Do you get triggered by the rope as much as I do? Well do I have the neutral quest card for you! Want to punish that troll that is roping on turn one? Hey buddy! "It's Your Move"! Late game and your friend in your casual game just said they quick afk for the rest room? BOOM! "It's your Move"! Seriously though, Blizzard really needs to make a classic card like this. I would waste my turn one every game for it.. casual, ladder, tournaments... every.. dang... time. I like its simple design in that the reward is really just playing it. You are trying to avoid finishing the quest, and the reward just puts things back to normal. There is a counter for this card already in game in Nozdormu, and now to think of it you could play It's your move and Nozdormu as a turn 10 combo for a large body and some auto damage to your enemies face. Anyway, I look forward to reading peoples thoughts on this no matter if they love or hate it. Check out the card below.
If you're going to punish someone for using an allotted game resource(time to think), then I think the downside for playing it(this card) should be much worse. Like... Reward: Lose the game, worse. Otherwise, it'll probably ACTUALLY see play in a lot of decks. Sure, it does get ultra-countered by nozdormu, but hey, that's not much worse than Jaraxxus being punished by Sacrificial Pact.
I could care less about roping lames....I'm doing something else when I play anyway and could give a fuck less. You want to waste your fucking time go right ahead genius. The game isn't rocket science. When I do quests at rank 10 playing with my legend card back and the matchup is not anywhere near your favor and you rope just shows how piss-poor of a lame you are....keep roping ill keep laughing while I watch tv and make my play in less than 2 seconds because I have already thought of my next 3-5 plays while playing my first play. You still lose and still suck so enjoy the rope genius and keep thinking how you will spend that 3 mana! oh boy, so many decisions and so little time......GAFL. Legend has it that if you can make legend rank roping every turn in every game you can put it on your resume. This will give you a leg up over the other people applying at taco bell for the drive-through lane. This will depend on whether you know what a resume is or how to fill out an application to begin with.
@Warnerve75 I love your way of thinking on the rope :)
I designed this card however with even pro's in mind. I get Sooooo bored watching pro's think through every single play that they can make only to make last minute rope plays. I would love to see the pro's make more mistakes with fast play type rules.
I could care less about roping lames....I'm doing something else when I play anyway and could give a fuck less. You want to waste your fucking time go right ahead genius. The game isn't rocket science. When I do quests at rank 10 playing with my legend card back and the matchup is not anywhere near your favor and you rope just shows how piss-poor of a lame you are....keep roping ill keep laughing while I watch tv and make my play in less than 2 seconds because I have already thought of my next 3-5 plays while playing my first play. You still lose and still suck so enjoy the rope genius and keep thinking how you will spend that 3 mana! oh boy, so many decisions and so little time......GAFL. Legend has it that if you can make legend rank roping every turn in every game you can put it on your resume. This will give you a leg up over the other people applying at taco bell for the drive-through lane. This will depend on whether you know what a resume is or how to fill out an application to begin with.
I actually kind of like the way MTGA roping works. Although it's much more complex with all the various priority controls, it would be interesting to be able to get a little more time whenever you get a new card. Let's say, each player had 30 seconds to make their move, and whenever they played a snip-snap, with a 2.5 second animation, they would get 2 seconds tacked on, with each iteration of the card granting a little less time. It make pulling off obscure APM OTKs a little bit easier.
Of course, this is just an interesting concept to delve into. Probably not good as an actual card in the game though :/
So, with this card, your opponent will get punished by roping every turn. But when you are the one who roping, the roping-damage just easily get cancelled. It doesn't seems fair for me. Yes nozdormu is the counterplay, but if the reward is not punishing enough, it basically counter nothing and just turn the rule back to normal. So, I think the reward should be more punishing, like "You will always on rope".
In average, you must be a fast player anyway if you play this card, so I believe you can do the turn in 15 seconds.
So, with this card, your opponent will get punished by roping every turn. But when you are the one who roping, the roping-damage just easily get cancelled. It doesn't seems fair for me. Yes nozdormu is the counterplay, but if the reward is not punishing enough, it basically counter nothing and just turn the rule back to normal. So, I think the reward should be more punishing, like "You will always on rope".
In average, you must be a fast player anyway if you play this card, so I believe you can do the turn in 15 seconds.
So if you play Chillwind Yeti, you get a 4/5 on your board but your opponent gets nothing. It doesn't seem fair to me. Weird logic.
If waiting for your opponent to take their turn bothers you that much, card games probably are not for you.
You could always just concede when someone ropes you.
Of course, people who intentionally rope every turn just to be annoying are assholes.
I think the best solution would be to shadow-ban the asshole ropers into a ladder where they only get matched with each other. It should be easy enough to identify who deliberately wastes time vs. who needs a single long turn to think things over once in a while.
