We only have a very small amount of cards atm to judge the entire set.
First of all, we DO have a new "mechanic", even if i agree that only 9 tri-class cards is a pretty disappointing number, still is something that will create new interactions in a discover decision making: do not forget that balancing a card wich is usable by 3 different classes is hard, so i guess they didn't want to throw this new big thing all at once in the game, see how it works and repeat in the future as a standard mechanic for future expansions.
I'm liking the set so far, of course there are going to be some filler cards but there is nothing that looks like crazy OP (not even 0 mana 7/7) but still everything interesting, worth of testing and playable without destroying the game.
They also realized that the game needed more control cards, like Mistress of Mixtures and Second-Rate Bruiser , they seem to look at the game in a good direction
They have introduced several new mechanics. To name a few: Discover, cards that care about your deck state (Reno), cards that care about previously played cards (C'thun, Arcane Giant), cards that shuffle other cards into a deck, cards that play other cards directly from your deck, cards that trigger on discard.
The reason Magic keywords everything is because those effects otherwise needs a lot of text, which can be troublesome if you want many effects on a card. Hearthstone instead leaves out information to simplify reading, for example there is no information on Lord Jaraxxus or Majordomo about their Hero Powers.
If there is any criticism that I'd give in this area, that would be the lack of new card types. Minion, Weapon, Spell and Secret are all we've got, so there could easily be more progress made there.
Tribes have been expanded on several times. Beasts were promoted in Druid recently, Pirates were promoted in Warrior, Murlocs got a whole new archetype in Paladin, Dragon interaction was introduced, and back in GvG there was the Mech invasion. These aren't new tribes, but they didn't have much of a representation before these additions.
New strategies and archetypes are sometimes introduced, but in the end it all breaks down into a few eternal archetypes, like Face/Burn or OTK. This never really changed in Magic either, it's hard to make something truly new without changing the core workings of the game. But to name some additions: Fatigue, Mill, and many decks based on single unique deck-enabling cards like Astral Communion, Patron and Reno.
i would just like to explain that if you really wanted to any deck ever could be placed into a "eternal archetype", because magic definitely has had a bunch of unique decks such as astral slide that you could just place into an "eternal archetype" but they play different from most decks. hearthstone decks all play relatively the same where you have to play on curve.
I'm not a big fan of tri-class cards, I think they will be fine, but nothing too exciting. What I consider a real new mechanic is creating custom spells, I would like to see more cards utilizing this mechanic in the upcoming expansion. Unfortunately I don't think they will include more, though, due to them being very powerful and hard to balance.
What have we seen... 34 of 132 new cards? Do you get 25% into a movie and complain that that there is no story arc, no character development, and no ending?
Wait until all the cards are announced, and then wait until they are released and we can play them. Then come and share your judgement on the expansion.
I know that. My opinion is based upon what is known at this time and those don't impress me much in terms of fun, diversity and gameplans while they are still good cards in comparison of the other expo's.
What have we seen... 34 of 132 new cards? Do you get 25% into a movie and complain that that there is no story arc, no character development, and no ending?
Wait until all the cards are announced, and then wait until they are released and we can play them. Then come and share your judgement on the expansion.
I know that. My opinion is based upon what is known at this time and those don't impress me much in terms of fun, diversity and gameplans while they are still good cards in comparison of the other expo's.
Then why the fuck do you make this post and name it "a little disappointed with the new set" when you in fact haven't seen the entire new set? A more accurate title would have been "a little disappointed with the cards revealed so far".
Wait until all the fucking cards are revealed and then you can say you are disappointed with the new set. Thanks.
I would but I am somehow unable to edit the title of this post. hence I clarify my opinions in this thread. Thanks.
Magic introduced one new card type after 20 years, planeswalker. Hasn't even been 5 for hearthstone.
Well, yeah, if you only count the supertypes. I'd count subtypes like Equipment though, not to mention that Magic started with many more card types than Hearthstone.
Regardless, I don't feel that the current limited set of card types in Hearthstone provide enough variety. Just as an example, when considering removal in Hearthstone you primarily think of minion removal, and occasionally weapon and secret removal if they are prominent in the meta. In magic you have removal for creatures, artifacts, enchantments, lands, spells (through counters), planeswalkers, cards in the hand, cards in the deck, cards in the graveyard, and I'm probably missing a few more.
In Hearthstone you usually win through minions or spell/weapon burn, and occasionally through fatigue. In Magic you have all of those win conditions, but you can also focus entirely on artifacts, enchantments, planeswalkers, or hell you can even win with just lands.
I'd be happy if Blizzard just did something cool like a weapon that acts as a Magic enchantment, or more minions like Summoning Stone that aren't actually there to smash minions or smash face.
Magic introduced one new card type after 20 years, planeswalker. Hasn't even been 5 for hearthstone.
Well, yeah, if you only count the supertypes. I'd count subtypes like Equipment though, not to mention that Magic started with many more card types than Hearthstone.
