pyro equality should be nerfed, 4 mana clear the board.
Costs 2 cards though... the extra card drawn needed is equivalent to some amount of mana and also the chance to have them both in hand.
I mind many warrior combo's / options being generally too powerful, but I don't mind crazy multi-combo's like using pyro + commanding shout + a few other spells to kill of an entire board. Props if you can manage that actually.
I believe such non-interactive combos that punish the opponent for simply trying to put minions on the board aren't fun at all and should not be allowed to exists .
Several cards and combos already exist that punish opponents for "simply trying to put minions on the board".
Why is your example any different? HS has embraced these mechanisms for precisely the reason that they create doubt in players mind when stuffing the board with minions.
Wild Pyro + commanding shout is different because of 2 big reasons:
1 It does not care about sticky minions that would resist to a single Aoe meaning you can not play around it.
2 The opponent can draw cards at the same time leaving him with both the tempo and the card advantage because he still has minions on the board and a lot of cards in hand.
Vicious Syndicate tracks about two dozen decks. One of them runs the combo you dislike. It's the twenty-second best deck, or third-worst, depending upon perspective. It isn't a viable deck, but some people enjoy playing it, because combo decks can be fun. Occasionally, the deck clears the opponent's board while drawing a few cards, but it's an inefficient three card, 7-mana combo - hence the deck's relegation to Tier 4. Nerfing individual cards which occasionally find a place in inconsistent, multi-card combos in bad decks seems entirely unnecessary, especially given the role which Pyro plays in perfectly viable decks which do not run the combo you apparently dislike. What effect would a Pyro nerf have on the entire control archetype in Hearthstone? Unfortunately, it's pretty obvious that you haven't given the matter much thought, and people are responding to you in a predictable manner as a result. Honestly, this thread ought to be closed.
Why do you want to kill priest even further? Making Wild Pyro friendly-only removes one of Priest's mass removal options. It'd also greatly hurt Paladins. Nerfing two classes which don't really need nerfs to target Warrior is a bad plan.
If you really want to kill Wild Pyro/Commanding Shout, go after Commanding Shout. It's a cute effect, but only a few players would miss it. Heck, with Pyromancer is the first time it's seen play. Just delete it from the base set, or remove the card draw or something. Likewise, nerf Battle Rage, by making it damage minions only, and not characters (so you don't draw a card for the Hero). The problem with Combo decks aren't usually the combos themselves, but the fact that the deck has too much potential to dig through and get it.
Or don't do any of that. Emperor Thaurissan will leave Standard in a few months. Without Emperor procs to reduce the cost, you can't fit Faceless Manipulator into the combo. When you don't have a Faceless, you need a lot more specific cards and all of them in hand at once to get to 30 charged damage. Worgen {4} + Charge {2} + 2x Inner Rage {2+2} + Rampage {3} + Cruel Taskmaster {2} is exactly 30 and exactly 10 mana, but it's also six specific cards where the singles are probably 1-of, which then can't be used to help survive until you've put the whole thing together.
Why do you want to kill priest even further? Making Wild Pyro friendly-only removes one of Priest's mass removal options. It'd also greatly hurt Paladins. Nerfing two classes which don't really need nerfs to target Warrior is a bad plan.
If you really want to kill Wild Pyro/Commanding Shout, go after Commanding Shout. It's a cute effect, but only a few players would miss it. Heck, with Pyromancer is the first time it's seen play. Just delete it from the base set, or remove the card draw or something. Likewise, nerf Battle Rage, by making it damage minions only, and not characters (so you don't draw a card for the Hero). The problem with Combo decks aren't usually the combos themselves, but the fact that the deck has too much potential to dig through and get it.
Or don't do any of that. Emperor Thaurissan will leave Standard in a few months. Without Emperor procs to reduce the cost, you can't fit Faceless Manipulator into the combo. When you don't have a Faceless, you need a lot more specific cards and all of them in hand at once to get to 30 charged damage. Worgen {4} + Charge {2} + 2x Inner Rage {2+2} + Rampage {3} + Cruel Taskmaster {2} is exactly 30 and exactly 10 mana, but it's also six specific cards where the singles are probably 1-of, which then can't be used to help survive until you've put the whole thing together.
I do not mind the combo at all . If it's after turn 10 and I couldn't kill my opponent till than he can have his winning wargen combo .
