Here's a simple idea that could have a significant impact on the enjoyment of hearthstone, and speed it up a bit: Draw your card at the END of your turn instead of the start.
There are at least two major benefits:
1. You plan out your turn during your OPPONENTS turn, giving you more to do than just watch your opponent play.
2. Your own turn will go faster, because of #1, speeding up the whole game.
I can't think of any real downside, other than missing the "thrill" (or disappointment) of a great (or terrible) top-deck.
It's a fairly counter-intuitive suggestion. Since we wouldn't be drawing a playable card this turn, we would want to draw it on the previous turn (actually drawing a 5-drop on turn 5, for example, is pointless - you need to draw your 5-drops on turn 4, your 3-drops on turn 2, and so on.) This clearly punishes decks that need to begin playing the game on the first turn - since you get one less card on the first turn, you are less likely to actually draw a play. That's a pretty big deal, for benefits that aren't really that obvious. Folks already plan out their turns while their opponent is the active player - given the amount of card generation that commonly sees play, I don't honestly see how the OP's suggestion "speeds up the whole game". Some simpler ways to achieve the desired result might be to speed up animations by 10%, or shave ten seconds off the turn timer.
Here's a simple idea that could have a significant impact on the enjoyment of hearthstone, and speed it up a bit: Draw your card at the END of your turn instead of the start.
There are at least two major benefits:
1. You plan out your turn during your OPPONENTS turn, giving you more to do than just watch your opponent play.
2. Your own turn will go faster, because of #1, speeding up the whole game.
I can't think of any real downside, other than missing the "thrill" (or disappointment) of a great (or terrible) top-deck.
Thoughts?
1) We already plan our turn during our opponent’s turn, so even 2 isn’t really a good point.
I doubt that it will speed anything - you need to know situation on table anyway, for what you need to wait for your opponent end doing their stuff... so to the end of their turn. And there's no difference between animation playing at start or end of turn, it's the same time-wise.
Except for opponent - when you stack on each other a lot of animations and go way above time out during them, it's starting go count your opponent's time. It's sucks, should not be a thing, i'm not sure why it's happening in the first place but seemingly Blizzard can't or don't want to do anything with it and in this case one more animation in your turn = less precious time for your opponent turn. Especially if we get more cards like Choose Your Path or cards activating on draw, which just prolong everything.
And at the end of the day it's also extremely counterintuitive. Practically all relevant card games have draw phase on the start of the turn. Why being different? What's the practical gain from it? Change for the sake of change?
And it's not that HS is some 300 IQ, deep gameplay game where you need a lot of time to think about play. For what you need more time and why breaking game in half is worth it?
I think the benefits are slim (much of a turn can be planned ahead of time anyhow), but there's a few small flaws.
You miss a reasonably good signal that your turn is beginning. I think it's kinda nice to have that process, and it might be easier to AFK through the first little bit of a turn without it.
Turn 1 is either disadvantaged since they don't start with a draw, but starting with an extra card in hand probably means +1 card to mulligan, and that might make a difference.
Mindrender Illucia and Toggwaggle and other sorts of hand or deck swap things could be a bit more awkward.
One niche issue is that it makes stream sniping even more powerful, since the sniper could now play around what would have been topdecked.
None of those are that bad, but the more I think about it, I don't like it, because of one thing: it kills the thrill of the topdeck. End-of-Turn draw means you'll have that answer already in hand, and maybe your opponent plays into it, maybe they don't. It's not quite as exciting. But there's a thrill of knowing "there's only one card in my deck that can answer this," having the Start-of-Turn draw, and getting the answer. Losing that source of excitement probably hurts the fun, even if it doesn't really make a big competitive difference.
Starting a turn with "One time, Fireball off the top!" is more fun than ending a turn with "Drew Fireball, so if they don't heal they're roasted." One is a feeling of getting lucky (or not). The other is either inevitability or disappointment.
I think the benefits are slim (much of a turn can be planned ahead of time anyhow), but there's a few small flaws.
You miss a reasonably good signal that your turn is beginning. I think it's kinda nice to have that process, and it might be easier to AFK through the first little bit of a turn without it.
Turn 1 is either disadvantaged since they don't start with a draw, but starting with an extra card in hand probably means +1 card to mulligan, and that might make a difference.
Mindrender Illucia and Toggwaggle and other sorts of hand or deck swap things could be a bit more awkward.
One niche issue is that it makes stream sniping even more powerful, since the sniper could now play around what would have been topdecked.
None of those are that bad, but the more I think about it, I don't like it, because of one thing: it kills the thrill of the topdeck. End-of-Turn draw means you'll have that answer already in hand, and maybe your opponent plays into it, maybe they don't. It's not quite as exciting. But there's a thrill of knowing "there's only one card in my deck that can answer this," having the Start-of-Turn draw, and getting the answer. Losing that source of excitement probably hurts the fun, even if it doesn't really make a big competitive difference.
Starting a turn with "One time, Fireball off the top!" is more fun than ending a turn with "Drew Fireball, so if they don't heal they're roasted." One is a feeling of getting lucky (or not). The other is either inevitability or disappointment.
My grandpa's deck has no pathetic cards...
Anyway, I agree with this and am against OP's suggestion as a result. What could be interesting, though, is that some cards could be nerfed to "draw X at the end of your turn", e.g. like Swindle. This could be an option to nerf immediate card draw.
