As the game is right now, you have 1 Mana available on turn 1, 2 on turn 2, and so on. However, if you don't use the mana from the previous turn, this mana is wasted and you can't get it back. This means that in order to get the most out of your mana, you have to play a card on every turn, starting on turn 1.
I think this is bad because by the mechanics, people are encouraged to not have a high costing cards because you will be less likely to use the early game mana, and because of that, if your opponent does use it, they will have an advantage.
By allowing you to use unspent mana on a later turn, you are not given the option of saving it up for a big push later.
As of now, doing nothing on a turn is not strategic at all, it just sucks for you. But if it wasn't as punishing to do nothing on a turn, this also alleviates the pain of some RNG of not drawing exactly what you wanted or needed. Because you will have more mana available to you, you will have more options, and instead of the game becoming unwinnable, you will still be able to make plays even with a not so good hand.
Agree, disagree? Either case, I'd love to hear your thoughts on this.
It seems very difficult to balance. Now that most classes could start at 3 mana instead of worrying about two mana. I think this puts aggressive and tempo decks too far behind. And makes Druid and absolute nightmare to face.
Yeah OK, I can do nothing for 3 turns then play deathwing on turn 4 to clear your board.
Probably wouldn't matter against Pirate warrior, but still. Look at that amazing counterplay option! You have the option deathwing on turn 4, all of a sudden, most of the cardpool becomes playable!
I mean, unless we're talking about arena you aren't necessarily at a disadvantage if you don't have something to play on every single turn. I mean, look at Renolock. In most games I play against them I see them tapping on turn 2 and turn 3 without any real disadvantage to their own game, because in the end that's part of how Renolock works. Same thing with Freeze Mage-I mean, yeah they can play Babbling Book on turn 1 and a Novice Engineer or Doomsayer if it's really necessary on turn 2 but Freeze Mages don't focus on getting the most out of their mana on every single turn, they focus on drawing into necessary combo tools and keeping themselves alive for as long as possible.
There may be some decks that Don't necessarily need this, if not most of them. But that's not the point. The point is that if this was available, it would make the game more consistent, and on top of that, many more deck types would be available.
2. Can only have crystals carry over for one turn ( So the unused crystal on turn X cannot be used on turn X+2 for example ).
3. Can't "store" more than half of your available mana crystals ; That way for example, if you never spend any crystal up to turn 5, on said turn 5 you wouldn't get 9 mana crystals but only 7 ( 5 + half of 4 mana crystals ; Rounding to anyone's discretion ).
I find this idea extremely good, but Team 5 won't do it because it promotes planning, control, and makes 1 drops worse because you could just skip turn 1 for value later. /thread
I think you would be just trading the problems we have now with a completely different set of problems. If anything I think it would make the game worse, but it is hard to tell. It would basically destroy all aggro and tempo based decks and make control vs control a coin flip.
You know, instead of trying to make this idea reasonable like "you can carry 1 unspent mana crystal," let's just go full retard and suggest that you can play a 10 drop on turn 4...
I could see maybe making your hero power cost less on the next activation. Float one mana, your hero power costs (1) next time you use it. Float two mana it's free next time. Float more than 2 mana, and well... no gain. So you can bank a little mana in your hero power, but, not use it to power some wombo combo.
Not losing unspent Mana crystals.
As the game is right now, you have 1 Mana available on turn 1, 2 on turn 2, and so on. However, if you don't use the mana from the previous turn, this mana is wasted and you can't get it back. This means that in order to get the most out of your mana, you have to play a card on every turn, starting on turn 1.
I think this is bad because by the mechanics, people are encouraged to not have a high costing cards because you will be less likely to use the early game mana, and because of that, if your opponent does use it, they will have an advantage.
By allowing you to use unspent mana on a later turn, you are not given the option of saving it up for a big push later.
As of now, doing nothing on a turn is not strategic at all, it just sucks for you. But if it wasn't as punishing to do nothing on a turn, this also alleviates the pain of some RNG of not drawing exactly what you wanted or needed. Because you will have more mana available to you, you will have more options, and instead of the game becoming unwinnable, you will still be able to make plays even with a not so good hand.