I just mind the removals that come out of nowhere without giving me any chance to react or prevent them . So to put it simply I respect moves that try to win the game, but I hate the moves that do not try to win but just prevent the opponent from winning .
The way I see hearthstone is a race where each player runs to the finish line . But while some try to win by simply running as fast as they can , others continually put obstacles in their opponents way and move the finish line, which feels unfair from the other's perspective .
I do not mind the combo at all . If it's after turn 10 and I couldn't kill my opponent till than he can have his winning wargen combo .
I just mind the removals that come out of nowhere without giving me any chance to react or prevent them . So to put it simply I respect moves that try to win the game, but I hate the moves that do not try to win but just prevent the opponent from winning .
The way I see hearthstone is a race where each player runs to the finish line . But while some try to win by simply running as fast as they can , others continually put obstacles in their opponents way and move the finish line, which feels unfair from the other's perspective .
1) if you're fine losing on turn 10, good for you i guess, I enjoy playing games that range from turn 3 to turn 8, and if we extend going to turn 14 is just fine. 2) Removal is vital for a card game to exist, preventing your opponent from winning the game is half the freakin' game, how has you been palying this 2 entire years of HS existence? Is this your fist card game? Honest question, because that comment makes me think this is your first contact with a card game, damn, any online game for that matter, all games has direct counters, spot removal is the counter against big strong minions, board clears are the counters to overextending. 3) You're looking at the game wrong, this is not a race, even aggro decks needs to think of their tempo, overextending is a mistake, and you need to learn from them.
You have a lot left to learn about card games, and I don't care if you have reached legend rank with your aggro decks or not, this is not about ranks but about being able to think 1,2,3, 4 turns ahead, know your opponents decks without the need of an app or knowing how to run YOUR deck without overcompromising your strategy.
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There is nothing left if you can not has the right to bear your arms - werebear 2016-eternity campaign
I do not mind the combo at all . If it's after turn 10 and I couldn't kill my opponent till than he can have his winning wargen combo .
I just mind the removals that come out of nowhere without giving me any chance to react or prevent them . So to put it simply I respect moves that try to win the game, but I hate the moves that do not try to win but just prevent the opponent from winning .
The way I see hearthstone is a race where each player runs to the finish line . But while some try to win by simply running as fast as they can , others continually put obstacles in their opponents way and move the finish line, which feels unfair from the other's perspective .
1) if you're fine losing on turn 10, good for you i guess, I enjoy playing games that range from turn 3 to turn 8, and if we extend going to turn 14 is just fine. 2) Removal is vital for a card game to exist, preventing your opponent from winning the game is half the freakin' game, how has you been palying this 2 entire years of HS existence? Is this your fist card game? Honest question, because that comment makes me think this is your first contact with a card game, damn, any online game for that matter, all games has direct counters, spot removal is the counter against big strong minions, board clears are the counters to overextending. 3) You're looking at the game wrong, this is not a race, even aggro decks needs to think of their tempo, overextending is a mistake, and you need to learn from them.
You have a lot left to learn about card games, and I don't care if you have reached legend rank with your aggro decks or not, this is not about ranks but about being able to think 1,2,3, 4 turns ahead, know your opponents decks without the need of an app or knowing how to run YOUR deck without overcompromising your strategy.
If I wanted to think 3-4 turns ahead I would just go play chess .
I like Hearthstone because it's rng . No matter how much you try to control it you will lose if the game does not reward your efforts .
So that's why I like strategies that do not require much effort and also result in good outcomes .
About overextending: For some decks not overextending is the same as overextending and than getting "punished" for it . If you are a zoo and you do not put minions on the board you are not going to win .
About knowing the others deck : even knowing that the opponent could have that answer does not allow me to stop it in any way except for not playing my game at all which is the same as a concede in some situations .
If I wanted to think 3-4 turns ahead I would just go play chess .
I like Hearthstone because it's rng . No matter how much you try to control it you will lose if the game does not reward your efforts .
So that's why I like strategies that do not require much effort and also result in good outcomes .
About overextending: For some decks not overextending is the same as overextending and than getting "punished" for it . If you are a zoo and you do not put minions on the board you are not going to win .
Then you're playing the wrong game, go find something that is not a card game, even aggro decks require a lot of thinking ahead, and HS is super soft on this aspect and ask you to think only 1 or 2 turns ahead, yet you can't just vomit your entire hand and expect to win every time, you're facing humans not bots that will be predictable, like you're being.
