Gnomeferatu: first time forced permanent card discard through the deck.
Dirty Rat: first time forced play card through the hand.
Madame Lazul: first time hand insigth (more than 1 card).
What is about to come: full hand reveal, hand discard, play cards from your opponents deck into your control, full deck reveal (not 3 cards like "secret agent coming through").
Blizzard always said that interacting with your opponents hand and deck wasnt part of HS. But the last 3 cards opened the way to the inevitable, in less than 2 years ( next 7 expansions) at least 1 of these mechanics will be implemented, and in less than 3 years all of them would be.
You missed the classic Howlfiend into Treachery into Defile combo. Shame.
If this happens to the extent at which you're saying, I'll stop playing. Disruption tactics are, by far, the least entertaining and interactive ways to play Hearthstone.
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Dad, husband, gamer, fueled by coffee.
Currently playing Dragon Galakrond Priest, Dragon Galakrond Warrior and Highlander Dragon Hunter.
You missed the classic Howlfiend into Treachery into Defile combo. Shame.
If this happens to the extent at which you're saying, I'll stop playing. Disruption tactics are, by far, the least entertaining and interactive ways to play Hearthstone.
Dindt want to include wacky combos, just 1 card power effect like Gnomeferatu. Dindt include King Togwaggle neither because its not a permanent effect.
I get your point thout, it could get obnoxius, but pricing the cards with the right mana would make them fair.
It is very possible that Blizzard would in fact do this, although this would be a terrible idea. Mind Twist is not the kind of design Blizzard (or anyone else for that matter) should try to emulate.
Forced discard would be way too good. Dirty Rat is the perfect compromise. Same thing with destroying Mana Crystals. That'd be lame as fuck, Mojomaster is a fair compromise too. I like the idea of allowing players to play out their cards, and then the opponent has options to deal with what you presented, and/or play their own threats. Disruptive mechanics usually are perceived as unfun by the majority of players.
People love cards like Dirty Rat cause they can help you to answer "uninteractive" combo decks that just survive until they assemble their combo. What people don't see is that Dirty Rat is as uninteractive as those combo decks are to the rest of the meta. What I mean is that as a combo deck you build your deck around a certain card or group of cards and your opponent plays one card and your win condition is gone then what's interactive about that? Like yeah playing Dirty Rat represents a risk, but being able to completely cancel your opponent's win condition with just one card is the definition of uninteractive, your opponent literally can't do anything to play around Dirty Rat. You can argue that keeping multiple minions in hand is the way to play around it, but even if you have 10 minions in hand, Dirty Rat can still pull your combo piece and fuck you hard. There's no actual counterplay for a card like that.
Well, I'd really like to see some more hand and deck interaction, but it's very unlikely that Blizzard prints any for the same reason why they don't print Mill Rogue/Druid support. While these mechanics could stay balanced and OK to play against (Gnomeferatu is the example; it has a highroll potential, but most games don't go into fatigue and it's basically like you'd never draw that card anyways), mechanics such as discarding cards from your opponent's hand are very hard to balance and most of the time they would be either OP, unfun to play against, or, most probably, both of them. Cards such as Dirty Rat or Unseen Saboteur are uber-highroll cards and most of the time they mess you up more than your opponent, but still some people consider the Rat overpowered.
However, there are some mechanics that could fit the theme of interacting and messing up with your opponent's hand and deck that could be fun and balanced, and I'd like to bring up a custom card I made some time ago here:
The card affects both you and your opponent, giving you a 'reset' of some sort and putting both players in topdeck mode. It would probably be used mostly for the clear anyways, so I think the addition of the shuffling could be a fun and interesting hand interaction mechanic.
I'm sure there will be a tiny trickle of cards like these forever, until the end of Hearthstone.
But there will never be enough at one time (in Standard) to be able to build a strategy around them.
Maybe one day Wild will accumulate a critical mass of them, and you can pretend you're an MtG blue/black dickbag at that point.
