Am I the only one who think that "start of the game" mechanic is terrible, regardless of what it does.
You really think that? You wouldn't play a card that shuffles 5 fireballs into your deck at the start of the game?
As I said before, I don't think that this mechanic is underwhelming, I just think it's not good for the game.
Going with your idea to insanity, they could make a card, at the start of the game - win it. There is for sure ways to make it profitable to the player, but I don't think that this mechanic is good to the game.
I think the mechanic is wide enough to be different and balanced for whatever card they add with that mechanic.
Sure, it can easily be balanced, but I don't think it's good for the game to have a minion that you put in just to affect your deck.
I think the idea can be just as much a hindrance as it can help. As in the current case, adding 5 random legends would hurt most decks more than helping them, but I'd like to think a "win it" card would be nerfed even before is was even released, and is a bit drastic. I mean, there are many deck changing cards already available, you just have to put them in play first. At least this way, you know what you're getting from the start, instead of building your deck around the off chance you'll pull the card you wanted to do the same thing, and then be able to cast it.
If you're asking generally about the new mechanic, I'm in favor of it, although Blizzard will have to be extremely diligent in testing cards with this mechanic in the future (C'thun help us all), as they could easily be OP.
As to this card specifically, it seems like a decent piece of fatigue tech with much more run in a control-heavy meta. I guess you'd throw it in a mill deck as well; but this isn't going to suddenly usher-in a mill meta, as thickening a deck that needs to draw very specific cards with a bunch of potentially-awful legendaries is not exactly great.
If you don't want this effect just play Pit Fighter instead.
You completely missed the point. He does not want to play a 5 mana vanilla 5/6, but if he wants the effect, he's forced to include that in his deck.
But... If you want an effect, you have to play the card with that effect. That's like saying 'oh I don't want to play a 6 mana 4/6, but I HAVE to in order to be able to fully heal my hero'.
In fact, I genuinely don't understand the point being made. Yes, in order to get a card's effect, you generally have to play the card in your deck. What's the problem with that?
Imagine a card something like that "Start the game you have 40 life" 0 mana minion 5/5, when you draw this card or if this card in your hand summon it in opponent control and draw a card.
This is only a example, new mechanics improve the game, keep coming.
[card]Prince Malchezaar[/card] should be pretty fun for my B account, where I don't have many legendaries. I understand your perspective about the effect being outside actual gameplay. But then, this isn't even half as silly in that regard as Nozdormu, and not every card should be designed for perfect game integrity for the try-hard set.
Am I the only one who think that "start of the game" mechanic is terrible, regardless of what it does.
I just don't want to add cards that I don't want to play into my deck, just because I want to affect my overall gameplay.
Edit: I don't think that card with this mechanic will be bad to the player who runs it, I think that the existence of this mechanic is bad to the game.
Perhaps I'm misunderstanding here, but if you don't want to, 'add,' cards to your deck via a mechanic used by the new Kara card then wouldn't you simply.....not put the offending card with said mechanic into your deck?
Edit: Now that I've read some further posts from you, I think I understand. I don't think Blizz would ever make a card that effects life totals before the start of the game and if they did the price would be so heavy that nobody would run it.
It opens up many interesting possibilities, particularly in how it can alter how you build your decks. Things that were never possible before may become possible. I think it is an excellent new mechanic.
It's not a "fun" card though. It's competitive viable if fatigue decks ever become a thing. Either as a replacement for or in tandem with Starseeker, and at roughly the same power level as her, too.
So just to clarify with the mechanic, when the game starts(starting hand screen) 5 random legendaries would be added to your deck? Do you get to see what these 5 legendaries are?
Card games like Mtg, Yugioh, Pokemom Tcg and Hearthstone are all about setting a list of rules and then having cards that break them. This is one of those. Its going to get a lot wackier in future.
Well imagine you could actually choose between 30 and 35 cards. Now whitch one would you pick? 30 cards or 35? 30 fast cards to gain tempo in the early game or 35 to gain tempo in the early game and topdeck any kind of legendary when your hand is empty? People still thinking that Malchezaar is bad because you might pick up those legendaries too early but well guess what at this time you will pretty much have other cards to play from your mulligan or whatever so chances are high you can play it right at the perfect time. This will buff midrange decks a lot and you could actually play it in more aggro oriented decks since they run out of cards pretty fast and a 6 or 7 drop legendary on curve would pretty much save them
Imagine a card something like that "Start the game you have 40 life" 0 mana minion 5/5, when you draw this card or if this card in your hand summon it in opponent control and draw a card.
This is only a example, new mechanics improve the game, keep coming.
That's way it might be fine, since it adds a real bad card, and not just a card that you don't want to play.
[card]Prince Malchezaar[/card] should be pretty fun for my B account, where I don't have many legendaries. I understand your perspective about the effect being outside actual gameplay. But then, this isn't even half as silly in that regard as Nozdormu, and not every card should be designed for perfect game integrity for the try-hard set.
sure, Nozdormu is a bad designed card, but it doesn't have, and won't have any real impact on the game. Malchezaar will have an impact almost for sure.