Nah, if you had a good plan over several turns you will see that overextending is a mistake and you will have a good board state during the whole match and not just for a couple of turns before the enemy wipes your game. With shaman if you're above 4 creatures you're playing it wrong unless you're sure your opponent has spent his strongest wipes, for warlock there is not even a discution there, if you're overextending, using your hero power and still losing that's your fault completely, drawing cards is arguably the strongest action in a card game.
I do not mind the combo at all . If it's after turn 10 and I couldn't kill my opponent till than he can have his winning wargen combo .
I just mind the removals that come out of nowhere without giving me any chance to react or prevent them . So to put it simply I respect moves that try to win the game, but I hate the moves that do not try to win but just prevent the opponent from winning .
The way I see hearthstone is a race where each player runs to the finish line . But while some try to win by simply running as fast as they can , others continually put obstacles in their opponents way and move the finish line, which feels unfair from the other's perspective .
1) if you're fine losing on turn 10, good for you i guess, I enjoy playing games that range from turn 3 to turn 8, and if we extend going to turn 14 is just fine. 2) Removal is vital for a card game to exist, preventing your opponent from winning the game is half the freakin' game, how has you been palying this 2 entire years of HS existence? Is this your fist card game? Honest question, because that comment makes me think this is your first contact with a card game, damn, any online game for that matter, all games has direct counters, spot removal is the counter against big strong minions, board clears are the counters to overextending. 3) You're looking at the game wrong, this is not a race, even aggro decks needs to think of their tempo, overextending is a mistake, and you need to learn from them.
You have a lot left to learn about card games, and I don't care if you have reached legend rank with your aggro decks or not, this is not about ranks but about being able to think 1,2,3, 4 turns ahead, know your opponents decks without the need of an app or knowing how to run YOUR deck without overcompromising your strategy.
If I wanted to think 3-4 turns ahead I would just go play chess .
I like Hearthstone because it's rng . No matter how much you try to control it you will lose if the game does not reward your efforts .
So that's why I like strategies that do not require much effort and also result in good outcomes .
About overextending: For some decks not overextending is the same as overextending and than getting "punished" for it . If you are a zoo and you do not put minions on the board you are not going to win .
Then you're playing the wrong game, go find something that is not a card game, even aggro decks require a lot of thinking ahead, and HS is super soft on this aspect and ask you to think only 1 or 2 turns ahead, yet you can't just vomit your entire hand and expect to win every time, you're facing humans not bots that will be predictable, like you're being.
Nah, if you had a good plan over several turns you will see that overextending is a mistake and you will have a good board state during the whole match and not just for a couple of turns before the enemy wipes your game. With shaman if you're above 4 creatures you're playing it wrong unless you're sure your opponent has spent his strongest wipes, for warlock there is not even a discution there, if you're overextending, using your hero power and still losing that's your fault completely, drawing cards is arguably the strongest action in a card game.
You criticize my play without even knowing how I play .
Would you mind adding me to play a friendly game ?
You criticize my play without even knowing how I play .
Would you mind adding me to play a friendly game ?
I'm not criticizing anything without reason, I said "card games require thinking ahead" you said "I don't like thinking ahead" all I repplied to was your own comments on your play style wich, imo, is not suited for card games. Everybody has been telling you how to overcome that mentality of overextending, yet, you insist that's a good way to play, when several people has told you that is not.
And whatever sure :) I'm at work right now, I will repply to this when I get home and get access to hearthstone ('cause I don't remember my #number :P) Or send me your usertag I'm not going to play a "dick contest" with you if that's what you want.
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There is nothing left if you can not has the right to bear your arms - werebear 2016-eternity campaign
You criticize my play without even knowing how I play .
Would you mind adding me to play a friendly game ?
I'm not criticizing anything without reason, I said "card games require thinking ahead" you said "I don't like thinking ahead" all I repplied to was your own comments on your play style wich, imo, is not suited for card games. Everybody has been telling you how to overcome that mentality of overextending, yet, you insist that's a good way to play, when several people has told you that is not.
And whatever sure :) I'm at work right now, I will repply to this when I get home and get access to hearthstone ('cause I don't remember my #number :P) Or send me your usertag I'm not going to play a "dick contest" with you if that's what you want.
