"Well maybe new players should just expect to suck if they don't want to spend money."
This is the most toxic way of thinking, and is the quickest way to kill the game. If new players are constantly getting destroyed by extremely powerful decks that will take them months to obtain, they're not gonna keep playing. Hell, I have a fairly hefty collection and I usually end up just not playing for days on end. You can't just say "Well they don't want to pay money so they'll have a substandard experience" because then we'll never get any new players, which will lead to this game dying a slow and painful death.
There definitely needs to be some fixes. Other games are just way more generous than Hearthstone is. I've been playing Eternal for a week and I have more legendaries and cards in that game than I recieved in my first year playing Hearthstone. Shadowverse gives you like a 100 packs when you start just as a backlog of all the free packs they've given out. These games' packs are also filled with more cards than Hearthstone's measly 5.
However, more important than generosity these games are fairly balanced. Cheap aggro decks can perform well, expensive control decks can do well, cheap and expensive combo can work, cheap and expensive midrange is fun. Games that have healthy metas where there are a large number of good decks but no absurd decks are great for new players. If Hearthstone's meta was good enough that you could throw the three legendaries a new player might have into a deck and perform reasonably well the current reward system would be fine.
This leads to two possible fixes:
- Give far more rewards for playing than 1/10 of a pack every 3 wins + meh quests.
- On the next rotation have a metagame that isn't just a crazy aggro deck vs a crazy control deck.
We do definitely need fixes though. As it stands I literally can't recommend my friend's play Hearthstone, but I'm more than happy to tell them to play other card games.
"Well maybe new players should just expect to suck if they don't want to spend money."
This is the most toxic way of thinking, and is the quickest way to kill the game. If new players are constantly getting destroyed by extremely powerful decks that will take them months to obtain, they're not gonna keep playing. Hell, I have a fairly hefty collection and I usually end up just not playing for days on end. You can't just say "Well they don't want to pay money so they'll have a substandard experience" because then we'll never get any new players, which will lead to this game dying a slow and painful death.
There definitely needs to be some fixes. Other games are just way more generous than Hearthstone is. I've been playing Eternal for a week and I have more legendaries and cards in that game than I recieved in my first year playing Hearthstone. Shadowverse gives you like a 100 packs when you start just as a backlog of all the free packs they've given out. These games' packs are also filled with more cards than Hearthstone's measly 5.
However, more important than generosity these games are fairly balanced. Cheap aggro decks can perform well, expensive control decks can do well, cheap and expensive combo can work, cheap and expensive midrange is fun. Games that have healthy metas where there are a large number of good decks but no absurd decks are great for new players. If Hearthstone's meta was good enough that you could throw the three legendaries a new player might have into a deck and perform reasonably well the current reward system would be fine.
This leads to two possible fixes:
- Give far more rewards for playing than 1/10 of a pack every 3 wins + meh quests.
- On the next rotation have a metagame that isn't just a crazy aggro deck vs a crazy control deck.
We do definitely need fixes though. As it stands I literally can't recommend my friend's play Hearthstone, but I'm more than happy to tell them to play other card games.
"Well maybe new players should just expect to suck if they don't want to spend money."
This is exactly what blizzard is thinking
All other digital card games give free stuff by the boatload. This is because every player matters to them and they need to retain f2p players to increase their games' popularity. Long term community growth is more important to them than short term profit. On the other hand, HS is the highest profile card game and most people who are new to the genre come here first by default. They also get players via other blizzard games. In this position, it's more profitable for HS to sacrifice the enjoyment of free players in order to further incentivize people to pay. They don't need any free players boosting the population when they're already the most popular by far
You can't compare them with the literal small indie companies. Ironically HS might have been better off quality wise if it really was by a small indie company. What they're doing now is destructive but they'll be just fine the same way WoW is fine. The popularity factor is enough to keep it profitable no matter how badly they money grab and dumb it down
This is the most toxic way of thinking, and is the quickest way to kill the game. If new players are constantly getting destroyed by extremely powerful decks that will take them months to obtain, they're not gonna keep playing. Hell, I have a fairly hefty collection and I usually end up just not playing for days on end. You can't just say "Well they don't want to pay money so they'll have a substandard experience" because then we'll never get any new players, which will lead to this game dying a slow and painful death.
