At the risk of inciting the anger of DiamondD113 (or whatever he's called) who'll argue till oblivion that Ice Block is interactive, I'd go with this quoted comment. You can test for counterspell by throwing away a disposable spell. With Ice Block the best you can do is to minimise its impact.
Why would they take away the only cancel effect there is in the game. In my opinion they should add more cards that can counter effects. The problem is of course that you can't play cards on your opponents turn so it's harder to have counter cards like other games have.
I guess you could just have a counter effect on a minion:
3 mana 2/2 When an opponent plays a battlecry, counter it and destroy this minion.
Ice block was hall of famed because it encourages mages to play a very non-interactive style of stall and burst. While Blizzard don’t have a problem with this game play entirely it’s not one that they like too much of, and certainly not in an evergreen set.
It stops them giving mage strong heal effects.
It made its way into almost all mage decks.
And it made things like Medivhs Valet that interact with secrets too powerful because they can rely on it always being up and able to activate.
And if you think popping them at 1 is “playing around it” then, OK???
Counterspell on the other hand can be played around by testing with a less important spell, saving coin if second and actually is interactive. It doesn’t make its way in to all decks and doesn’t limit design.
I think an aggro Paladin is just upset he can’t play his Call to arms on turn 4?
10 times more cancerous than ice block in my opinion. At least with ice block you can freely do what you want on your turn and play around it easier.
That's a reason to nerf, not HoF. HoF are for cards that aren't bad but create a playstyle that won't go away no matter how often you rotate cards.
To put it another way, if Ice Block didn't exist, they would have no problems making it as an expansion card and having it in Standard for 2 years then letting it be played forever in Wild. Same goes for cards like Sylvanas and Magma Giant. Their crime isn't brokenness or cancer but that they should've been expansion cards, not classic cards.
Do you feel that way about Counterspell? If Counterspell didn't exist would you be hype for it showing up as a Witchwood card and being played by mage for 2 years? If not, you aren't asking for HoF status. You are asking for a nerf: to change or be rid of the card.
Yeah mage for surviving for 5 turns in a row that they should be dead is obviously on the same power level as potentially preventing your opponent from playing one of his cards maybe. Lul
Counterspell can be played around in many ways (not always ofc, but lots of times), while Ice Block was more difficult to be "avoided" and push the Mage as a Class to relay on one or two (even more sometimes) extra turns by building all-in style decks for a very long time.
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For what profit is it to a man, if he gains the world and loses his own soul?
10 times more cancerous than ice block in my opinion. At least with ice block you can freely do what you want on your turn and play around it easier.
Truthfully speaking, they should both be Hall of Famed. They both have very specific effects which can lead to very different play patterns from the normal pattern of the game. Same with Coldlight Oracle. Ice Block allows a completely different playstyle, Coldlight Oracle the same, even Counterspell does that, it provides a very specific and unique tool and effect that should not be present in Standard forever. Blizzard wants Classic to provide a baseline of options for players but also not have too many different playstyles available because as long as those cars that allow those playstyles are in the Classic Set, they will forever be part of Standard.
What they want is to have these cards be released in expansions and have them rotate out when they want. This allows Blizzard to better control what playstyles can be played in each Standard cycle. Something impossible to do if they just leave those cards part of Standard.
At the risk of inciting the anger of DiamondD113 (or whatever he's called) who'll argue till oblivion that Ice Block is interactive, I'd go with this quoted comment. You can test for counterspell by throwing away a disposable spell. With Ice Block the best you can do is to minimise its impact.
Close, but not quite the correct name haha.
I will argue because I can present facts that help me explain to people the fact that Ice Block, much like any Secret, is interactive.
Testing for cards is not what defines interactivity. What defines interactivity is the existence of ANY option the for the player to take an action that affects Ice Block (or whatever card/deck you want to talk about). Are there any actions available in Hearthstone that a player can do to affect Ice Block?
Yes, there are plenty of them, which is why it is interactive. Minimizing the impact of a card is interacting with a card. An Uninteractive card is a card that doesn't let you counter it or even minimize it's impact, it is completely immune to anything you try to do against it, which Ice Block is not.
Well, I almost had it right! All we need now is Zuku and we've got a full reunion.
I'm going to take a "bit of column A and bit of column B" approach on this topic. I've a different perception regarding Ice Block and personally I'm glad to see it go, as I believe you will be?
I will be shocked if Counterspell sees any play in the next expansion. On the flipside, I can't think of a single meta where Ice Block wasn't seeing play. That is why Ice Block is being rotated and Counterspell isn't. One requires support to be busted, the other requires a tech card to be in the meta to not be completely broken.