I understand your argument but what you don't seem to understand is that the no overextend plan does not work for certain decks that are specifically made to do just that .
Let's say you play zoo against a warrior . what are you going to do to not overextend ? Play a single minion at one time ? The warrior would laugh at you . You have to play a couple of minions . But they all have low health . So they get wrecked by the pyro . Than you have an empty board and so you play forbidden ritual or another couple of small minions . But than warrior just plays goul and than the game it's pretty much over .
Your only hope of ever winning that game is to go all in and prey that you can kill the warrior before he gets his combo clear . Because if you play little by little and you give him time you do exactly what he wants anyways because all he wants is time .
I only talked about zoo because it's the most obvious example but the same principle applies to other match ups .
I understand your argument but what you don't seem to understand is that the no overextend plan does not work for certain decks that are specifically made to do just that .
Let's say you play zoo against a warrior . what are you going to do to not overextend ? Play a single minion at one time ? The warrior would laugh at you . You have to play a couple of minions . But they all have low health . So they get wrecked by the pyro . Than you have an empty board and so you play forbidden ritual or another couple of small minions . But than warrior just plays goul and than the game it's pretty much over .
Your only hope of ever winning that game is to go all in and prey that you can kill the warrior before he gets his combo clear . Because if you play little by little and you give him time you do exactly what he wants anyways because all he wants is time .
I only talked about zoo because it's the most obvious example but the same principle applies to other match ups .
I would mulligan for imp and peddler, let everything else go and focus on drawing argus or OTK with leeroy/doomguards depend if you're playing discard or basic zoolock.
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There is nothing left if you can not has the right to bear your arms - werebear 2016-eternity campaign
You play a couple, and bait them to use mass removal. You don't play everything you can play, empty your hand, then complain about your board getting wiped. Always keep something in hand, always draw more with Life Tap. No mass removal? Add 1 more, go face. See if they want to use it now. If they let you smack their face constantly with 3minions on board, they will lose. Right after they blow their board removal, you re-populate the board. If they happen to have another mass removal right after - they had a better hand and you lose. If not - they get stomped on the next turn.
And yes, think ahead. :) Right now, you play like a very "casual" zoo player. If you want to be good with zoo - the first rule is to know when not to over-extend. Finally, Combo Warrior is a bad matchup for Zoo, that's just the way it is. But Shaman is a good matchup, for example. Use the knowledge of those matchups and you'll feel better when you lose against decks that are supposed to beat you 70% of the time. Yesterday I played control C'Thun Warrior (Lifecoach variant) against Zoo, and my opponent did not really have a chance, with the cards I had in hand. But that happens. I lost against a Hunter though, did not bother me. I was underdog in that fight anyway.
You play a couple, and bait them to use mass removal. You don't play everything you can play, empty your hand, then complain about your board getting wiped. Always keep something in hand, always draw more with Life Tap. No mass removal? Add 1 more, go face. See if they want to use it now. If they let you smack their face constantly with 3minions on board, they will lose. Right after they blow their board removal, you re-populate the board. If they happen to have another mass removal right after - they had a better hand and you lose. If not - they get stomped on the next turn.
And yes, think ahead. :) Right now, you play like a very "casual" zoo player. If you want to be good with zoo - the first rule is to know when not to over-extend. Finally, Combo Warrior is a bad matchup for Zoo, that's just the way it is. But Shaman is a good matchup, for example. Use the knowledge of those matchups and you'll feel better when you lose against decks that are supposed to beat you 70% of the time. Yesterday I played control C'Thun Warrior (Lifecoach variant) against Zoo, and my opponent did not really have a chance, with the cards I had in hand. But that happens. I lost against a Hunter though, did not bother me. I was underdog in that fight anyway.
Trust me . I know how to play my decks .
My problem is I get very tilted when the opponent has all the answers even though I tried my best to play around them . In my experience the only way to win a 30-70 chance game is to not play around anything and just hope that the opponent got horrible hand . If you do not take rinks you are less likely to win anyway .
But what is bad designed in hearthstone is that those match ups even exist . Even an experienced player can not usually win a bad match up . This makes hearthstone just a little more complicated version of "rock, paper, scissors" .
If you play other E sport game like for example FIFA you always start with around 50% chance to win .