No, the most toxic way of thinking is that throwing money at the problem solves it. Giving out a ton of free stuff doesn't solve anything. Noobs are still gonna get wrecked when they found out they suck at making decks and playing the game. Your classification of the problem is completely asinine and shows no big picture analysis. What you are really saying is that you don't give a damn about the new player and that you just want free stuff.
The actual solution is to have a better system in place to not match them up against extremely powerful decks and good players they are not yet ready to face. Then they won't feel as discouraged and will tend to stick around and possibly improve their collection and skill.
These threads always boil down to the same thing. If you aren't willing to or can't spend any money then don't expect to have all the options those who spend money do.
Blizzard gives away free packs for Tavern Brawl, has run more events lately which give you free gold/dust/packs, gives out free packs for picking your champion for HCT, gave away a free legendary in the solo content for Frozen Throne, made the change so you are guaranteed a legendary in your first 10 packs of an expansion, and changed it so you don't get duplicate legendaries. I'd say overall they're fairly generous, even to those who don't spend a dime. Sure, we'd all love to get more free stuff, but to say the game is all the sudden getting more expensive isn't really true at all.
It's one thing to expect to have all the option like play meme decks , big stuff etc and a complete other thing to be restricted to face hunter .
In today's meta literally every deck requires 10k+ dust . That's just crazy. I can craft one or 2 of these decks but that's because I am a long time player with many of my days spent playing hs . Newer or more casual players stand no chance against meta decks and many of my friends who liked Hs don't play it anymore cause it's no fun at all (getting stomped again and again by insanely powerful decks).
Things used to be different. There were decks like Zoolock , aggro shaman , pirate warrior etc that were cheap and effective even if you didn't have all the good cards . Now even those decks require many legendary just to be viable . If you do not play prince or patches for example you lose a lot of your potential wins because the effect is just too powerful when it happens. IMO this is very bad design from both players view and competition view (players are rewarded for getting lucky not for being good at the game). But it seems like Blizzard's only concern is how to make even more money from the people that are already loyal players . New players aren't even a consideration anymore . It's a shame because things weren't always like this .
Can't imagine what a terrible experience it is to be a f2p, who wants to experiment with decks. When I tried Jade Druid recently I quickly found out that with time deck building in HS became very problematic. You have to play the perfect list or your deck loses 30-50% of it's theoretical strength. Before it wasn't like that. You could replace a few cards that you don't have and still have viable results. Now it's all about synergy that Blizzard forces you to play. If you are f2p - craft Patches and go face, because THAT'S THE SYNERGY YOU CAN AFFORD, SON.
I have been playing since beta, and while i have most playable cards, it is true that the game is getting extremely expensive. They removed adventures which was a much cheaper way to get cards than packs because for 3500 gold which you can farm in 3 months you were guaranteed to get all the cards. In expansions 35 packs is nowhere near enough to get even the cards needed to compete.
Blizzard said they axed adventures to shake up the meta more, but that is a lie. If you go back and examine things closely, adventures and expansions had almost the same number of PLAYABLE cards, the only difference is that expansions had more meme and filler cards.
On top of this, they nearly doubled the number of legendaries they print and more importantly they changed the ratio of meme/filler to playable legendaries so that you are less likely to open something usefull which forces you to craft the good stuff if you want to compete.
To quote Firebat: "i play this game all day every day, i don't do anything else, and i still don't have all the cards i want to play. I even disenchanted all my golden cards."
Prepurchase (50 packs) should allow you to have at least 2 available classes just after opening. If you want to play more, you have to spend more money. Other than that, stick with what you can afford and stop whining about your lack of cash. Not even once Ive cried about not having money for this game until ive started to earn more. Until you cant afford to play more classes, just enjoy what you have or try doing some arena runs.
About the number of legendaries in decks. Some legendaries can be easily replaced without losing almost no power in a deck.
What has really playing all the day have to do with number of packs you acquire? 3 wins = 10 gold. Having 60% WR
Having 60% WR you win 6 times every 10 games. Say game lasts 6 minutes on average (but it depends on what class youre playing so average can mean nothing here). So in 1 hour you get what? 20 gold?
Now, streamers play 8 hours a day on average. 8 x 20 = 160 gold/day. And this is like the most you can get because its not like they play 8 hours straight, game after game. Meta has shifted a bit more to control so matches last longer. I would say average streamer makes 100 gold/day just from playing. After 1 month you get no more than 30 packs, prolly much less say 20 because not everyone plays every day.
