In the days before LoE only Priest could reliably get cards from classes other than their own. It was sort of a Priest thing and everyone else stayed within their own class unless something extreme happened. However, with LoE discover mechanics were introduced that allowed everyone to pick random cards from designated pools, giving all classes a lot more randomness in their play. Later on, Rogues started getting their stealing cards, that would take random cards from the opponent's class. And then they just kept printing cards that give you random cards from all sorts of possible pools (Babbling Book, Cabalists Tome). The main problem with this mechanic is that the pools (any class spell, any beast, any opponent class card etc.) are usually too big to keep in mind or to play around. The Spare Part system in GvG was a good one imo, as there were only 7 possible outcomes that you could keep in mind and play appropriately.
But as the random card generators pile up and it's completely normal now that 3 of the 7 cards your opponent is holding are just random anythings, what is the point of even thinking about their hand? You just play your own deck as best you can and hope that they didn't randomly get their hands on something that will counter you.
What I'm proposing is an information system that would allow for more brainwork and counterplay when it comes to such random card adding effects. I say whenever such a card generation occures, the opponent should see the class specificity and manacost of the card that was drawn. So for example when Draconid operative discovers something from your deck, and the Priest picks one, you should get a class icon (such as the ones in the collections tabs) and a mana cost crystal blink up under the card, so you know, for example, the opponent picked a neutral card with a cost of (4). And from there, knowing your own deck, you could narrow down the possibilities of what they could have in hand. The same goes for such effects as Babbling Book or Undercity Huckster. I believe this system could greatly improve the general interactivity of the game as well as make skillful and focused play much more rewarding.
TL,DR: Random card generation effects should reveal the class and manacost of the received card to the opponent to make the game more interactive and skill based.
When it comes to this I always play around the 3-4 cards I think would be the worst for them to get for me. Especially burgle rogues because they always seem to get the most obnoxious card from my class for whatever I'm playing.
i maybe agree on that counterplay should be more pushed (and dirty rat is a very good example) that what you describing is simply punish all card effects
i mean its not like even you are saying cards that can generate almost everything like undercity huckster (and i would be still against this then), you are saying cards like operative should give you information.
You are aware that in other card games there existing cards where you for example can look in the entire deck of your enemy and pick a card, yes?
That's TOO much information but I appreciate the concept.
Cards like Priest's 'from your deck' are fine since they are...from your deck. You should know what you have there and, thus, can get a read on what it could be based on how the priest acts afterwards. It's no worse than figuring out what's in the priest's deck itself.
Faction cards are somewhat borderline, but i think a small change (if it's not already true) can settle that: make it so that you can tell which card, left/right/center the opponent picked, so that you can tell what class they pulled from. It's still rather random since it could be of any class card, but that's still heavily limiting on what it could be, limiting enough to judge the card afterwards.
But mana cost would, in many cases, give too much info. I know Knight does it but it's imperfect. The paladin can get around it by not healing for the maximum amount. Thus they sacrifice healing for stealth. Even if they give you that info, they are getting something out of it: health. Thus it's a tradeoff.
The best option thoug his to limit the range of these cards. Instead of 'any card' make it, say, a 6-8 mana, or 'a paladin weapon' or the like. Just enough to have a range that you can then deduce about later.
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One does not simply walk into Mordor,
unless they want to be the best they can be.
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In the days before LoE only Priest could reliably get cards from classes other than their own. It was sort of a Priest thing and everyone else stayed within their own class unless something extreme happened. However, with LoE discover mechanics were introduced that allowed everyone to pick random cards from designated pools, giving all classes a lot more randomness in their play. Later on, Rogues started getting their stealing cards, that would take random cards from the opponent's class. And then they just kept printing cards that give you random cards from all sorts of possible pools (Babbling Book, Cabalists Tome). The main problem with this mechanic is that the pools (any class spell, any beast, any opponent class card etc.) are usually too big to keep in mind or to play around. The Spare Part system in GvG was a good one imo, as there were only 7 possible outcomes that you could keep in mind and play appropriately.
But as the random card generators pile up and it's completely normal now that 3 of the 7 cards your opponent is holding are just random anythings, what is the point of even thinking about their hand? You just play your own deck as best you can and hope that they didn't randomly get their hands on something that will counter you.
What I'm proposing is an information system that would allow for more brainwork and counterplay when it comes to such random card adding effects. I say whenever such a card generation occures, the opponent should see the class specificity and manacost of the card that was drawn. So for example when Draconid operative discovers something from your deck, and the Priest picks one, you should get a class icon (such as the ones in the collections tabs) and a mana cost crystal blink up under the card, so you know, for example, the opponent picked a neutral card with a cost of (4). And from there, knowing your own deck, you could narrow down the possibilities of what they could have in hand. The same goes for such effects as Babbling Book or Undercity Huckster.
I believe this system could greatly improve the general interactivity of the game as well as make skillful and focused play much more rewarding.
TL,DR: Random card generation effects should reveal the class and manacost of the received card to the opponent to make the game more interactive and skill based.
the randomness really sick. Always get op card or lethal card . Example random pyro blast into you face when you think are safe.
When it comes to this I always play around the 3-4 cards I think would be the worst for them to get for me. Especially burgle rogues because they always seem to get the most obnoxious card from my class for whatever I'm playing.
thats too much a nerf
i maybe agree on that counterplay should be more pushed (and dirty rat is a very good example) that what you describing is simply punish all card effects
i mean its not like even you are saying cards that can generate almost everything like undercity huckster (and i would be still against this then), you are saying cards like operative should give you information.
You are aware that in other card games there existing cards where you for example can look in the entire deck of your enemy and pick a card, yes?
That's TOO much information but I appreciate the concept.
Cards like Priest's 'from your deck' are fine since they are...from your deck. You should know what you have there and, thus, can get a read on what it could be based on how the priest acts afterwards. It's no worse than figuring out what's in the priest's deck itself.
Faction cards are somewhat borderline, but i think a small change (if it's not already true) can settle that: make it so that you can tell which card, left/right/center the opponent picked, so that you can tell what class they pulled from. It's still rather random since it could be of any class card, but that's still heavily limiting on what it could be, limiting enough to judge the card afterwards.
But mana cost would, in many cases, give too much info. I know Knight does it but it's imperfect. The paladin can get around it by not healing for the maximum amount. Thus they sacrifice healing for stealth. Even if they give you that info, they are getting something out of it: health. Thus it's a tradeoff.
The best option thoug his to limit the range of these cards. Instead of 'any card' make it, say, a 6-8 mana, or 'a paladin weapon' or the like. Just enough to have a range that you can then deduce about later.
One does not simply walk into Mordor,
unless they want to be the best they can be.