So, with this card, your opponent will get punished by roping every turn. But when you are the one who roping, the roping-damage just easily get cancelled. It doesn't seems fair for me. Yes nozdormu is the counterplay, but if the reward is not punishing enough, it basically counter nothing and just turn the rule back to normal. So, I think the reward should be more punishing, like "You will always on rope".
In average, you must be a fast player anyway if you play this card, so I believe you can do the turn in 15 seconds.
So if you play Chillwind Yeti, you get a 4/5 on your board but your opponent gets nothing. It doesn't seem fair to me. Weird logic.
I honestly can't comprehend how your example related to my logic in my explanation. You should breakdown it if it actually related or you might just misinterpreted what I said.
I said it doesnt fair for a symmetrical effect (roping damage) to automatically negate itself when hit the user. Because it makes the card basically has no downside (it is 1-mana that always start in your hand). So everyone who doesnt have any play at turn 1 will just include it, while the only way to counter the card is by including 9 mana understatted minion. (Or just play faster, yes, but I talk about the card design) In my perspective, It basically force everyone to include nozdormu in the deck if they want to play normally. That kind of impact is particularly strong so the drawback should be high too.
So, with this card, your opponent will get punished by roping every turn. But when you are the one who roping, the roping-damage just easily get cancelled. It doesn't seems fair for me. Yes nozdormu is the counterplay, but if the reward is not punishing enough, it basically counter nothing and just turn the rule back to normal. So, I think the reward should be more punishing, like "You will always on rope".
In average, you must be a fast player anyway if you play this card, so I believe you can do the turn in 15 seconds.
So if you play Chillwind Yeti, you get a 4/5 on your board but your opponent gets nothing. It doesn't seem fair to me. Weird logic.
I honestly can't comprehend how your example related to my logic in my explanation. You should breakdown it if it actually related or you might just misinterpreted what I said.
I said it doesnt fair for a symmetrical effect (roping damage) to automatically negate itself when hit the user. Because it makes the card basically has no downside (it is 1-mana that always start in your hand). So everyone who doesnt have any play at turn 1 will just include it, while the only way to counter the card is by including 9 mana understatted minion. (Or just play faster, yes, but I talk about the card design) In my perspective, It basically force everyone to include nozdormu in the deck if they want to play normally. That kind of impact is particularly strong so the drawback should be high too.
You can't comprehend that me playing a card should have a benefit for myself and not my opponent? Wtf? The downside for this is, like all quests, that you have to spend your first turn playing this. And against a fast aggro deck, for example, this quest will have absolutely no effect at all. You can "counter" it by simply making effective plays.
If waiting for your opponent to take their turn bothers you that much, card games probably are not for you.
You could always just concede when someone ropes you.
Of course, people who intentionally rope every turn just to be annoying are assholes.
I think the best solution would be to shadow-ban the asshole ropers into a ladder where they only get matched with each other. It should be easy enough to identify who deliberately wastes time vs. who needs a single long turn to think things over once in a while.
dont think anyone intentionally ropes anymore, when i'm roping is usually either because someone called for a favor that required me to leave the pc or i suddenly got curious about something and went to google it
If waiting for your opponent to take their turn bothers you that much, card games probably are not for you.
You could always just concede when someone ropes you.
Of course, people who intentionally rope every turn just to be annoying are assholes.
I think the best solution would be to shadow-ban the asshole ropers into a ladder where they only get matched with each other. It should be easy enough to identify who deliberately wastes time vs. who needs a single long turn to think things over once in a while.
dont think anyone intentionally ropes anymore, when i'm roping is usually either because someone called for a favor that required me to leave the pc or i suddenly got curious about something and went to google it
And I hate to say it, but people should be able to punish you for going 'afk' like that. Just my opinion.
I rope all the time especially now. If you're playing netdecked lackey shit in casual mode or aggro in general i have free ropes for you, because if you are playing aggro in casual mode it's clear to me that you have time to wait instead of just playing it on ladder where you belong.
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Those who are given more in life, must not cling to it, but risk it all at every moment!
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Do you get triggered by the rope as much as I do? Well do I have the neutral quest card for you! Want to punish that troll that is roping on turn one? Hey buddy! "It's Your Move"! Late game and your friend in your casual game just said they quick afk for the rest room? BOOM! "It's your Move"! Seriously though, Blizzard really needs to make a classic card like this. I would waste my turn one every game for it.. casual, ladder, tournaments... every.. dang... time. I like its simple design in that the reward is really just playing it. You are trying to avoid finishing the quest, and the reward just puts things back to normal. There is a counter for this card already in game in Nozdormu, and now to think of it you could play It's your move and Nozdormu as a turn 10 combo for a large body and some auto damage to your enemies face. Anyway, I look forward to reading peoples thoughts on this no matter if they love or hate it. Check out the card below.