After 2 months of expansion you get 40 packs just from winning matches considering you have 60% WR which is pretty damn high and correct if you only play best decks. But most steamers tend to play some weaker/meme decks aswell. So the number goes prolly from 40 to 30 packs / 2 months just from winning matches.
My point was here that the difference between amount of gold an average player gets, isnt much different from what streamers achieve and more important if you want to have all the cards you want to play (meme cards, interesting cards but too weak for meta) its clear to me that you have to get much more packs than what you can buy for earned gold.
What has playing all the day have to do with number of gold you acquire? 3 wins = 10 gold. Having 60% WR
Having 60% WR you win 6 times every 10 games. Say game lasts 6 minutes on average (but it depends on what class youre playing so average can mean nothing here). So in 1 hour you get what? 20 gold?
Now, streamers play 8 hours a day on average. 8 x 20 = 160 gold/day. And this is like the most you can get because its not like they play 8 hours straight, game after game. Meta has shifted a bit more to control so matches last longer. I would say average streamer makes 100 gold/day just from playing. After 1 month you get no more than 30 packs, prolly much less say 20 because not everyone plays every day.
After 2 months of expansion you get 40 packs just from winning matches considering you have 60% WR which is pretty damn high and correct if you only play best decks. But most steamers tend to play some weaker/meme decks aswell. So the number goes prolly from 40 to 30 packs / 2 months just from winning matches.
My point was here that the difference between amount of gold an average player gets, isnt much different from what streamers achieve and more important if you want to have all the cards you want to play (meme cards, interesting cards but too weak for meta) its clear to me that you have to get much more packs than what you can buy for earned gold.
True. Everyone plays HS for 8 hours because streams do. Preach it borther!
Getting 1/30 of the pack for wining a game is stupid. It's one of the worst rewarding systems in the gaming industry. Season end rewards are also pretty shit at best you get one epic of your choice. Blizzard is one of the greediest companies that ever existed. They don't have proper competition and they are allowed to do whatever they want.
2,5+ years player here. I must agree with everyone, the game has become too expensive for f2p, even with disenchanting golden cards, grinding to 100 gold every day and getting a golden epic every month, you simply can't keep up if you don't pay up. Not only that you can't keep up, because you need very good cards to be able to rank to more than R10, but you can't craft anything you wan't to have fun with, because all the meme cards are now epic. It's got a horrible mobile pay2win model hidden behind a desktop version and full-on cosmetic makeup. It feels very unrewarding to play. It's like digging a hole with you bare hands on the sun the whole day just to find a penny.
I ran away to Eternal, get a pack for every first ranked/casual win of the day and i feel happy and satisfied, you get a nice collection pretty quickly and don't feel pressured to grind half a month to get a legendary you want. I took the Hearthstone model for granted (it's my first CCG ever), and only now i see how greedy and horrible it is.
I agree, the game is very expensive. It is becoming very expensive for:
1) As you said decks are running more legendaries than before
2) Blizzard has doubled the number of class legendaries (before there was 1 legendary for class/expansion, now 2)
3) Blizzad is also printing bad legendaries (another cost, because if there are less legendary and are all good everything you find is ok, if there are bad legendaries your chance to find a bad one is higher so you will have to craft the good one)
4) There are no events in order to find free gold/dust
5) Yes the nerfs are another cost (but I am fine with this cost, Nerf are required and good for the game when required but I hate Blizzard's nerfs that destroy only cards but this is another thing).
Due to these reasons the game is much more expensive than before.
