In my opion Hearthstone needs cheap neutral hand disruption cards / minions like discard in MtG. Now only Warlock got hand disruption.
In example; 2 mana - Battlecry: Look at opponents hand. Choose one card. Remove it from opponents hand.
This way there is some counterplay (to 'broken' decks). This way you can remove (i.e.) Deck of Lunacy or a C'Thun card from hand. Sometimes you hit, sometimes you miss, but at least there is some form of counterplay this way. It's up to opponent when to play (i.e.) a C'Thun card. Be greedy and risk the card being removed or be rewarded.
2 Mana and you can watch all the cards in opponent hand and remove the best?! so, you can run this shit x2 and with some combo u can copy or make it battlecry 2 times (or even more if u are a rogue). Yes, definitely HS needs another broken card like that. Moreover, an ability like that should be a class ability, not available for all heroes.
It could be a neutral Legenday card (so you can only have one). The cost can be higher. Currently Hearthstone got ZERO counterplay! Currently hand disruption is ony available to Warlock. So you are forced to play Warlock if you do want hand disruption.
In MtG you also have cards which say 'name a card', but i doubt that is possible in Heartstone.
Nah, this is kinda the Warlock's class identity, so giving this to everybody will be weird. What does a hunter or a pala deleting oponents cards?
Class identity? Why do Warlock, Paladin, Demon Hunter get to heal? Why does Priest get to play (neutral) Beasts? Why does Warlock have 'burn' cards (Darkbomb i.e.). Why did Rogue also get secrets? I can go on like this...
Only complaining about 'broken' decks and nerfing cards isn't really the way either. So maybe come up with more (elegant?) solutions then that?
Discard style disruption (rat falls into this too) is horrifingly awful to play against, wether it's random or not it doesn't change this, there are shitty cons on both parts. In HS expecially this is even MORE toxic as there are no ways to interact with it just like there are no ways (other than toxic disruption) to interact with OTKs and stuff...Kind of a vitious circle right? How do we get out of this?
Well MY solution would be to remove both disruption and mill/OTK/infinite as concepts altogether so you wouldn't need to fight a toxic bitchmade mechanic with another BUT if this were to be too extreme I present to you Far Watch Post like effects: "opponent's stuff permanently costs X more (up to 10)" , print it as battlecry, as end of turn, as deathrattle, frenzy, OVERKILL....it doesn't matter...THIS is how you make disruption effective but still not toxic: you mess with OTKs and other stuff BUT you don't remove anything, counterplay is still in the game (thaurissan and others), you don't randomly win mirrors because you ratted your opponent's N'Zoth, the Corruptor or something BUT this way OTKs or just strong synergies become more awkward to pull off. Now it IS worth noting that this would need to be printed as high cost or VERY low tempo minions (or spells...you do you) otherwise aggro decks will just lock you out of all answers, (therefore eliminating counterplay) but it's not that hard to figure out.
In my opion Hearthstone needs cheap neutral hand disruption cards / minions like discard in MtG. Now only Warlock got hand disruption.
In example; 2 mana - Battlecry: Look at opponents hand. Choose one card. Remove it from opponents hand.
This way there is some counterplay (to 'broken' decks). This way you can remove (i.e.) Deck of Lunacy or a C'Thun card from hand. Sometimes you hit, sometimes you miss, but at least there is some form of counterplay this way. It's up to opponent when to play (i.e.) a C'Thun card. Be greedy and risk the card being removed or be rewarded.
Even MTG has no targeted discard from opponent's hand for every color... It is black exclusive. and MTG decks can have 4x of any card and those discards can be countered....
Here you offer a way for every deck to destroy every combo deck with no counterplay from a combo deck... "Great" idea! You don't understand Hearthstone at all
You would probably be better off asking for a neutral legendary minion with a Glide-like effect. Something that delays combo rather than breaks it and is symmetrical to reduce abuse.
Honestly as is I think even Warlock should lose their disruption mechanics, it is just too unfair given that the combo or control decks have no counterplay.
BUT I am not saying that combo should be untouchable. As I've mentioned before I think it is about time HS got a proper Graveyard mechanic. If combo decks could run cards that help them fetch burned or killed combo pieces from the card Graveyard, say a card that Discovers from the Graveyard since anything more complex will be judged beyond HS players. Well, then you have proper play and counterplay. Combo too oppressive? Run disruption cards (which could then safely be expanded to more classes), but in response to this combo starts running those cards to retrieve their lost combo pieces. But on their own these cards do nothing to help the combo, they are a strictly repair mechaism, a thing you don't want in the first place. There is a cost for running both the disrupts and the disrupt repairs as opposed to cards that help you reach your win goal. Push and pull, balanced.
As is I think best combo mess is as the poster above me said, things that shuffle cards back into their hand like Glide or Stelina.
EDIT: Without the ability to respond at all current disrupt effects feel extremely unfair. It is why Tickatus gets so much hate, and even just Tickatus if he were unchained by a lack of aggro would totally kill combo decks I feel. Without a Graveyard mechanic discarding enemy cards will never be okay.