I'd hardly say it's terrible regardless of what it does, it could have an alexstraza effect or could act like mistcaller. The balance is dependent on what it does not just the start of the game mechanic
That's it, I don't want anything that will affect the game-play outside of the actual game process. Imagine a card that will initially set the health of each hero to 15/45. It will be even worse that malchezzar.
The whole idea of alextraza and the mistcaller is that you need to draw it and to play it (with the mistcaller the tempo loss is the main thing).
And sure, I didn't say it's OP or that it not worth it, I said that the idea is bad.
Define actual game process. Because those effect will happens right along the mulligan. Is the mullingan also not part of the actual game process? Those cards are really interesting and can open up ton of strategic possibilities and new decks or archetypes. We shall see how it is expanded.
I think it will happen just after the mulligan, but I don't know for sure. And the game process is starting with the mulligan. This card effect is actually part of your deck-building, it doesn't matter when specifically it happens.
I also dislike the mechanic. Not because it's OP, useless, I would not play the card, whatever. Just because I find silly that, in a card game, a card can have an effect without playing it. But I also dislike cards that do random shit and Blizzard loves them more and more...
Well imagine you could actually choose between 30 and 35 cards. Now whitch one would you pick? 30 cards or 35? 30 fast cards to gain tempo in the early game or 35 to gain tempo in the early game and topdeck any kind of legendary when your hand is empty? People still thinking that Malchezaar is bad because you might pick up those legendaries too early but well guess what at this time you will pretty much have other cards to play from your mulligan or whatever so chances are high you can play it right at the perfect time. This will buff midrange decks a lot and you could actually play it in more aggro oriented decks since they run out of cards pretty fast and a 6 or 7 drop legendary on curve would pretty much save them
I am fine with the option to choose the size of your deck, but why should we add an useless card to our deck for it?
I think OP is a bit too worried. Legendaries tend to have waky mechanics that are unique to them, just as Reno cannot be compared to any other card and that one also requires you to build a hole deck arround.
You know that they thought to make Twin Emperor triggered only if you have only one copy of each card in your deck?
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I... I love him.
If you're asking generally about the new mechanic, I'm in favor of it, although Blizzard will have to be extremely diligent in testing cards with this mechanic in the future (C'thun help us all), as they could easily be OP.
As to this card specifically, it seems like a decent piece of fatigue tech with much more run in a control-heavy meta. I guess you'd throw it in a mill deck as well; but this isn't going to suddenly usher-in a mill meta, as thickening a deck that needs to draw very specific cards with a bunch of potentially-awful legendaries is not exactly great.
Lots of people here are missing the point so let me explain it: he doesn't want to put a 5 mana vanilla 5/6 into his deck.
If you don't want this effect just play Pit Fighter instead.
In fact, I genuinely don't understand the point being made. Yes, in order to get a card's effect, you generally have to play the card in your deck. What's the problem with that?
You can find me here! Good luck everyone!
Imagine a card something like that "Start the game you have 40 life" 0 mana minion 5/5, when you draw this card or if this card in your hand summon it in opponent control and draw a card.
This is only a example, new mechanics improve the game, keep coming.
[card]Prince Malchezaar[/card] should be pretty fun for my B account, where I don't have many legendaries. I understand your perspective about the effect being outside actual gameplay. But then, this isn't even half as silly in that regard as Nozdormu, and not every card should be designed for perfect game integrity for the try-hard set.
It opens up many interesting possibilities, particularly in how it can alter how you build your decks. Things that were never possible before may become possible. I think it is an excellent new mechanic.
It's not a "fun" card though. It's competitive viable if fatigue decks ever become a thing. Either as a replacement for or in tandem with Starseeker, and at roughly the same power level as her, too.
So just to clarify with the mechanic, when the game starts(starting hand screen) 5 random legendaries would be added to your deck? Do you get to see what these 5 legendaries are?
Brawlin Brawlin Brawlin!
Card games like Mtg, Yugioh, Pokemom Tcg and Hearthstone are all about setting a list of rules and then having cards that break them. This is one of those. Its going to get a lot wackier in future.
TEMPO MAGE
Well imagine you could actually choose between 30 and 35 cards. Now whitch one would you pick? 30 cards or 35? 30 fast cards to gain tempo in the early game or 35 to gain tempo in the early game and topdeck any kind of legendary when your hand is empty? People still thinking that Malchezaar is bad because you might pick up those legendaries too early but well guess what at this time you will pretty much have other cards to play from your mulligan or whatever so chances are high you can play it right at the perfect time. This will buff midrange decks a lot and you could actually play it in more aggro oriented decks since they run out of cards pretty fast and a 6 or 7 drop legendary on curve would pretty much save them
Just remember the good times!