Blizzard wants to see more versatile classes ,ther was a time when you saw a class and you were like well this must be XXX cause that was the only competitive deck the class was running adventures, were limited to 56 cards @_@ and then raised to 85. Blizzard then thought " its still not enough, thers just not enough cards to see the variation in classes" so that why they only made 1 adventure in 2016 and then we have 0 in 2017 to see even more variations and they actually achieved ther goal since after ungoro most decks had like 2-3 archtypes (ex :agro-midrange-control) using a larger card pool
your point 1. yes we have more leg cause of expensions and no adv
2 and 3 thers actually more viable leg then before if you think back in GVG you only had to craft dr.7 (20/1) others weren't necessery but now runing a quest / or dk deck makes you to build around it just like how it was with reno so you are using a larger card poll cause you are using more and more class leg/cards ,and yes this makes it harder for f2p. But cmon blizzard helped us out with frozen throne you got 2 leg for free basicly from mission and the extra 3 pack at release and if you do your quest its not hard to save up gold for extra packs to get a 3rd leg (not to mention the no duplicate leg rule, it happened to me 3 times that i crafted a leg and then after few months i get it from a pack * - *)
4 we had plenty of events you had (free gold, free arena, vote for a champ get pack's,win and get a pack)
5 Nerfs: you can make them your adv just don't dust cards you think are op and will be nerfed ,you will get full value and only nerf that was wrongly made this time was the war axe which in my opinion should have been 2 mana 1/3 while atacking minions give this weapon +2 so control warrior dosn't lose 1 of his best tools,but pirate still gets slowed down as intended
Note: Been playing since B.R.M. only bought Welcome Bungle that gives insane value for its price
9/10 people here start with "i only buy the pre order packs"
How the fuck is that f2p by any means?F2p means you dont even give a dime to the game.One of you big talkers should make an account and not spend anything,see how much time you need to catch up,not that you ever will..
And im not a f2p player,im just mad of all peoples ignorance,if you have played for a year or more before and also buy pre orders,then you cant say you are f2p.
Legendaries were always extremely expensive to craft, but prior to MSG there weren't many legendaries per set that you really needed to play a particular archetype at its full potential. I don't think that Team 5 is deliberately designing more powerful legendaries to make more money: I think a lot of these cards are legendary because the one-per-deck restriction is tied to the rarity. However, if the number of essential legendaries per set increases without it becoming cheaper to acquire them, that does leave players with fewer archetypes that they feel they can play.
In my opinion the main problem is not that F2P isn't generous enough (although I'd like to see it a bit more generous), but that spending a bit of money doesn't get you much. I used to buy the adventures with real money, since I felt I got good value for that money in solo missions and cards. With packs, how much value you get from them depends a lot on luck, and the average case isn't all that great. A pre-order costs twice as much as an adventure did and will give you only a fraction of the epic and legendary cards released. And the value for money for buying packs outside of the pre-orders is even worse.
I stopped playing hearthstone for this reason for the same price i can play paper magic and have cards that are worth money with resale value. I now only play a little at the beginning of every new xpac and strictly f2p.
Well MTGO decks cost around $150-$300 ... yet you complain cause you can't make a descent deck for $50?
For $50 you can make a STRONG Mage deck on Hearthstone (if you disenchant the other drops you don't need).
CCG and TCG games are expensive, they always were.
I would even say you can make a strong mage deck for free,if you spend some time ofc. Amnesiac claimed to be a f2p player and having all cards needed ( Im pretty sure he dusted every non competitive card and invested quite some time) . And that's how I do it alswell i pick 2 classes I don't like and dust almost all cards.
Use your own damn brain you don't have to net deck everything. Even if you are netdecking try to change atleast something. Don't be THAT guy.
Most of the broken combos are very expensive now, and competitive decks do need them. When we assume players of comparable skill, the powerlevel difference in win conditions is steep in standard right now. There aren't that many cards in standard. When the skill difference is palpable, then yes... you can do quite a bit with an inferior deck, but don't pretend this is the norm for all MUs.
Yes, there is room for experimentation and people should certainly tweak their decks around a bit, but don't soapbox the "don't netdeck" argument so lightly.
So we all know Blizzard wants to make money and that's fine . But this state of the game is getting ridiculous .
It seems the way team 5 balances cards and creates new expansions is intended only to make f2p players quit .
How are we suppose to continue playing this game when today's aggro decks include up to 6 legendary minions (Asmo rogue) ??! The only remotely accessible kinda competitive deck is face hunter and that gets boring really fast . All the other decks, even aggro require a lot of epic / legendary stuff .
I think something should be done in this regard but not sure what . What do you guys think ?
$50/expansion is enough for me to have at least 2/3 meta decks at the start of it and have 80-90% of its cards before the next expansion hits. Thats considering i'm by no means an active player, usually just doing my dailies plus some arena, occasional play-a-friends.
If you are in desperate need of something completely free, you can look at Elder Scrolls Legends, there you can get like 3k gold, 3k dust plus a couple legendaries in a week just by leaving some twitch stream open in a browser. 50-card starter decks containing some epics/legendaries are 500 gold each, you get legendary level-up rewards etc. etc.
inb4 if you decided not to spend a single penny on any particular game then IMHO you aren't in a position to complain about it being hard/expensive, developers, even if they are Blizzard, have to earn money somehow. Play arena, git gud at it, and you'll have a decent collection in due time providing you played enough.