That happens man. Sometimes your opponent will have every answer in the book, and that's how this game works. Once you accept it, or count the times you had every card you needed to win, you'll see it balances out after a while. Don't get tilted, what can I tell you? ;) Accept HS for what it is, and suddenly it becomes much more fun to play. And BTW, I don't think it's a very good e-sport game at all. Some will disagree, but I'll take a good FPS or a fighting game over a card game any time. I used to play arcade fighting games, like Tekken, for money and I won some tournaments too when I was younger. Those games require true skill, if you need to hit a specific move in just 1 frame - 1/60 of a second. And that's just one example. Everything is controlled by you and you only. Card draw and opening hand cannot be controlled, and sometimes you will lose a game during the mulligan process.
But what is bad designed in hearthstone is that those match ups even exist . Even an experienced player can not usually win a bad match up . This makes hearthstone just a little more complicated version of "rock, paper, scissors" .
If you play other E sport game like for example FIFA you always start with around 50% chance to win .
This two t hings right here. Yes, I agree, is bad design on blizzard's part, if you play any other card game you can see how harder is to get into this situations, 1 on 8 games I don't find a single answer to what my opponent is doing while in magic or HEX or even the weird duelyst. Here? half the time the matches are desided in favor or against based on purely bad luck because the draw probability is null. You have the same chance of drawing an useless 8 mana card on turn 2 than to draw an useless 1 mana 1/1 with divine shield on turn 8. BUT, that's the spirit of the game, and is when people try to force the casual spirit of hearthstone into refined master mind decks that the game gets stale and more complicated than it really is.
Oh, and card games ARE a more complicated rock,papers, scissors, is literally one of the main comparison when explaining card games to new players.
Finally, welp, card games are a special kind of games in the videogames world, you have to think of them as board games first (like monopoly or risk) and then as a competitive-tournament-level game. And if HS wants to leave it's 100% board game status, it needs to go through a LOT of changes, and I think they shouldn't since the game is perfectly fine as a digital board game of cards.
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There is nothing left if you can not has the right to bear your arms - werebear 2016-eternity campaign
I believe such non-interactive combos that punish the opponent for simply trying to put minions on the board aren't fun at all and should not be allowed to exists .
Several cards and combos already exist that punish opponents for "simply trying to put minions on the board".
Why is your example any different? HS has embraced these mechanisms for precisely the reason that they create doubt in players mind when stuffing the board with minions.
Wild Pyro + commanding shout is different because of 2 big reasons:
1 It does not care about sticky minions that would resist to a single Aoe meaning you can not play around it.
2 The opponent can draw cards at the same time leaving him with both the tempo and the card advantage because he still has minions on the board and a lot of cards in hand.
Not really different. A Paladin has Solemn Vigil that he/she can play with the combos above to get cheap card draw which refutes your second point. And I've no idea what you are talking about with your first point.
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Overloaded Mana Addict
Why do you want to kill priest even further? Making Wild Pyro friendly-only removes one of Priest's mass removal options. It'd also greatly hurt Paladins. Nerfing two classes which don't really need nerfs to target Warrior is a bad plan.
If you really want to kill Wild Pyro/Commanding Shout, go after Commanding Shout. It's a cute effect, but only a few players would miss it. Heck, with Pyromancer is the first time it's seen play. Just delete it from the base set, or remove the card draw or something. Likewise, nerf Battle Rage, by making it damage minions only, and not characters (so you don't draw a card for the Hero). The problem with Combo decks aren't usually the combos themselves, but the fact that the deck has too much potential to dig through and get it.
Or don't do any of that. Emperor Thaurissan will leave Standard in a few months. Without Emperor procs to reduce the cost, you can't fit Faceless Manipulator into the combo. When you don't have a Faceless, you need a lot more specific cards and all of them in hand at once to get to 30 charged damage. Worgen {4} + Charge {2} + 2x Inner Rage {2+2} + Rampage {3} + Cruel Taskmaster {2} is exactly 30 and exactly 10 mana, but it's also six specific cards where the singles are probably 1-of, which then can't be used to help survive until you've put the whole thing together.
2) Removal is vital for a card game to exist, preventing your opponent from winning the game is half the freakin' game, how has you been palying this 2 entire years of HS existence? Is this your fist card game? Honest question, because that comment makes me think this is your first contact with a card game, damn, any online game for that matter, all games has direct counters, spot removal is the counter against big strong minions, board clears are the counters to overextending.
