the best thing they can do is to fire the stupid pay2win tabern brawls developer they have at blizzard, i hope he die from cancer and suffer as much as posible.
calm down.. everything is going to be alright I PROMISS
almost every game will be pay 2 win in a few years.
Maybe it's not that good that you have to create a 30 cards deck but, the catch is that you don't pick class, you can pick any card from your collection, so you can do combos that you are not supposed to have.
I know we need to have less tavern brawl with "create your deck", but this way is easier, and I think it could be fun.
Maybe it's not that good that you have to create a 30 cards deck but, the catch is that you don't pick class, you can pick any card from your collection, so you can do combos that you are not supposed to have.
I like that. But not from each player's own collection, but the whole card collection in the game.
so f2p will not whine about brawl=p2w (and they will have free time to whine about something else)
and it would let many players can try cards they dont have too.
I got Brawl idea: build deck of 3 cards. You start game with those cards in hand. There's no deck. Players don't take fatigue damage, but they will draw cards normally if they have any cards in deck to draw (for example due to Gang Up). Opponent decides outcome for random effects. End of each turn, if game state is same as last time it was checked during this player's end phase, add doom counter. When there's 3 doom counters, game is considered draw. Checking game state means to check cards in deck, cards in hand, minions in play, weapons equipped, secrets in play, amount of overloaded mana crystals amount of total mana crystals, and player's health+armor totals (when checking health+armor, only decrease in either players health+armor is considered as a change, because 2 warriors gaining more armor each turn isn't really progress). This doom counter thing is just to recognize situation where neither player can win the game and end those games draw.
They'd have to redesign the whole board for this though, probably would take to much work. They'd have to make a triangular board. Every minion attack you need to decide which player you want to attack. AoE would affect both player's board (like Flamestrike). There would be much consideration: Which enemy is most dangerous? Who is playing what deck?
In general, I would like to see way more brawls which tinker around with new ideas and game mechanics, even if they aren't as flashy. Let's give me two examples:
- The "Yu-Gi-Oh!"-Brawl: Every player has 40 cards in his deck, also the health is increased to 40. You start the game off with 5 cards, but there is no mulligan. Also, after every two turns (or maybe every turn - this would have to be tested), you discover a "chance card", which is actually a secret that is playable by every class (Let's say we have at least 12 of these). They would cost no mana, but they would either cause overload or need a card to be discarded so that they are not actually additional cards. The goal of this brawl would be to see, if Aggro, Combo and Control would be more balanced by giving the players more health and more cards while reducing the consistency. Also, this would be an attempt to test out new dimensions of this game by adding more complexity layers with these chance cards. Moreover, they could look into testing alternate win conditions in a similar brawl (which probably wouldn't be a good idea, but they still should test it) or adding a new type of minion or spell like the "Extra Deck" cards in Yu-Gi-Oh. Let's call them "Boss Monsters (BM)" (give me all the suggestions you can for a better name). These minions can only be played when you meet certain requirements. For example, there could be minions which can be only played when you discard two minions that cost 5 or more in addition to having a (probably little lower than usual) mana cost. Therefore, they can't be summoned when you only meet the mana requirement. In return, that minion has strong abilites to make up for the cost. An example here would be to give Control decks a minion which turns into a very huge AoE/heal to combat the even greater early-game advantage Aggro decks gain, because you have to run more higher costed cards in order to play the BM I mentioned.
- The "Aura" Brawl: There have been brawls which tested out aura effects which last for the whole game. Blizzard should really look into experimenting more with this idea. In my opinion, Aura effects should help balancing the matchups and therefore should be altered and changed pretty frequently. Maybe Aura effects should only be temporary. You all know that almost every deck has one or more terrIble matchups , which would get a bit more balanced by the aura effects. As a difference to the last similar brawls, this time the aura effects should have a positive and a negative ability, so that you really have to think about what you choose. Also there could be different effects to choose from for every class. But these effects shouldn't be too strong, the effects should actually be pretty weak, so that a wrong choice doesn't immediately lose you the game, but the a good choice helps you a little bit. The Aura effects can be chosen after you see the opponent's class and before your mulligan. Examples here for temporary and permanent effects would be:
1. Opposing minions have -1 attack, your cards cost (1) more. Lasts for 5 turns. --- Anti-Aggro effect
2. After you reached 10 mana, summon a 1/1 token at the end of every turn (not your opponent's turns), Fatigue damage inflicted to you is doubled. --- an option, which could be interesting for Control Warrior or Astral Communion decks
3. Instead of drawing a card, you get to look at the top three cards of your deck and are allowed to choose one card and add that to your hand. Only applies when you have max. 10 more health points than your opponent and have less cards in hand than your opponent. --- this permanent Tracking ability could very well be broken, but I believe that the restrictions make it not too good. It gives more steam to faster decks, when actually finding themselves to almost run out of it. Also, this can prove to be a high-risk, high-reward choice for Midrange/Control players.
4. You get the ablity to overheal minions and your hero. But you can't overheal minions you play this turn, also inflict 1 damage to a random character at the start of every turn. --- An aura effect especially for Priest. The effect applies at the start of every turn, because of Execute actually :P
almost every game will be pay 2 win in a few years.
The names are so weird and fucked up.
