Hello fellow players, i would like to get to a discussion about spare parts. Iv read a lot of comments in different threads about GvG cards that generate spare parts (one way or another) and most of the time ppl r hating the cards or concept of spare parts itself and i would like to know why.
Sure trump said they r worth 1/2 card or so etc. and most ppl r holding on to this argument and thats the only thing they care about. But the same argument can actualy be the thing that increases the value of these cards no? Cause when ur spending 1/2 card (and basicly free card) and 1 mana to help your minion stay alive or trade up with more coslty minion then u r gettin more value out of him or forcing opponent to spend resources to deal with it (in a worst case scenario u r forcing him to spend 2 mana on hero ablitiy for your 1 mana ). Not to mention they were confirmed spells, so now u have increased value when u combo it with Gadzetan, Wild Pyro, Antonidas, Illidan, Violet Teacher and so on ...
Talking about arena value of spare parts is probably premature, but i think they will have pretty big impact on your games more so then in constructed.
I simply dont understand why ppl r so hatefull about this concept i find it refreshing and nice mixing up the game style. Do try to be civil when u post your answers but at same time im rly interested in reasons why u hate (or not) spare parts ;-)
I'm not sure why they should be classed as spell cards. They are clearly supposed to be objects rather than spells. Having said that they will be an interesting addition to the game.
Sorry to sound so completely out of it, but I've had other things on my plate & haven't paid much attention. I'll spend some time on catching up today.
Anyway, so the idea is that people would have these extra "spare parts" cards, in addition to the reg. cards? So that it would probably act just like "Mark of the Wild" for druids? In other words they would be a potential buff for one (or more?) of your minions?
I'm all in favor of buffs, but since the number of cards you can keep in your hand is very limited, wouldn't it cause problems there? At least in the earlier rounds when everyone still has bunches of cards.
It would be nice if they were handled differently than normal cards... you know? Some alteration in the GUI where spare parts could be stored... like the inventory thing in other games.
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we are not amused....
(nothing upsets a delicate situation like a large explosion...)
Spare parts advance the mill game plan so damn greatly.
If anyone plays Mech-Bear-Cat -- Shiv + Eviscarate + Sap will likely kill it, and then -- Coldlight Oracle gets to burn two to six cards depending on whether or not the rogue had preparation and/or several shadowsteps on turn 8.
They are random, You can't always get what you want and sometimes you'll get the only part you don't want at that moment. And that probably scares some people.
I consider them a bonus, so far all of the cards that add Spare Parts do so for "free" meaning that there isn't losst of stats for the Part added, I'm not sure a "Spare Parts Decks" would be something i'd do since the randomness of it means you can't really plan on how to play it but if given a choice between a Clockwork Gnome | Murloc Raider | Stonetusk Boar I'd go with the gnome.
So far there aren't enough sorces of spare parts to make them a viable strategy but we haven't seen the full set yet, Who knows if a "Murloc'o Party" isn't on the way!
The big reason is that they are worth more than 1/2 a mana is because, since they are all 1 mana (and they come fairly easily if you build a deck around them) they can fill out your curve.
e.g., only have a harvest golem to play on turn 4, add a spare part and boost him to a 2/4. Then only a keeper of the grove for turn 5? Boost him with a spare part!
So, they would only exist within the matchup? Too bad... if you could keep them & eventually build your very own "Mecha-zilla" it would add a whole new interest in card crafting.
I do like to tinker with stuff. Even if the crafting mechanism was not open-ended. You know? You couldn't build just anything but there were several different ways you could combine things. Like you finally get 3 "thingies" (say that each grant +1 health) that with some dust become 1"doodad"(+3 health), or 2 "thingies" +1 "whatzit" = 1 "gizmo" (+1/+2 attack & health).
It could work kind of like those games that have socketed gear for your hero that you can enhance in various ways. Then there would have to be a limiting system also. You couldn't just stack buff after buff on your Murloc Raider until it becomes "The Beast that Ate the World".
Well, that's probably way too complicated... it will be interesting though.
Rollback Post to RevisionRollBack
we are not amused....
(nothing upsets a delicate situation like a large explosion...)