3) You're looking at the game wrong, this is not a race, even aggro decks needs to think of their tempo, overextending is a mistake, and you need to learn from them.
You have a lot left to learn about card games, and I don't care if you have reached legend rank with your aggro decks or not, this is not about ranks but about being able to think 1,2,3, 4 turns ahead, know your opponents decks without the need of an app or knowing how to run YOUR deck without overcompromising your strategy.
There is nothing left if you can not has the right to bear your arms - werebear 2016-eternity campaign
The combo is fine. I just don't like that commanding shout also draws a card. Warrior has more than enough card draw that also props the pyro effect.
Nah, if you had a good plan over several turns you will see that overextending is a mistake and you will have a good board state during the whole match and not just for a couple of turns before the enemy wipes your game. With shaman if you're above 4 creatures you're playing it wrong unless you're sure your opponent has spent his strongest wipes, for warlock there is not even a discution there, if you're overextending, using your hero power and still losing that's your fault completely, drawing cards is arguably the strongest action in a card game.
There is nothing left if you can not has the right to bear your arms - werebear 2016-eternity campaign
I think it's a pretty bullshit combo.
And whatever sure :) I'm at work right now, I will repply to this when I get home and get access to hearthstone ('cause I don't remember my #number :P) Or send me your usertag I'm not going to play a "dick contest" with you if that's what you want.
There is nothing left if you can not has the right to bear your arms - werebear 2016-eternity campaign
I can think of 20 card's that are more fit for nerfing without even trying...
Also what's with the ''my opponent killed my board/killed me'' nerf threads?
If we were to nerf anything it should be dr 4 or other stuff like that..
(also you can clearly see on the poll how nerf ready this combo is) :D
There is nothing left if you can not has the right to bear your arms - werebear 2016-eternity campaign
Nah it's not broken, plus it'd be silly for Blizzard to nerf Wild Pyromancer even though they left cards such as (most notoriously) Mysterious Challenger (who dominated the meta), Dr. Boom Doomhammer and Flamewreathed Faceless .
Fuck cubelock
You play a couple, and bait them to use mass removal. You don't play everything you can play, empty your hand, then complain about your board getting wiped. Always keep something in hand, always draw more with Life Tap. No mass removal? Add 1 more, go face. See if they want to use it now. If they let you smack their face constantly with 3minions on board, they will lose. Right after they blow their board removal, you re-populate the board. If they happen to have another mass removal right after - they had a better hand and you lose. If not - they get stomped on the next turn.
And yes, think ahead. :) Right now, you play like a very "casual" zoo player. If you want to be good with zoo - the first rule is to know when not to over-extend. Finally, Combo Warrior is a bad matchup for Zoo, that's just the way it is. But Shaman is a good matchup, for example. Use the knowledge of those matchups and you'll feel better when you lose against decks that are supposed to beat you 70% of the time. Yesterday I played control C'Thun Warrior (Lifecoach variant) against Zoo, and my opponent did not really have a chance, with the cards I had in hand. But that happens. I lost against a Hunter though, did not bother me. I was underdog in that fight anyway.
That happens man. Sometimes your opponent will have every answer in the book, and that's how this game works. Once you accept it, or count the times you had every card you needed to win, you'll see it balances out after a while. Don't get tilted, what can I tell you? ;) Accept HS for what it is, and suddenly it becomes much more fun to play. And BTW, I don't think it's a very good e-sport game at all. Some will disagree, but I'll take a good FPS or a fighting game over a card game any time. I used to play arcade fighting games, like Tekken, for money and I won some tournaments too when I was younger. Those games require true skill, if you need to hit a specific move in just 1 frame - 1/60 of a second. And that's just one example. Everything is controlled by you and you only. Card draw and opening hand cannot be controlled, and sometimes you will lose a game during the mulligan process.
Oh, and card games ARE a more complicated rock,papers, scissors, is literally one of the main comparison when explaining card games to new players.
Finally, welp, card games are a special kind of games in the videogames world, you have to think of them as board games first (like monopoly or risk) and then as a competitive-tournament-level game. And if HS wants to leave it's 100% board game status, it needs to go through a LOT of changes, and I think they shouldn't since the game is perfectly fine as a digital board game of cards.
There is nothing left if you can not has the right to bear your arms - werebear 2016-eternity campaign