Haha fun topic! But seriously imo this isnt a big thing. Sorry that u get mad of this
If you're going to punish someone for using an allotted game resource(time to think), then I think the downside for playing it(this card) should be much worse. Like... Reward: Lose the game, worse. Otherwise, it'll probably ACTUALLY see play in a lot of decks. Sure, it does get ultra-countered by nozdormu, but hey, that's not much worse than Jaraxxus being punished by Sacrificial Pact.
Think of it this way, anyone can force me to watch them slow play, why shouldn't I have the option to force them to fast play?
I could care less about roping lames....I'm doing something else when I play anyway and could give a fuck less. You want to waste your fucking time go right ahead genius. The game isn't rocket science. When I do quests at rank 10 playing with my legend card back and the matchup is not anywhere near your favor and you rope just shows how piss-poor of a lame you are....keep roping ill keep laughing while I watch tv and make my play in less than 2 seconds because I have already thought of my next 3-5 plays while playing my first play. You still lose and still suck so enjoy the rope genius and keep thinking how you will spend that 3 mana! oh boy, so many decisions and so little time......GAFL. Legend has it that if you can make legend rank roping every turn in every game you can put it on your resume. This will give you a leg up over the other people applying at taco bell for the drive-through lane. This will depend on whether you know what a resume is or how to fill out an application to begin with.
@Warnerve75 I love your way of thinking on the rope :)
I designed this card however with even pro's in mind. I get Sooooo bored watching pro's think through every single play that they can make only to make last minute rope plays. I would love to see the pro's make more mistakes with fast play type rules.
Quality copypasta. Yikes/10
after tested mtga, hearthstone is blessing
because in mtga ppl can also rope you in your own fckin turn when they have instant, flash mechanic cards
is it gonna resolve or not ? it was disgusting experience, imagine s1 rope you on your turn...
but in general they should either decrease turn time limit or add an another mode in which ppl like playin against fast players .
@faksper That sounds like a nightmare!
A fast play league would be so nice.
I actually kind of like the way MTGA roping works. Although it's much more complex with all the various priority controls, it would be interesting to be able to get a little more time whenever you get a new card. Let's say, each player had 30 seconds to make their move, and whenever they played a snip-snap, with a 2.5 second animation, they would get 2 seconds tacked on, with each iteration of the card granting a little less time. It make pulling off obscure APM OTKs a little bit easier.
Of course, this is just an interesting concept to delve into. Probably not good as an actual card in the game though :/
Love the memery
Wished to be pink.
Then did.
Then fired myself.
Then did again.
So, with this card, your opponent will get punished by roping every turn. But when you are the one who roping, the roping-damage just easily get cancelled. It doesn't seems fair for me. Yes nozdormu is the counterplay, but if the reward is not punishing enough, it basically counter nothing and just turn the rule back to normal. So, I think the reward should be more punishing, like "You will always on rope".
In average, you must be a fast player anyway if you play this card, so I believe you can do the turn in 15 seconds.
So if you play Chillwind Yeti, you get a 4/5 on your board but your opponent gets nothing. It doesn't seem fair to me. Weird logic.
Well, you can always play Nozdormu.
If waiting for your opponent to take their turn bothers you that much, card games probably are not for you.
You could always just concede when someone ropes you.
Of course, people who intentionally rope every turn just to be annoying are assholes.
I think the best solution would be to shadow-ban the asshole ropers into a ladder where they only get matched with each other. It should be easy enough to identify who deliberately wastes time vs. who needs a single long turn to think things over once in a while.
I honestly can't comprehend how your example related to my logic in my explanation. You should breakdown it if it actually related or you might just misinterpreted what I said.
I said it doesnt fair for a symmetrical effect (roping damage) to automatically negate itself when hit the user. Because it makes the card basically has no downside (it is 1-mana that always start in your hand). So everyone who doesnt have any play at turn 1 will just include it, while the only way to counter the card is by including 9 mana understatted minion. (Or just play faster, yes, but I talk about the card design) In my perspective, It basically force everyone to include nozdormu in the deck if they want to play normally. That kind of impact is particularly strong so the drawback should be high too.
You can't comprehend that me playing a card should have a benefit for myself and not my opponent? Wtf? The downside for this is, like all quests, that you have to spend your first turn playing this. And against a fast aggro deck, for example, this quest will have absolutely no effect at all. You can "counter" it by simply making effective plays.
dont think anyone intentionally ropes anymore, when i'm roping is usually either because someone called for a favor that required me to leave the pc or i suddenly got curious about something and went to google it
seven turns too late ;)
And I hate to say it, but people should be able to punish you for going 'afk' like that. Just my opinion.
I rope all the time especially now. If you're playing netdecked lackey shit in casual mode or aggro in general i have free ropes for you, because if you are playing aggro in casual mode it's clear to me that you have time to wait instead of just playing it on ladder where you belong.
Those who are given more in life, must not cling to it, but risk it all at every moment!