I'm confused as to what the problem is. Like, unless you're totally new to the game, you have a workable collection. And at this point in Hearthstone's lifecycle, there aren't many totally new players left to cater to. I haven't spent a dollar and don't intend to, and I can frequently get rank 5 playing < an hour a day.
"Well maybe new players should just expect to suck if they don't want to spend money."
This is the most toxic way of thinking, and is the quickest way to kill the game. If new players are constantly getting destroyed by extremely powerful decks that will take them months to obtain, they're not gonna keep playing. Hell, I have a fairly hefty collection and I usually end up just not playing for days on end. You can't just say "Well they don't want to pay money so they'll have a substandard experience" because then we'll never get any new players, which will lead to this game dying a slow and painful death.
There definitely needs to be some fixes. Other games are just way more generous than Hearthstone is. I've been playing Eternal for a week and I have more legendaries and cards in that game than I recieved in my first year playing Hearthstone. Shadowverse gives you like a 100 packs when you start just as a backlog of all the free packs they've given out. These games' packs are also filled with more cards than Hearthstone's measly 5.
However, more important than generosity these games are fairly balanced. Cheap aggro decks can perform well, expensive control decks can do well, cheap and expensive combo can work, cheap and expensive midrange is fun. Games that have healthy metas where there are a large number of good decks but no absurd decks are great for new players. If Hearthstone's meta was good enough that you could throw the three legendaries a new player might have into a deck and perform reasonably well the current reward system would be fine.
This leads to two possible fixes:
- Give far more rewards for playing than 1/10 of a pack every 3 wins + meh quests.
- On the next rotation have a metagame that isn't just a crazy aggro deck vs a crazy control deck.
We do definitely need fixes though. As it stands I literally can't recommend my friend's play Hearthstone, but I'm more than happy to tell them to play other card games.
Legend with : S65 Freeze Mage, S57 Maly Gonk Druid, S57 "Okay" Shaman, S53 Boom-zooka Hunter, S53 Maly Tog Druid, S52 Wild Tog Druid ft.Blingtron, S50 Quest Rogue, S49 Dead Man's Warrior, S41 Wild Clown Fiesta Druid, S41 Hadronox Jade Druid, S40 Wild OTK Dragon Druid, S35 SMOrc Shaman, S33 Jade Druid, S22 Control Priest, S19 Control Priest
Can't imagine what a terrible experience it is to be a f2p, who wants to experiment with decks. When I tried Jade Druid recently I quickly found out that with time deck building in HS became very problematic. You have to play the perfect list or your deck loses 30-50% of it's theoretical strength. Before it wasn't like that. You could replace a few cards that you don't have and still have viable results. Now it's all about synergy that Blizzard forces you to play. If you are f2p - craft Patches and go face, because THAT'S THE SYNERGY YOU CAN AFFORD, SON.
I have been playing since beta, and while i have most playable cards, it is true that the game is getting extremely expensive. They removed adventures which was a much cheaper way to get cards than packs because for 3500 gold which you can farm in 3 months you were guaranteed to get all the cards. In expansions 35 packs is nowhere near enough to get even the cards needed to compete.
Blizzard said they axed adventures to shake up the meta more, but that is a lie. If you go back and examine things closely, adventures and expansions had almost the same number of PLAYABLE cards, the only difference is that expansions had more meme and filler cards.
On top of this, they nearly doubled the number of legendaries they print and more importantly they changed the ratio of meme/filler to playable legendaries so that you are less likely to open something usefull which forces you to craft the good stuff if you want to compete.
To quote Firebat: "i play this game all day every day, i don't do anything else, and i still don't have all the cards i want to play. I even disenchanted all my golden cards."
Prepurchase (50 packs) should allow you to have at least 2 available classes just after opening. If you want to play more, you have to spend more money. Other than that, stick with what you can afford and stop whining about your lack of cash. Not even once Ive cried about not having money for this game until ive started to earn more. Until you cant afford to play more classes, just enjoy what you have or try doing some arena runs.
About the number of legendaries in decks. Some legendaries can be easily replaced without losing almost no power in a deck.