The problem is that some people are looking at spare parts as if they're supposed to be "full value", general purpose cards. But they obviously aren't balanced like that; Looking at Toshley and Clockwork Gnome, "spare part draw" is priced around 0.5 mana, while normal card draw is priced somewhere around 1.5 - 2 mana. Spare parts are supposed to be neat gimmicks that give you flexibility; Comparing them to normal card is nonsensical. However, you can use them for beneficial trading, for stealthing a high-value minion, for tbk-ing something, for bgh-ing something, simply filling up your curve, taunting something to slow the opponent down ... and so on.
Well, if it has to be sort of a "on the fly" sort of thing, The very limited time for making a play will seem much more restrictive. I certainly don't generally need the whole time period, but sometimes I do. Especially later in the game, when You need to decide between different plays, and also the order of those plays to get the best value out of your pieces.
Now, if you add the process of choosing which minion when buffed will best take out/stall which enemy minion, well... it can't help but add more complexity (& time) to the play.
Rollback Post to RevisionRollBack
we are not amused....
(nothing upsets a delicate situation like a large explosion...)
The thing with spare parts is that they are situational, you have 1 out 7 cards you can get, so its only 14% probability you'll get the one you want.
Think that if these were cards that you could put into your deck, you wouldn't use them, there are very low value and still cost 1 mana.
They can combo with the cards you've mentioned but these cards are part of specific decks, and the utility is in the Gadzetan, Wild Pyro, Antonidas, Illidan, Violet Teacher and not necessarily in the spare parts, let's say that the spare part was a 0 mana spell card with the text "Does Nothing" they would have more value when combined with those cards.
I'm not against spare parts but I'm not excited about them either, I don't think I'll be playing any deck based on them.
Well I think you're kind of missing the point about spare parts. I don't think we should look at them as being "situational," but more about them being "flexible." If you're behind your opponent on board control, one or more of these cards could help you turn the tide. Sure, RNG decides which parts you get, but then its up to the player to strategize and maximize the benefit of using spare parts in just the right way.
I also agree with you, but the way I see Spellbender is as an unexpected card that messes with the opponent's play.
However, even with Mad Scientist or Kirin Tor Mage I wouldn't play it in this meta because all the aggro decks hardly ever play a spell on a minion. At least with Spare Parts, you could be certain that your secret triggers at some point, even for a lower value than hoped for.
Interesting thing to consider, it might be seen as buff to the Spellbender (and it kinda is) as it WILL proc but it might as well be seen as nerf to Counterspell, cause now u have "1 mana free card" to check for it and trade for 3 mana card and save your precious spell to actualy use it as u intended :)
Hello fellow players, i would like to get to a discussion about spare parts. Iv read a lot of comments in different threads about GvG cards that generate spare parts (one way or another) and most of the time ppl r hating the cards or concept of spare parts itself and i would like to know why.
Sure trump said they r worth 1/2 card or so etc. and most ppl r holding on to this argument and thats the only thing they care about. But the same argument can actualy be the thing that increases the value of these cards no? Cause when ur spending 1/2 card (and basicly free card) and 1 mana to help your minion stay alive or trade up with more coslty minion then u r gettin more value out of him or forcing opponent to spend resources to deal with it (in a worst case scenario u r forcing him to spend 2 mana on hero ablitiy for your 1 mana ). Not to mention they were confirmed spells, so now u have increased value when u combo it with Gadzetan, Wild Pyro, Antonidas, Illidan, Violet Teacher and so on ...
Talking about arena value of spare parts is probably premature, but i think they will have pretty big impact on your games more so then in constructed.
I simply dont understand why ppl r so hatefull about this concept i find it refreshing and nice mixing up the game style. Do try to be civil when u post your answers but at same time im rly interested in reasons why u hate (or not) spare parts ;-)
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I'm not sure why they should be classed as spell cards. They are clearly supposed to be objects rather than spells. Having said that they will be an interesting addition to the game.
Sorry to sound so completely out of it, but I've had other things on my plate & haven't paid much attention. I'll spend some time on catching up today.
Anyway, so the idea is that people would have these extra "spare parts" cards, in addition to the reg. cards? So that it would probably act just like "Mark of the Wild" for druids? In other words they would be a potential buff for one (or more?) of your minions?
I'm all in favor of buffs, but since the number of cards you can keep in your hand is very limited, wouldn't it cause problems there? At least in the earlier rounds when everyone still has bunches of cards.
It would be nice if they were handled differently than normal cards... you know? Some alteration in the GUI where spare parts could be stored... like the inventory thing in other games.
we are not amused....