Agree, disagree? Either case, I'd love to hear your thoughts on this.
I like to make cards and discuss game balance.
I enjoy when "No similar decks were found."
My latest deck: http://www.hearthpwn.com/decks/1366184-scholomance-charge-rez-priest-wild
It seems very difficult to balance. Now that most classes could start at 3 mana instead of worrying about two mana. I think this puts aggressive and tempo decks too far behind. And makes Druid and absolute nightmare to face.
Yeah OK, I can do nothing for 3 turns then play deathwing on turn 4 to clear your board.
S39 Legend - Quest Rogue, S38 Legend - Murloc Paladin, S37 Legend - Miracle Rogue, S36 Top 200 Legend - Aggro Shaman, S35 - Finished Rank 51 Legend - Aggro Shaman, S34 Legend - Aggro Shaman
I like to make cards and discuss game balance.
I enjoy when "No similar decks were found."
My latest deck: http://www.hearthpwn.com/decks/1366184-scholomance-charge-rez-priest-wild
i could see this working as a new druid legendary
I mean, unless we're talking about arena you aren't necessarily at a disadvantage if you don't have something to play on every single turn. I mean, look at Renolock. In most games I play against them I see them tapping on turn 2 and turn 3 without any real disadvantage to their own game, because in the end that's part of how Renolock works. Same thing with Freeze Mage-I mean, yeah they can play Babbling Book on turn 1 and a Novice Engineer or Doomsayer if it's really necessary on turn 2 but Freeze Mages don't focus on getting the most out of their mana on every single turn, they focus on drawing into necessary combo tools and keeping themselves alive for as long as possible.
There may be some decks that Don't necessarily need this, if not most of them. But that's not the point. The point is that if this was available, it would make the game more consistent, and on top of that, many more deck types would be available.
I like to make cards and discuss game balance.
I enjoy when "No similar decks were found."
My latest deck: http://www.hearthpwn.com/decks/1366184-scholomance-charge-rez-priest-wild
Ice block pass Alex thalnos frostbolt frostbolt ice Lance ice lance
No thanks.
How are you going to draw all those cards without using mana?
It's not as abusive as you might think.
I like to make cards and discuss game balance.
I enjoy when "No similar decks were found."
My latest deck: http://www.hearthpwn.com/decks/1366184-scholomance-charge-rez-priest-wild
You could also easily make it so you :
1. Can't get more than 10 mana crystals.
2. Can only have crystals carry over for one turn ( So the unused crystal on turn X cannot be used on turn X+2 for example ).
3. Can't "store" more than half of your available mana crystals ; That way for example, if you never spend any crystal up to turn 5, on said turn 5 you wouldn't get 9 mana crystals but only 7 ( 5 + half of 4 mana crystals ; Rounding to anyone's discretion ).
I find this idea extremely good, but Team 5 won't do it because it promotes planning, control, and makes 1 drops worse because you could just skip turn 1 for value later. /thread
Turn 1 skip, then play off curve by one until turn 5 ragnaros. Wow much better like this
I think you would be just trading the problems we have now with a completely different set of problems. If anything I think it would make the game worse, but it is hard to tell. It would basically destroy all aggro and tempo based decks and make control vs control a coin flip.
You know, instead of trying to make this idea reasonable like "you can carry 1 unspent mana crystal," let's just go full retard and suggest that you can play a 10 drop on turn 4...
S39 Legend - Quest Rogue, S38 Legend - Murloc Paladin, S37 Legend - Miracle Rogue, S36 Top 200 Legend - Aggro Shaman, S35 - Finished Rank 51 Legend - Aggro Shaman, S34 Legend - Aggro Shaman
I could see maybe making your hero power cost less on the next activation. Float one mana, your hero power costs (1) next time you use it. Float two mana it's free next time. Float more than 2 mana, and well... no gain. So you can bank a little mana in your hero power, but, not use it to power some wombo combo.
Galavant Animation
So...how do you feel about a turn 3 Entomb/Dragonfire Potion?
Kaladin's RoS Set Review
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