What has really playing all the day have to do with number of packs you acquire? 3 wins = 10 gold. Having 60% WR
Having 60% WR you win 6 times every 10 games. Say game lasts 6 minutes on average (but it depends on what class youre playing so average can mean nothing here). So in 1 hour you get what? 20 gold?
Now, streamers play 8 hours a day on average. 8 x 20 = 160 gold/day. And this is like the most you can get because its not like they play 8 hours straight, game after game. Meta has shifted a bit more to control so matches last longer. I would say average streamer makes 100 gold/day just from playing. After 1 month you get no more than 30 packs, prolly much less say 20 because not everyone plays every day.
After 2 months of expansion you get 40 packs just from winning matches considering you have 60% WR which is pretty damn high and correct if you only play best decks. But most steamers tend to play some weaker/meme decks aswell. So the number goes prolly from 40 to 30 packs / 2 months just from winning matches.
My point was here that the difference between amount of gold an average player gets, isnt much different from what streamers achieve and more important if you want to have all the cards you want to play (meme cards, interesting cards but too weak for meta) its clear to me that you have to get much more packs than what you can buy for earned gold.
Getting 1/30 of the pack for wining a game is stupid. It's one of the worst rewarding systems in the gaming industry. Season end rewards are also pretty shit at best you get one epic of your choice. Blizzard is one of the greediest companies that ever existed. They don't have proper competition and they are allowed to do whatever they want.
Bitch i'm Willy Wonka!
2,5+ years player here. I must agree with everyone, the game has become too expensive for f2p, even with disenchanting golden cards, grinding to 100 gold every day and getting a golden epic every month, you simply can't keep up if you don't pay up. Not only that you can't keep up, because you need very good cards to be able to rank to more than R10, but you can't craft anything you wan't to have fun with, because all the meme cards are now epic. It's got a horrible mobile pay2win model hidden behind a desktop version and full-on cosmetic makeup. It feels very unrewarding to play. It's like digging a hole with you bare hands on the sun the whole day just to find a penny.
I ran away to Eternal, get a pack for every first ranked/casual win of the day and i feel happy and satisfied, you get a nice collection pretty quickly and don't feel pressured to grind half a month to get a legendary you want. I took the Hearthstone model for granted (it's my first CCG ever), and only now i see how greedy and horrible it is.
9/10 people here start with "i only buy the pre order packs"
How the fuck is that f2p by any means?F2p means you dont even give a dime to the game.One of you big talkers should make an account and not spend anything,see how much time you need to catch up,not that you ever will..
And im not a f2p player,im just mad of all peoples ignorance,if you have played for a year or more before and also buy pre orders,then you cant say you are f2p.
Just Another Legend Player#Kappa
There is no problem with the game.
If you don't like how they run their company, you can use your one and only power as a consumer: Quit. Stop spending money.
Well MTGO decks cost around $150-$300 ... yet you complain cause you can't make a descent deck for $50?
For $50 you can make a STRONG Mage deck on Hearthstone (if you disenchant the other drops you don't need).
CCG and TCG games are expensive, they always were.
Legendaries were always extremely expensive to craft, but prior to MSG there weren't many legendaries per set that you really needed to play a particular archetype at its full potential. I don't think that Team 5 is deliberately designing more powerful legendaries to make more money: I think a lot of these cards are legendary because the one-per-deck restriction is tied to the rarity. However, if the number of essential legendaries per set increases without it becoming cheaper to acquire them, that does leave players with fewer archetypes that they feel they can play.
In my opinion the main problem is not that F2P isn't generous enough (although I'd like to see it a bit more generous), but that spending a bit of money doesn't get you much. I used to buy the adventures with real money, since I felt I got good value for that money in solo missions and cards. With packs, how much value you get from them depends a lot on luck, and the average case isn't all that great. A pre-order costs twice as much as an adventure did and will give you only a fraction of the epic and legendary cards released. And the value for money for buying packs outside of the pre-orders is even worse.
I stopped playing hearthstone for this reason for the same price i can play paper magic and have cards that are worth money with resale value. I now only play a little at the beginning of every new xpac and strictly f2p.
I'm confused as to what the problem is. Like, unless you're totally new to the game, you have a workable collection. And at this point in Hearthstone's lifecycle, there aren't many totally new players left to cater to. I haven't spent a dollar and don't intend to, and I can frequently get rank 5 playing < an hour a day.
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.