I agree. In fact I think all powerful cards that encourage counterplay and matchup knowledge are unhealthy for the game. They should also remove Duskbreaker, Spreading Plague, Divine Favor, Sunkeeper Tarim, Explosive Runes, Psychic Scream and many others. I mean have you read Fireball? 4 mana 6 damage anywhere, how is that remotely fair?!
Of course the biggest offender is Divine Spirit Inner Fire combo. How dare my opponent try to reduce my life total to zero when I was planning on taking infinite turns and not worrying about interacting with their board. So cankerous.
You could also try improving your in game decision making but asking for a card to be removed is pretty much the same thing.
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10 times more cancerous than ice block in my opinion. At least with ice block you can freely do what you want on your turn and play around it easier.
Ice Block allows Mage to survive way longer than they should, Counterspell can be countered by The Coin
Don't mind me just passing by
Ice block is epic haha more dust :)
You also can't take out every mage spell that people don't like. Mage already has less cards to work with than every other class.
Are you a troll?
Top deck is cheat
yeah 4-5 ice blocks to stall until a mage deck setups a combo or win
vs Counterspell that you will only counter 2 of your spells 3 MAYBE of them
I wont miss Ice Block in standard but wild i will surely wont enjoy it
Do or do not. There is no try.
Golden Hero Collections thus far; -
Europe: Druid, Hunter, Paladin, Mage, Priest, Rogue, Shaman, Warlock, Warrior (9/9)
Americas: Druid, Mage, Paladin Shaman (4/9)
Everywhere else: Workin on it.. (0/9)
Why would they take away the only cancel effect there is in the game. In my opinion they should add more cards that can counter effects. The problem is of course that you can't play cards on your opponents turn so it's harder to have counter cards like other games have.
I guess you could just have a counter effect on a minion:
3 mana 2/2 When an opponent plays a battlecry, counter it and destroy this minion.
Is this a serious question?
"There is no spoon"
No, ice block is too much more omnipresent. Btw I am sad that they didn't hall of famed doom guard
Ummm ok??
Ice block was hall of famed because it encourages mages to play a very non-interactive style of stall and burst. While Blizzard don’t have a problem with this game play entirely it’s not one that they like too much of, and certainly not in an evergreen set.
It stops them giving mage strong heal effects.
It made its way into almost all mage decks.
And it made things like Medivhs Valet that interact with secrets too powerful because they can rely on it always being up and able to activate.
And if you think popping them at 1 is “playing around it” then, OK???
Counterspell on the other hand can be played around by testing with a less important spell, saving coin if second and actually is interactive. It doesn’t make its way in to all decks and doesn’t limit design.
I think an aggro Paladin is just upset he can’t play his Call to arms on turn 4?
One does not simply walk into Mordor,
unless they want to be the best they can be.
Yeah mage for surviving for 5 turns in a row that they should be dead is obviously on the same power level as potentially preventing your opponent from playing one of his cards maybe. Lul
why can't we hall of fame people who make short sighted, reactionary and ignorant threads?
Counterspell is Counterable. See what I did there?
Counterspell only recently became playable in constructed yet you call it cancerous ?
Counterspell can be played around in many ways (not always ofc, but lots of times), while Ice Block was more difficult to be "avoided" and push the Mage as a Class to relay on one or two (even more sometimes) extra turns by building all-in style decks for a very long time.
For what profit is it to a man, if he gains the world and loses his own soul?
Golden Hero Collections thus far; -
Europe: Druid, Hunter, Paladin, Mage, Priest, Rogue, Shaman, Warlock, Warrior (9/9)
Americas: Druid, Mage, Paladin Shaman (4/9)
Everywhere else: Workin on it.. (0/9)
I will be shocked if Counterspell sees any play in the next expansion. On the flipside, I can't think of a single meta where Ice Block wasn't seeing play. That is why Ice Block is being rotated and Counterspell isn't. One requires support to be busted, the other requires a tech card to be in the meta to not be completely broken.
I agree. In fact I think all powerful cards that encourage counterplay and matchup knowledge are unhealthy for the game. They should also remove Duskbreaker, Spreading Plague, Divine Favor, Sunkeeper Tarim, Explosive Runes, Psychic Scream and many others. I mean have you read Fireball? 4 mana 6 damage anywhere, how is that remotely fair?!
Of course the biggest offender is Divine Spirit Inner Fire combo. How dare my opponent try to reduce my life total to zero when I was planning on taking infinite turns and not worrying about interacting with their board. So cankerous.
You could also try improving your in game decision making but asking for a card to be removed is pretty much the same thing.