complicated, hearthstone does take care of alot of these actions for you, so its not that bad imo
I don't think you're really expanding the design space so much as artificially inflating things by adding more gimmicky mechanics that don't add anything to the game.
And before someone gets on my case with the "technically that's the same thing as expanding design space": no, it's not, go away and learn to design games.
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
Oh, it would be amazing if blizzard added new card types and lanes for interaction with your opponent other than via secrets, I just didn't think anything like that would happen for a long time.
I was trying to think of new interactions that blizzard isnt using that is already possible without changing the setup of the game. Yes, its not increasing design space, its just expanding to what is already there. I was referring to increasing design space in the context that blizzard is limiting themselves unnecessarily.
I'm sorry you thought my designs were gimmicks.