In my opion Hearthstone needs cheap neutral hand disruption cards / minions like discard in MtG. Now only Warlock got hand disruption.
In example; 2 mana - Battlecry: Look at opponents hand. Choose one card. Remove it from opponents hand.
This way there is some counterplay (to 'broken' decks). This way you can remove (i.e.) Deck of Lunacy or a C'Thun card from hand. Sometimes you hit, sometimes you miss, but at least there is some form of counterplay this way. It's up to opponent when to play (i.e.) a C'Thun card. Be greedy and risk the card being removed or be rewarded.
2 Mana and you can watch all the cards in opponent hand and remove the best?!
so, you can run this shit x2 and with some combo u can copy or make it battlecry 2 times (or even more if u are a rogue).
Yes, definitely HS needs another broken card like that.
Moreover, an ability like that should be a class ability, not available for all heroes.
Nah, this is kinda the Warlock's class identity, so giving this to everybody will be weird. What does a hunter or a pala deleting oponents cards?
It could be a neutral Legenday card (so you can only have one). The cost can be higher. Currently Hearthstone got ZERO counterplay! Currently hand disruption is ony available to Warlock. So you are forced to play Warlock if you do want hand disruption.
In MtG you also have cards which say 'name a card', but i doubt that is possible in Heartstone.
Class identity? Why do Warlock, Paladin, Demon Hunter get to heal? Why does Priest get to play (neutral) Beasts? Why does Warlock have 'burn' cards (Darkbomb i.e.). Why did Rogue also get secrets? I can go on like this...
Only complaining about 'broken' decks and nerfing cards isn't really the way either. So maybe come up with more (elegant?) solutions then that?
Dirty Rat works fine. I'm playing comboDruid in wild and 80% of the time my opponent plays it i have to concede.
Em, dirty rat exist. Geist exist, Ilucia exist, that guy who plays random spell from enemy deck exist. A lot of cards summons from decks.
Your example is - i just want not random, but Broken AF neutral low cost card vs combo, who actually doesn't too strong, aggro much stronger in years.
well....noyes:
Discard style disruption (rat falls into this too) is horrifingly awful to play against, wether it's random or not it doesn't change this, there are shitty cons on both parts. In HS expecially this is even MORE toxic as there are no ways to interact with it just like there are no ways (other than toxic disruption) to interact with OTKs and stuff...Kind of a vitious circle right? How do we get out of this?
Well MY solution would be to remove both disruption and mill/OTK/infinite as concepts altogether so you wouldn't need to fight a toxic bitchmade mechanic with another BUT if this were to be too extreme I present to you Far Watch Post like effects: "opponent's stuff permanently costs X more (up to 10)" , print it as battlecry, as end of turn, as deathrattle, frenzy, OVERKILL....it doesn't matter...THIS is how you make disruption effective but still not toxic: you mess with OTKs and other stuff BUT you don't remove anything, counterplay is still in the game (thaurissan and others), you don't randomly win mirrors because you ratted your opponent's N'Zoth, the Corruptor or something BUT this way OTKs or just strong synergies become more awkward to pull off. Now it IS worth noting that this would need to be printed as high cost or VERY low tempo minions (or spells...you do you) otherwise aggro decks will just lock you out of all answers, (therefore eliminating counterplay) but it's not that hard to figure out.
Even MTG has no targeted discard from opponent's hand for every color... It is black exclusive. and MTG decks can have 4x of any card and those discards can be countered....
Here you offer a way for every deck to destroy every combo deck with no counterplay from a combo deck... "Great" idea! You don't understand Hearthstone at all
You would probably be better off asking for a neutral legendary minion with a Glide-like effect. Something that delays combo rather than breaks it and is symmetrical to reduce abuse.
Honestly as is I think even Warlock should lose their disruption mechanics, it is just too unfair given that the combo or control decks have no counterplay.
BUT I am not saying that combo should be untouchable. As I've mentioned before I think it is about time HS got a proper Graveyard mechanic. If combo decks could run cards that help them fetch burned or killed combo pieces from the card Graveyard, say a card that Discovers from the Graveyard since anything more complex will be judged beyond HS players. Well, then you have proper play and counterplay. Combo too oppressive? Run disruption cards (which could then safely be expanded to more classes), but in response to this combo starts running those cards to retrieve their lost combo pieces. But on their own these cards do nothing to help the combo, they are a strictly repair mechaism, a thing you don't want in the first place. There is a cost for running both the disrupts and the disrupt repairs as opposed to cards that help you reach your win goal. Push and pull, balanced.
As is I think best combo mess is as the poster above me said, things that shuffle cards back into their hand like Glide or Stelina.
EDIT: Without the ability to respond at all current disrupt effects feel extremely unfair. It is why Tickatus gets so much hate, and even just Tickatus if he were unchained by a lack of aggro would totally kill combo decks I feel. Without a Graveyard mechanic discarding enemy cards will never be okay.