I'm not sure what a M:TG blue/black dickbag deck is....... but I played M:TG from 1993-2000, and my local tournament winner was an all black discard deck with a lil land destruction for good measure.
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"The world outside is so big, but it's safe in my domain Because to you I'm just a number and a clever screen name..."
I THINK FOR MYSELF, THEREFORE.... I'M AN ATHEIST !!!
This is my submission for the card design this week. I'm thinking of renaming it to Cain the last Horadrim or Old Deckard Cain. I loved this mechanic in mtg but it got oppressive with the discard mechanic.
This is my submission for the card design this week. I'm thinking of renaming it to Cain the last Horadrim or Old Deckard Cain. I loved this mechanic in mtg but it got oppressive with the discard mechanic.
That card is awesome. Some people would vastly overrate it, and others would vastly underrate it.
In reality, it would be highly situational, and its value would steadily decrease as the meta becomes more settled.
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"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
This is my submission for the card design this week. I'm thinking of renaming it to Cain the last Horadrim or Old Deckard Cain. I loved this mechanic in mtg but it got oppressive with the discard mechanic.
That card is awesome. Some people would vastly overrate it, and others would vastly underrate it.
In reality, it would be highly situational, and its value would steadily decrease as the meta becomes more settled.
Thank you! My only concern would be needing to hall of divine spirit inner fire. Because 1/5 is still a lot for priest to work with.
In reality, it would be highly situational, and its value would steadily decrease as the meta becomes more settled.
Really? If the meta is settled, I may know which board clears my opponent probably has in their deck, but knowing for sure that the card is in their hand is still pretty much valuable. Same thing when a class has several archetypes: having an opponent play Town Crier on turn 1 doesn't tell me which kind of Warrior I'm up against, but if this guy shows me a Clockwork Goblin, it's a different story.
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You read it here first.
Every year the game feels like more of the same. You should be able to interact MORE with your opponents hand and deck.
Right now there are a few cards like Gnomeferatu, Void Contract, Mindgames that interact with the deck.
And others like Dirty Rat, Mind Vision, Madame Lazul that make do with the hand.
Gnomeferatu, Dirty Rat and Madame Lazul opened the way, and its a matter of time this part of the HS gameplay gets more backup.
Gnomeferatu: first time forced permanent card discard through the deck.
Dirty Rat: first time forced play card through the hand.
Madame Lazul: first time hand insigth (more than 1 card).
What is about to come: full hand reveal, hand discard, play cards from your opponents deck into your control, full deck reveal (not 3 cards like "secret agent coming through").
Blizzard always said that interacting with your opponents hand and deck wasnt part of HS. But the last 3 cards opened the way to the inevitable, in less than 2 years ( next 7 expansions) at least 1 of these mechanics will be implemented, and in less than 3 years all of them would be.
Up this thread when that happens.
Greetings, AnduinWrynn.
You missed the classic Howlfiend into Treachery into Defile combo. Shame.
If this happens to the extent at which you're saying, I'll stop playing. Disruption tactics are, by far, the least entertaining and interactive ways to play Hearthstone.
Dad, husband, gamer, fueled by coffee.
Currently playing Dragon Galakrond Priest, Dragon Galakrond Warrior and Highlander Dragon Hunter.
Also Chameleos gave hand insight before Lazul
just U and I
Dindt want to include wacky combos, just 1 card power effect like Gnomeferatu. Dindt include King Togwaggle neither because its not a permanent effect.
I get your point thout, it could get obnoxius, but pricing the cards with the right mana would make them fair.
And Mind Vision before it, but only 1 card at a time.
Don't forget Demonic Project. A staple of my Demon-oriented decks. It's earned me a handful of rage quits.
Dependable loan sharks since 1960. We sink our teeth into every deal we make.
It is very possible that Blizzard would in fact do this, although this would be a terrible idea. Mind Twist is not the kind of design Blizzard (or anyone else for that matter) should try to emulate.