Regardless, I don't feel that the current limited set of card types in Hearthstone provide enough variety. Just as an example, when considering removal in Hearthstone you primarily think of minion removal, and occasionally weapon and secret removal if they are prominent in the meta. In magic you have removal for creatures, artifacts, enchantments, lands, spells (through counters), planeswalkers, cards in the hand, cards in the deck, cards in the graveyard, and I'm probably missing a few more.
In Hearthstone you usually win through minions or spell/weapon burn, and occasionally through fatigue. In Magic you have all of those win conditions, but you can also focus entirely on artifacts, enchantments, planeswalkers, or hell you can even win with just lands.
I'd be happy if Blizzard just did something cool like a weapon that acts as a Magic enchantment, or more minions like Summoning Stone that aren't actually there to smash minions or smash face.
The Tri-Class thing is pretty booring if you ask me. The 3 revealed so far all seem underwhelming to me. Tri Class Spells/Weapons would be a lot more interesting IMHO. (Because spells can't be neutrals)
But, I was really hoping for something more interesting like Field Spells.
However.... I'm really grooving the revealed cards so far, so put me in the 'excited to play' camp, not the disappointed one.
"A little disappointed with the new set"... What new set? We have barely even scratched the surface of the new set. Have patience... I am starting to feel like people make these posts just to be the first to make it, these kind of posts feel mandatory now and you just wanted to be the guy -.-...
The Tri-Class thing is pretty booring if you ask me. The 3 revealed so far all seem underwhelming to me. Tri Class Spells/Weapons would be a lot more interesting IMHO. (Because spells can't be neutrals)
But, I was really hoping for something more interesting like Field Spells.
However.... I'm really grooving the revealed cards so far, so put me in the 'excited to play' camp, not the disappointed one.
Umm... Those 3 won't bring neutral cards to the table; you'll always discover class cards (one for each class). So it'll probably be better than expected.
I find tri class cards are hardly even a mechanic... kazakus is just a legendary that can be used in 3 classes... nothing else to do with tri-class. That's the most disappointing part of this expansion. A new dragon priest will be cool.
Magic introduced one new card type after 20 years, planeswalker. Hasn't even been 5 for hearthstone.
Regardless, I don't feel that the current limited set of card types in Hearthstone provide enough variety. Just as an example, when considering removal in Hearthstone you primarily think of minion removal, and occasionally weapon and secret removal if they are prominent in the meta. In magic you have removal for creatures, artifacts, enchantments, lands, spells (through counters), planeswalkers, cards in the hand, cards in the deck, cards in the graveyard, and I'm probably missing a few more.
In Hearthstone you usually win through minions or spell/weapon burn, and occasionally through fatigue. In Magic you have all of those win conditions, but you can also focus entirely on artifacts, enchantments, planeswalkers, or hell you can even win with just lands.
I'd be happy if Blizzard just did something cool like a weapon that acts as a Magic enchantment, or more minions like Summoning Stone that aren't actually there to smash minions or smash face.
In Magic you primarily have creature removal, sometimes you have hand, artifact/enchantment, and spell removal no color has more than one of those, and they aren't nessasary to win. And I don't count sub-types because subtypes don't demand different answers. (I think that's a very very fair reason not to count subtypes.)
They tried cards like summoning stone, it didn't work, it will never work, because ongoing effects aren't direct game impact so they have all the weaknesses of enchantments and none of the resistance to removal, infact since they don't smash face your opponent can just attack them. Caster weapons and you forgot the big permanent type in the game, the hero power are the only things they could really do. But again direct immediate impact or well, how much play is medivh seeing?(A summoning stone on a 7/7 for 7.)
You are thinking only of big splashy Timmy things, those can't be themes, themes have to actually you know work, in arena, on commons. The real design and innovation, is about the tweeks to the basic stuff that sees play and how that shakes up the evolving meta.
Magic introduced one new card type after 20 years, planeswalker. Hasn't even been 5 for hearthstone.
Regardless, I don't feel that the current limited set of card types in Hearthstone provide enough variety. Just as an example, when considering removal in Hearthstone you primarily think of minion removal, and occasionally weapon and secret removal if they are prominent in the meta. In magic you have removal for creatures, artifacts, enchantments, lands, spells (through counters), planeswalkers, cards in the hand, cards in the deck, cards in the graveyard, and I'm probably missing a few more.
In Hearthstone you usually win through minions or spell/weapon burn, and occasionally through fatigue. In Magic you have all of those win conditions, but you can also focus entirely on artifacts, enchantments, planeswalkers, or hell you can even win with just lands.
I'd be happy if Blizzard just did something cool like a weapon that acts as a Magic enchantment, or more minions like Summoning Stone that aren't actually there to smash minions or smash face.
In Magic you primarily have creature removal, sometimes you have hand, artifact/enchantment, and spell removal no color has more than one of those, and they aren't nessasary to win. And I don't count sub-types because subtypes don't demand different answers. (I think that's a very very fair reason not to count subtypes.)
