This is such a ridiculous post. Every new mechanic breaks the rules because it's new.
Card games are constrained by the fact that they are card games. Deck destruction is one mechanic that all card games have in some form or another. This isn't even a particularly good example of it.
Time Warp is an additional win-condition. If you wish to be more sane and safe in regards to how you build your deck, its not difficult to add something like Arcane Giant to the list or rely on the numerous burn spells you'll have access to.
Freeze Mage has always had access to burn spells. Frostbolt, Fireball, Ice Lance, Forgotten Torch, Pyroblast, Firelands Portal - all of these spells times 2 has been the win condition of Freeze mage, that and chip-damage from minions and even using Medivh's Valet - Alexstrasza was only an additional way to 'burn' someone down that wasn't even run in aggressive freeze-decks. Oh and also spellpower increasing the damage, can't forget Bloodmage Thalnos.
Gnomeferatu will most often than not help decks along but... even in the cases where it hits the 'one' card that you want it to hit, a sensible player can build a deck that doesn't work purely on a gimmick. That or you are fine losing a lot for that gimmick... finally coming full-circle back to; "The decks that only run on one win-condition is either a purely fun- or a purely broken deck".
Ahh I see so any source of damage you consider to be a win condition. In that case, Druid Hero powering while the opponent AFK's is now a win condition. My point here is that no deck would literally run just one source of damage (AKA Archmage + only minion removal spells, random buffs, secrets heals, etc.). If there were decks that did this, then you are absolutely right that this card hitting it would make them lose.
A win condition is generally defined as the way that a deck normally wins/closes out its games. Grom + Alex was the win condition for CW, Leeroy + Shadowstep for old miracle rogue, Alex plus Frost Bolt and Ice Lance for freeze mage, and Leeroy + PO + Faceless for Renolock. The idea is that it's a way to finish off games instead of just waiting around and hoping your minions last longer. There are very few decks that would lose the game outright by missing their win condition. But the game would become substantially harder to win and would require alternative planning. It also makes it safer for the opponent as they know which health range they would be safe in. I would consider each of these decks as running only one win condition as they have one way they attempt to close out games: stall until they have the win condition (maybe whittle down) and then kill the opponent.
Exodia Mage is a current one win condition deck. It needs Archmage in the combo to deal infinite damage. That's its win condition. Have I won using Time Warp and Sorcs to hit face? Yes of course I have. But the win condition of the deck is Archmage + Infinite Fireballs.
Ok, you gave in your examples a lot of crucial cards. I will give you for scenarios with one of that cards. Let's take for example Antonidas. But you could easily replace Toni with one of the other mentioned cards: Alex, crucial hard removal and so on.
Scenario 1: You play your super combo mage deck. What nobody knows: Tony lies on bottom of your deck (= will be the last card you'll draw). Board is emtpy. I play River Crocolisk on turn 2.
So we have the following state:
you will never draw Antonidas
I have a RC on board
Will you win that game? Most likely, because my deck must be crap if I got nothing better to play on turn 2 then a RC. It'll be a fast and easy win for you.
Scenario 2: Same as Sc.1, but this time I play a River Crocolisk with the text "Show the bottom card of your opponents library to all players".
So we have the following state:
you will never draw Antonidas
I have a RC on board
we both know you will never draw Antonidas
Will you win that game? Sure, not much changed. My deck is still crap. We both will play differently because of the additional information, of course.
Scenario 3: Same as Sc.1, but this time I play a River Crocolisk with the text "Remove the bottom card of your opponents library".
So we have the following state:
you will never draw Antonidas
I have a RC on board
we both know you will never draw Antonidas
you are 1 turn closer to fatigue
Will you win that game? Sure, not much changed. You know that you'll win before you would have drawn him anyways. Hey, I'm playing a damn River Crocolisk...
Scenario 4: Same as Sc.1, but this time Antonidas is on top of you deck and I play a Gnomeferatu.
So we have the following state:
you will never draw Antonidas
I have a RC on board
we both know you will never draw Antonidas
you are 1 turn closer to fatigue
the game gives you the impression that Antonidas would have been the next card drawn
Will you win that game? No, you will rage concede because I "destroyed" your combo. But the difference to scenario 1 is marginal.
So the power of Gnomeferatu is more of a psychological one. Of course there are some cases in which the card would have influence of the game: if it goes to fatigue, if you have other tools to reliable mill your opponents deck, if there are cards to manipulate the (top of the) library.
From the card discussion thread on why this card isn't breaking any rules and is actually crap.
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People who refuses to play aggro out of principle are even worse than people who play exclusively aggro.