(nothing upsets a delicate situation like a large explosion...)
Spare parts advance the mill game plan so damn greatly.
If anyone plays Mech-Bear-Cat -- Shiv + Eviscarate + Sap will likely kill it, and then -- Coldlight Oracle gets to burn two to six cards depending on whether or not the rogue had preparation and/or several shadowsteps on turn 8.
They are random, You can't always get what you want and sometimes you'll get the only part you don't want at that moment. And that probably scares some people.
I consider them a bonus, so far all of the cards that add Spare Parts do so for "free" meaning that there isn't losst of stats for the Part added, I'm not sure a "Spare Parts Decks" would be something i'd do since the randomness of it means you can't really plan on how to play it but if given a choice between a Clockwork Gnome | Murloc Raider | Stonetusk Boar I'd go with the gnome.
So far there aren't enough sorces of spare parts to make them a viable strategy but we haven't seen the full set yet, Who knows if a "Murloc'o Party" isn't on the way!
The big reason is that they are worth more than 1/2 a mana is because, since they are all 1 mana (and they come fairly easily if you build a deck around them) they can fill out your curve.
e.g., only have a harvest golem to play on turn 4, add a spare part and boost him to a 2/4. Then only a keeper of the grove for turn 5? Boost him with a spare part!
InB4 a Mech card that gives you a spare part for every spell you use ....
So, they would only exist within the matchup? Too bad... if you could keep them & eventually build your very own "Mecha-zilla" it would add a whole new interest in card crafting.
I do like to tinker with stuff. Even if the crafting mechanism was not open-ended. You know? You couldn't build just anything but there were several different ways you could combine things. Like you finally get 3 "thingies" (say that each grant +1 health) that with some dust become 1"doodad"(+3 health), or 2 "thingies" +1 "whatzit" = 1 "gizmo" (+1/+2 attack & health).
It could work kind of like those games that have socketed gear for your hero that you can enhance in various ways. Then there would have to be a limiting system also. You couldn't just stack buff after buff on your Murloc Raider until it becomes "The Beast that Ate the World".
Well, that's probably way too complicated... it will be interesting though.
we are not amused....
(nothing upsets a delicate situation like a large explosion...)
The problem is that some people are looking at spare parts as if they're supposed to be "full value", general purpose cards. But they obviously aren't balanced like that; Looking at Toshley and Clockwork Gnome, "spare part draw" is priced around 0.5 mana, while normal card draw is priced somewhere around 1.5 - 2 mana. Spare parts are supposed to be neat gimmicks that give you flexibility; Comparing them to normal card is nonsensical. However, you can use them for beneficial trading, for stealthing a high-value minion, for tbk-ing something, for bgh-ing something, simply filling up your curve, taunting something to slow the opponent down ... and so on.
Well, if it has to be sort of a "on the fly" sort of thing, The very limited time for making a play will seem much more restrictive. I certainly don't generally need the whole time period, but sometimes I do. Especially later in the game, when You need to decide between different plays, and also the order of those plays to get the best value out of your pieces.
Now, if you add the process of choosing which minion when buffed will best take out/stall which enemy minion, well... it can't help but add more complexity (& time) to the play.
we are not amused....
(nothing upsets a delicate situation like a large explosion...)
Well I think you're kind of missing the point about spare parts. I don't think we should look at them as being "situational," but more about them being "flexible." If you're behind your opponent on board control, one or more of these cards could help you turn the tide. Sure, RNG decides which parts you get, but then its up to the player to strategize and maximize the benefit of using spare parts in just the right way.
If you aren't playing Paladin, you're doing it wrong.
Well.... then there ought to be a penalty for littering! :)
we are not amused....
(nothing upsets a delicate situation like a large explosion...)
I think that would OP in a mill deck if the parts remain spells...
That + Cho = enemy hand full of spare parts
I would agree with you, but negating buffing a 1 mana value minion with a less-than-1 mana buff =/= the 3 mana it takes to play the secret.
Interesting thing to consider, it might be seen as buff to the Spellbender (and it kinda is) as it WILL proc but it might as well be seen as nerf to Counterspell, cause now u have "1 mana free card" to check for it and trade for 3 mana card and save your precious spell to actualy use it as u intended :)
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No, of course not. Cloakfield simply stealths the minion; the opponent can't attack it directly with minions or spells.