Joust could have been good, and they apparently have learned their lesson in their expansion. Almost all of the cards that boost C'Thun have decent stats on their own. That's what Joust should have been; but most Joust cards are very subpar unless you win the Joust.
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I would love to see more Discover cards and it's sad for me, that we might not.
Discover is the best innovation to HS ever. It is fun and RNG-based on one hand, while being balanced and reinforcing mid-late game. I am primarily and arena player and I love how Discover makes arena decks more reliable and solid. Now if you play Priest, for example, and you drafted two Curators and a Tomb Spider/Gorilla Bot you may not worry about late game at all. But if you need an earlier drop, you usually can pick it through Discover as well. Ethereal Conjurer is crazy value and viable even in constructed. The "Buying or Selling" Warlock card is also crazy - warlock does have crazy one-mana cards - PO, SF, Flame Imp.
It is sad, that this expansion they are trying to hype so much does not look like it will have as much positive impact, as LoE. You may argue, that it't to early to say, but we've been through like half the cards, right? I Think that WoOG will bring more changes through Standard mode, rather than through new cards.
Set mechanics will be spaced out pretty far, because coming up with new mechanics is far more interesting. If they make every good mechanic evergreen, it stops being special and interesting.
As you said yourself, we have only seen half of the cards, so there is no way to know if there are cards with those effects.
Personally, I'd like to see some cards that actually make Inspire and Joust good mechanics.
Actually Blizzard said that there would be no joust/inspire/discover in this expansion. Too lazy to search and show you the source though..
Did not know about that,, but that just sucks. Way to throw away a mechanic. :/
Just to clarify, they're not "throwing away" anything. Set mechanics in card games don't show up in every set from then on. If they did then there would be too many mechanics in one set, which would drown out anything else.
Inspire probably isn't in because it doesn't really fit the theme of the expansion, it fits the TGT theme better since one of the most major TGT themes was Hero Power synergy and Hero Power effecting cards, and not just Inspire cards (cards that had Hero Power effecting cards but weren't Inspire cards are cards like Garrison Commander, Maiden of the Lake and Saboteur). It also wasn't that good because it was essentially adding an additional 2 mana to a minion's mana cost on a minion that already (most of the time) has underpowered stats for the mana cost to make up the effect, as you want to play the card and hero power the same turn. As a result, there were very few decent/good Inspire minions, and thus they might want to try to stray from a mechanic that proved to not work so well (though it's definitely very possible that the Standard Format will make them more playable).
Joust doesn't really fit the theme of the expansion either, because most Joust cards had the "mount" theme to them. The mechanic was also a failure because it was too unreliable. Joust minions had sub-par stats for their mana cost to make up for their effects, but the problem was that if you lost the Joust, you'd have a minion that not only fails the vanilla test but also has no ability. They may also want to stay away from this mechanic too as it was also overall a failure.
Discover was a really good mechanic and I would really like to see more cards with it, but the flavor of the mechanic was treasure finding and LoE was about that specific theme, resembling Indiana Jones.
That being said though, with a lot of cards still left to go, it's possible that it might be used, though quite unlikely.
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More than 50 cards revealed from WoG expansion. There is no Inspire, Joust and Discover cards. These mechanics will be limited by their expansions?
Inspire and Joust are not that good, but Discover is really good mechanic. I'd like to see more Discover cards in next expansion.
Joust could have been good, and they apparently have learned their lesson in their expansion. Almost all of the cards that boost C'Thun have decent stats on their own. That's what Joust should have been; but most Joust cards are very subpar unless you win the Joust.
Dependable loan sharks since 1960. We sink our teeth into every deal we make.
Joust and Inspire aren't in the expansion because they rarely see any play in Constructed. They might see more play in Standard, but probably not.
"As housecarl I am sworn to your service. I will protect you and all you own, with my life." - Lydia of Whiterun
I would love to see more Discover cards and it's sad for me, that we might not.
Discover is the best innovation to HS ever. It is fun and RNG-based on one hand, while being balanced and reinforcing mid-late game. I am primarily and arena player and I love how Discover makes arena decks more reliable and solid. Now if you play Priest, for example, and you drafted two Curators and a Tomb Spider/Gorilla Bot you may not worry about late game at all. But if you need an earlier drop, you usually can pick it through Discover as well. Ethereal Conjurer is crazy value and viable even in constructed. The "Buying or Selling" Warlock card is also crazy - warlock does have crazy one-mana cards - PO, SF, Flame Imp.
It is sad, that this expansion they are trying to hype so much does not look like it will have as much positive impact, as LoE. You may argue, that it't to early to say, but we've been through like half the cards, right? I Think that WoOG will bring more changes through Standard mode, rather than through new cards.
I think Brode said that themes and mechanics might "take a break"for a while after their release.
So there might not be discover in WOG but maybe come back in a 2017 or 2018 expansion.
I will rather see a new mechanic theme for Hearthstone, but I guess that it will de none.
Battlecry: Give the OP two Bananas
Deathrattle: Replace the OP with Ragnaros the Firelord
Set mechanics will be spaced out pretty far, because coming up with new mechanics is far more interesting. If they make every good mechanic evergreen, it stops being special and interesting.
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Blog || Custom Cards ||Death Knight Class
Inspire probably isn't in because it doesn't really fit the theme of the expansion, it fits the TGT theme better since one of the most major TGT themes was Hero Power synergy and Hero Power effecting cards, and not just Inspire cards (cards that had Hero Power effecting cards but weren't Inspire cards are cards like Garrison Commander, Maiden of the Lake and Saboteur). It also wasn't that good because it was essentially adding an additional 2 mana to a minion's mana cost on a minion that already (most of the time) has underpowered stats for the mana cost to make up the effect, as you want to play the card and hero power the same turn. As a result, there were very few decent/good Inspire minions, and thus they might want to try to stray from a mechanic that proved to not work so well (though it's definitely very possible that the Standard Format will make them more playable).
Joust doesn't really fit the theme of the expansion either, because most Joust cards had the "mount" theme to them. The mechanic was also a failure because it was too unreliable. Joust minions had sub-par stats for their mana cost to make up for their effects, but the problem was that if you lost the Joust, you'd have a minion that not only fails the vanilla test but also has no ability. They may also want to stay away from this mechanic too as it was also overall a failure.
Discover was a really good mechanic and I would really like to see more cards with it, but the flavor of the mechanic was treasure finding and LoE was about that specific theme, resembling Indiana Jones.
That being said though, with a lot of cards still left to go, it's possible that it might be used, though quite unlikely.
Click the image to go to my custom Time Traveler class.