I'd like to see "world enchantment" type cards, like in M:TG
Something like "Destroy cards in your opponents hand/mana crystals)" type cards. Or something like "The Rack" or "Black Vice" type cards (M:TG)
"The world outside is so big, but it's safe in my domain
Because to you I'm just a number and a clever screen name..."
I THINK FOR MYSELF, THEREFORE.... I'M AN ATHEIST !!!
Forced discard would be way too good. Dirty Rat is the perfect compromise. Same thing with destroying Mana Crystals. That'd be lame as fuck, Mojomaster is a fair compromise too. I like the idea of allowing players to play out their cards, and then the opponent has options to deal with what you presented, and/or play their own threats. Disruptive mechanics usually are perceived as unfun by the majority of players.
People love cards like Dirty Rat cause they can help you to answer "uninteractive" combo decks that just survive until they assemble their combo. What people don't see is that Dirty Rat is as uninteractive as those combo decks are to the rest of the meta. What I mean is that as a combo deck you build your deck around a certain card or group of cards and your opponent plays one card and your win condition is gone then what's interactive about that? Like yeah playing Dirty Rat represents a risk, but being able to completely cancel your opponent's win condition with just one card is the definition of uninteractive, your opponent literally can't do anything to play around Dirty Rat. You can argue that keeping multiple minions in hand is the way to play around it, but even if you have 10 minions in hand, Dirty Rat can still pull your combo piece and fuck you hard. There's no actual counterplay for a card like that.
Well, I'd really like to see some more hand and deck interaction, but it's very unlikely that Blizzard prints any for the same reason why they don't print Mill Rogue/Druid support. While these mechanics could stay balanced and OK to play against (Gnomeferatu is the example; it has a highroll potential, but most games don't go into fatigue and it's basically like you'd never draw that card anyways), mechanics such as discarding cards from your opponent's hand are very hard to balance and most of the time they would be either OP, unfun to play against, or, most probably, both of them. Cards such as Dirty Rat or Unseen Saboteur are uber-highroll cards and most of the time they mess you up more than your opponent, but still some people consider the Rat overpowered.
However, there are some mechanics that could fit the theme of interacting and messing up with your opponent's hand and deck that could be fun and balanced, and I'd like to bring up a custom card I made some time ago here:
The card affects both you and your opponent, giving you a 'reset' of some sort and putting both players in topdeck mode. It would probably be used mostly for the clear anyways, so I think the addition of the shuffling could be a fun and interesting hand interaction mechanic.
I'm sure there will be a tiny trickle of cards like these forever, until the end of Hearthstone.
But there will never be enough at one time (in Standard) to be able to build a strategy around them.
Maybe one day Wild will accumulate a critical mass of them, and you can pretend you're an MtG blue/black dickbag at that point.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
I'm not sure what a M:TG blue/black dickbag deck is.......
but I played M:TG from 1993-2000, and my local tournament winner was an all black discard deck with a lil land destruction for good measure.
"The world outside is so big, but it's safe in my domain
Because to you I'm just a number and a clever screen name..."
I THINK FOR MYSELF, THEREFORE.... I'M AN ATHEIST !!!
http://imgur.com/a/SXUfqbD
This is my submission for the card design this week. I'm thinking of renaming it to Cain the last Horadrim or Old Deckard Cain. I loved this mechanic in mtg but it got oppressive with the discard mechanic.
That card is awesome. Some people would vastly overrate it, and others would vastly underrate it.
In reality, it would be highly situational, and its value would steadily decrease as the meta becomes more settled.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Thank you! My only concern would be needing to hall of divine spirit inner fire. Because 1/5 is still a lot for priest to work with.
Really? If the meta is settled, I may know which board clears my opponent probably has in their deck, but knowing for sure that the card is in their hand is still pretty much valuable. Same thing when a class has several archetypes: having an opponent play Town Crier on turn 1 doesn't tell me which kind of Warrior I'm up against, but if this guy shows me a Clockwork Goblin, it's a different story.