My custom cards thread here (53 cards)
I got this idea for a tavern brawl:
Maybe it's not that good that you have to create a 30 cards deck but, the catch is that you don't pick class, you can pick any card from your collection, so you can do combos that you are not supposed to have.
I know we need to have less tavern brawl with "create your deck", but this way is easier, and I think it could be fun.
- Draft a 10 unique card deck. Put 2 extra copies of each card into your deck.
- Draft a 30 card deck. At the start of each turn choose which deck you want to draw a card from
"No one has ever done that, no one has EVER done that"
The create your own deck but having all the cards.
I still think the excuse could be that you are the Innkeeper.
I got Brawl idea: build deck of 3 cards. You start game with those cards in hand. There's no deck. Players don't take fatigue damage, but they will draw cards normally if they have any cards in deck to draw (for example due to Gang Up). Opponent decides outcome for random effects. End of each turn, if game state is same as last time it was checked during this player's end phase, add doom counter. When there's 3 doom counters, game is considered draw. Checking game state means to check cards in deck, cards in hand, minions in play, weapons equipped, secrets in play, amount of overloaded mana crystals amount of total mana crystals, and player's health+armor totals (when checking health+armor, only decrease in either players health+armor is considered as a change, because 2 warriors gaining more armor each turn isn't really progress). This doom counter thing is just to recognize situation where neither player can win the game and end those games draw.
Legendaries crafted so far: Dr. Boom, Kazakus, Lord Jaraxxus, Sylvanas Windrunner, Fire Plume's Heart, Mal'Ganis, Bloodreaver Gul'dan, Baku the Mooneater, Genn Greymane, Aya Blackpaw, Patches the Pirate, Leeroy Jenkins, Zilliax, Raid the Docks and ancharr
1 v 1 v 1 Brawl; 3 people enter, one person wins.
They'd have to redesign the whole board for this though, probably would take to much work. They'd have to make a triangular board. Every minion attack you need to decide which player you want to attack. AoE would affect both player's board (like Flamestrike). There would be much consideration: Which enemy is most dangerous? Who is playing what deck?
I think a Mill Deck would be pretty ratchet :)
In general, I would like to see way more brawls which tinker around with new ideas and game mechanics, even if they aren't as flashy. Let's give me two examples:
- The "Yu-Gi-Oh!"-Brawl: Every player has 40 cards in his deck, also the health is increased to 40. You start the game off with 5 cards, but there is no mulligan. Also, after every two turns (or maybe every turn - this would have to be tested), you discover a "chance card", which is actually a secret that is playable by every class (Let's say we have at least 12 of these). They would cost no mana, but they would either cause overload or need a card to be discarded so that they are not actually additional cards. The goal of this brawl would be to see, if Aggro, Combo and Control would be more balanced by giving the players more health and more cards while reducing the consistency. Also, this would be an attempt to test out new dimensions of this game by adding more complexity layers with these chance cards. Moreover, they could look into testing alternate win conditions in a similar brawl (which probably wouldn't be a good idea, but they still should test it) or adding a new type of minion or spell like the "Extra Deck" cards in Yu-Gi-Oh. Let's call them "Boss Monsters (BM)" (give me all the suggestions you can for a better name). These minions can only be played when you meet certain requirements. For example, there could be minions which can be only played when you discard two minions that cost 5 or more in addition to having a (probably little lower than usual) mana cost. Therefore, they can't be summoned when you only meet the mana requirement. In return, that minion has strong abilites to make up for the cost. An example here would be to give Control decks a minion which turns into a very huge AoE/heal to combat the even greater early-game advantage Aggro decks gain, because you have to run more higher costed cards in order to play the BM I mentioned.
- The "Aura" Brawl: There have been brawls which tested out aura effects which last for the whole game. Blizzard should really look into experimenting more with this idea. In my opinion, Aura effects should help balancing the matchups and therefore should be altered and changed pretty frequently. Maybe Aura effects should only be temporary. You all know that almost every deck has one or more terrIble matchups , which would get a bit more balanced by the aura effects. As a difference to the last similar brawls, this time the aura effects should have a positive and a negative ability, so that you really have to think about what you choose. Also there could be different effects to choose from for every class. But these effects shouldn't be too strong, the effects should actually be pretty weak, so that a wrong choice doesn't immediately lose you the game, but the a good choice helps you a little bit. The Aura effects can be chosen after you see the opponent's class and before your mulligan. Examples here for temporary and permanent effects would be:
1. Opposing minions have -1 attack, your cards cost (1) more. Lasts for 5 turns. --- Anti-Aggro effect
2. After you reached 10 mana, summon a 1/1 token at the end of every turn (not your opponent's turns), Fatigue damage inflicted to you is doubled. --- an option, which could be interesting for Control Warrior or Astral Communion decks
3. Instead of drawing a card, you get to look at the top three cards of your deck and are allowed to choose one card and add that to your hand. Only applies when you have max. 10 more health points than your opponent and have less cards in hand than your opponent. --- this permanent Tracking ability could very well be broken, but I believe that the restrictions make it not too good. It gives more steam to faster decks, when actually finding themselves to almost run out of it. Also, this can prove to be a high-risk, high-reward choice for Midrange/Control players.
4. You get the ablity to overheal minions and your hero. But you can't overheal minions you play this turn, also inflict 1 damage to a random character at the start of every turn. --- An aura effect especially for Priest. The effect applies at the start of every turn, because of Execute actually :P