They tried cards like summoning stone, it didn't work, it will never work, because ongoing effects aren't direct game impact so they have all the weaknesses of enchantments and none of the resistance to removal, infact since they don't smash face your opponent can just attack them. Caster weapons and you forgot the big permanent type in the game, the hero power are the only things they could really do. But again direct immediate impact or well, how much play is medivh seeing?(A summoning stone on a 7/7 for 7.)
You are thinking only of big splashy Timmy things, those can't be themes, themes have to actually you know work, in arena, on commons. The real design and innovation, is about the tweeks to the basic stuff that sees play and how that shakes up the evolving meta.
Subtypes do require different answers, and they have different impact on the game. An artifact can only be removed by artifact removal, an equipped equipment is unequipped by removing the creature as well. An aura is more efficiently removed by dealing with the creature, rather than targeting the enchantment. A global enchantment can be played without creatures, an aura can't.
Your view on ongoing effects is too narrow. A minion that gave all enemy minions -2 attack while it is alive would have direct impact, and be extremely effective against decks like Zoo. The Druid card Darnassus Aspirant has an ongoing effect and has seen plenty of play. Ragnaros is played all the time, and has an ongoing effect.
If summoning stone had "cannot be attacked", that would drastically change its viability, and make it almost a Magic global enchantment. Crucially it is a change that weakens the dominance of board presence, since minions won't counter it, same as Artifacts and Enchantments in Magic. Control could still deal easily with it since direct damage and hard removal still works. It is also not without counters in ex. Zoo, since it can be silenced, or raced.
We only have a very small amount of cards atm to judge the entire set.
First of all, we DO have a new "mechanic", even if i agree that only 9 tri-class cards is a pretty disappointing number, still is something that will create new interactions in a discover decision making: do not forget that balancing a card wich is usable by 3 different classes is hard, so i guess they didn't want to throw this new big thing all at once in the game, see how it works and repeat in the future as a standard mechanic for future expansions.
I'm liking the set so far, of course there are going to be some filler cards but there is nothing that looks like crazy OP (not even 0 mana 7/7) but still everything interesting, worth of testing and playable without destroying the game.
They also realized that the game needed more control cards, like Mistress of Mixtures and Second-Rate Bruiser , they seem to look at the game in a good direction
The end is coming!
I'm not a big fan of tri-class cards, I think they will be fine, but nothing too exciting. What I consider a real new mechanic is creating custom spells, I would like to see more cards utilizing this mechanic in the upcoming expansion. Unfortunately I don't think they will include more, though, due to them being very powerful and hard to balance.
Regardless, I don't feel that the current limited set of card types in Hearthstone provide enough variety. Just as an example, when considering removal in Hearthstone you primarily think of minion removal, and occasionally weapon and secret removal if they are prominent in the meta. In magic you have removal for creatures, artifacts, enchantments, lands, spells (through counters), planeswalkers, cards in the hand, cards in the deck, cards in the graveyard, and I'm probably missing a few more.
Refresh is actually a new mechanic. It seems underrated but we have to see more cards related.
- Refresh mana crystals
- Refresh hero power
you could say theyre slow, but it doesnt mean they r not trying sth fresh to the game, eap the new stuffs have to be carefully tested not to be broken
The Tri-Class thing is pretty booring if you ask me. The 3 revealed so far all seem underwhelming to me. Tri Class Spells/Weapons would be a lot more interesting IMHO. (Because spells can't be neutrals)
But, I was really hoping for something more interesting like Field Spells.
However.... I'm really grooving the revealed cards so far, so put me in the 'excited to play' camp, not the disappointed one.
Galavant Animation
Did you see all the card's set to make that call?
MTG has repeated a lot of keywords in the last 2 years, and still feel fresh.
How can you be dissapointed yet? They have only revealed like 23% of the set.
You've seen literally seen less than a 4th of the total cards and you've already written it off? People love to hate things. chill dude.
"A little disappointed with the new set"... What new set? We have barely even scratched the surface of the new set. Have patience... I am starting to feel like people make these posts just to be the first to make it, these kind of posts feel mandatory now and you just wanted to be the guy -.-...
I find tri class cards are hardly even a mechanic... kazakus is just a legendary that can be used in 3 classes... nothing else to do with tri-class. That's the most disappointing part of this expansion. A new dragon priest will be cool.
And I don't count sub-types because subtypes don't demand different answers. (I think that's a very very fair reason not to count subtypes.)
They tried cards like summoning stone, it didn't work, it will never work, because ongoing effects aren't direct game impact so they have all the weaknesses of enchantments and none of the resistance to removal, infact since they don't smash face your opponent can just attack them.
Caster weapons and you forgot the big permanent type in the game, the hero power are the only things they could really do. But again direct immediate impact or well, how much play is medivh seeing?(A summoning stone on a 7/7 for 7.)
Sure we have to wait for more cards and as I explained > based on what has been revealed thus far.
Exactly !
Now a 6/3 is released. nope this is not going in the right direction :D