One should seek to become a complete player and play all archetypes, including ones that he despises for whatever irrational reasons.
it does not matter if the card is good or not, the mechanic is toxic and destroys the game - it is more than uninteractive and a horrible design after all.
People don't understand this card has more backfire potential than advantage. Against let's say Quest Mage, a list that can only kill with the 2 Apprentices, the 2 Reflections and Antonidas, you have 5/30, 1 out of 6 to mill a combo piece. Which means, every other 5 out of 6 cards you would mill is you helping him to find his combo pieces faster. Of course RNG is RNG and you could win in the spot, but isnt a mid-late Dirty Rat JUST BETTER?
Same can apply to Aggro. For Example Pirates has Leeroy and 2 Arcanite Reapers as "late use cards". Maybe we can add Mortal Strike although we should not as it is used as removal a lot of times. Again, 5/30 or worse, 3/30. The other cards are irrelevant, as the early-mid game is already going on.
And against Midrange, a River Crocolisc is just bad. You don't care what they mill, they don't care what they milled. Just bad.
The Info is good, but pointless when most of the times the card removed benefits your opponent. Of course removing Tyrion or an Equality is good, but they have more wincons and removals, so in the end it is not worth against it, and it is bad against combo-aggro.
Finally, 2 mana 2/3 doesn't help Zoo, Control Lock, and for sure not Discard Lock if that ever happens...
This card really boils down to the fact that we are playing a CARD GAME. I can not think of a single card game in of which it is not luck based, or RNG based. If you want to play an all skill game go play COD or some other crap. When you play a game of poker, if one of the flips is bad for you than you may lose even though odds were in your favor. It is impossible to have a 100% win rate in this game which makes it fun. People need to realize that cards game involve luck its how we deal with bad or good luck that makes us good players.
This card really boils down to the fact that we are playing a CARD GAME. I can not think of a single card game in of which it is luck based, or RNG based. If you want to play an all skill game go play COD or some other crap. When you play a game of poker, if one of the flips is bad for you than you may lose even though odds were in your favor. It is impossible to have a 100% winrate in this game which makes it fun. People need to realize that cards game involve luck its how we deal with bad or good luck that makes us good players.
You are completly right. Would you play a card that deals 10 damage randomly to a random minion / hero, when you have 5 minions and your opponent none, and he is at more than 10 hp? Well, if you don't like going against the odds for free, this card sucks :D
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This is such a ridiculous post. Every new mechanic breaks the rules because it's new.
Card games are constrained by the fact that they are card games. Deck destruction is one mechanic that all card games have in some form or another. This isn't even a particularly good example of it.
People who refuses to play aggro out of principle are even worse than people who play exclusively aggro.
One should seek to become a complete player and play all archetypes, including ones that he despises for whatever irrational reasons.
it does not matter if the card is good or not, the mechanic is toxic and destroys the game - it is more than uninteractive and a horrible design after all.
Exactly, the entire point of this card is to make your opponent want to knock you out because you both see what card they burned.
How the hell is that fun and interactive?
This card should be removed based on that alone.
I wish people would stop pretending that HS is an interactive game, and then using lack of interactivity as a criticism.
People don't understand this card has more backfire potential than advantage. Against let's say Quest Mage, a list that can only kill with the 2 Apprentices, the 2 Reflections and Antonidas, you have 5/30, 1 out of 6 to mill a combo piece. Which means, every other 5 out of 6 cards you would mill is you helping him to find his combo pieces faster. Of course RNG is RNG and you could win in the spot, but isnt a mid-late Dirty Rat JUST BETTER?
Same can apply to Aggro. For Example Pirates has Leeroy and 2 Arcanite Reapers as "late use cards". Maybe we can add Mortal Strike although we should not as it is used as removal a lot of times. Again, 5/30 or worse, 3/30. The other cards are irrelevant, as the early-mid game is already going on.
And against Midrange, a River Crocolisc is just bad. You don't care what they mill, they don't care what they milled. Just bad.
The Info is good, but pointless when most of the times the card removed benefits your opponent. Of course removing Tyrion or an Equality is good, but they have more wincons and removals, so in the end it is not worth against it, and it is bad against combo-aggro.
Finally, 2 mana 2/3 doesn't help Zoo, Control Lock, and for sure not Discard Lock if that ever happens...
This card really boils down to the fact that we are playing a CARD GAME. I can not think of a single card game in of which it is not luck based, or RNG based. If you want to play an all skill game go play COD or some other crap. When you play a game of poker, if one of the flips is bad for you than you may lose even though odds were in your favor. It is impossible to have a 100% win rate in this game which makes it fun. People need to realize that cards game involve luck its how we deal with bad or good luck that makes us good players.