Good players already plan ahead on their turn/during the opponent's turn and only adapt their plans if they draw a better option. Honestly, it's a skill to re-evaluate a situation after your initial draw and change plans accordingly.
Turn 1 is either disadvantaged since they don't start with a draw, but starting with an extra card in hand probably means +1 card to mulligan, and that might make a difference.
You could always just change the first turn mechanics to draw two cards (one at the start, one at the end), then proceed with drawing at the end of every other turn.
I don't think there's much to gain from the change, though, and there are a few cards that get kind of disrupted (Keli'dan the Breaker comes to mind).
Hearthstone is a card game, and the natural thing to do in card games is to start your turn with drawing a card.
There are gamplay interactions being changed as well, mill decks, Divine Favor, Glide and Clockwork Giant would be stronger, and it would change any other current and future interaction with your opponent's hand and the top of their deck.
If you think this would speed up the game, you don't understand the game very well. The fact that you "can't think of any real downside" proves my theory.
Rollback Post to RevisionRollBack
"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
It's a fairly counter-intuitive suggestion. Since we wouldn't be drawing a playable card this turn, we would want to draw it on the previous turn (actually drawing a 5-drop on turn 5, for example, is pointless - you need to draw your 5-drops on turn 4, your 3-drops on turn 2, and so on.) This clearly punishes decks that need to begin playing the game on the first turn - since you get one less card on the first turn, you are less likely to actually draw a play. That's a pretty big deal, for benefits that aren't really that obvious. Folks already plan out their turns while their opponent is the active player - given the amount of card generation that commonly sees play, I don't honestly see how the OP's suggestion "speeds up the whole game". Some simpler ways to achieve the desired result might be to speed up animations by 10%, or shave ten seconds off the turn timer.
All your doubts can be workarounded, by just increasing number of cards player draws just after the mulligan phase.
It's a fairly counter-intuitive suggestion. Since we wouldn't be drawing a playable card this turn, we would want to draw it on the previous turn (actually drawing a 5-drop on turn 5, for example, is pointless - you need to draw your 5-drops on turn 4, your 3-drops on turn 2, and so on.) This clearly punishes decks that need to begin playing the game on the first turn - since you get one less card on the first turn, you are less likely to actually draw a play. That's a pretty big deal, for benefits that aren't really that obvious. Folks already plan out their turns while their opponent is the active player - given the amount of card generation that commonly sees play, I don't honestly see how the OP's suggestion "speeds up the whole game". Some simpler ways to achieve the desired result might be to speed up animations by 10%, or shave ten seconds off the turn timer.
All your doubts can be workarounded, by just increasing number of cards player draws just after the mulligan phase.
???
Re-read the OP - there is no draw phase after the mulligan.
First of all I don't think it will change the pace of the game. The reason why people use the time is not because they have to think of what to play on their own turn. It's because people are watching YouTube on the side when it's the opponents turn. That fact would not be changed with this change.
It will majorly change a lot of cards, and destroy mill decks.
The fact is I do not see the benefits you claim this change will have, but it will majorly change the gameplay forever causing confusion for most players.
Sounds dumb to me, you want the thrill of getting that one card that might help you do something and BTW in HS you think like 3-4 turns ahead anyways thats just how HS works play around everything.
Here's a simple idea that could have a significant impact on the enjoyment of hearthstone, and speed it up a bit: Draw your card at the END of your turn instead of the start.
There are at least two major benefits:
1. You plan out your turn during your OPPONENTS turn, giving you more to do than just watch your opponent play.
2. Your own turn will go faster, because of #1, speeding up the whole game.
I can't think of any real downside, other than missing the "thrill" (or disappointment) of a great (or terrible) top-deck.
Thoughts?
I like it. If they don't plan to introduce turn interruption mechanics it could be done.
HS badly needs blitz mode btw.
Shaman would suffer even harder due to lack of on demand draw mechanics.
Hmmm . . .
It's a fairly counter-intuitive suggestion. Since we wouldn't be drawing a playable card this turn, we would want to draw it on the previous turn (actually drawing a 5-drop on turn 5, for example, is pointless - you need to draw your 5-drops on turn 4, your 3-drops on turn 2, and so on.) This clearly punishes decks that need to begin playing the game on the first turn - since you get one less card on the first turn, you are less likely to actually draw a play. That's a pretty big deal, for benefits that aren't really that obvious. Folks already plan out their turns while their opponent is the active player - given the amount of card generation that commonly sees play, I don't honestly see how the OP's suggestion "speeds up the whole game". Some simpler ways to achieve the desired result might be to speed up animations by 10%, or shave ten seconds off the turn timer.
1) We already plan our turn during our opponent’s turn, so even 2 isn’t really a good point.
Sorry for my broken english.
AWhy tho?
I doubt that it will speed anything - you need to know situation on table anyway, for what you need to wait for your opponent end doing their stuff... so to the end of their turn. And there's no difference between animation playing at start or end of turn, it's the same time-wise.
Except for opponent - when you stack on each other a lot of animations and go way above time out during them, it's starting go count your opponent's time. It's sucks, should not be a thing, i'm not sure why it's happening in the first place but seemingly Blizzard can't or don't want to do anything with it and in this case one more animation in your turn = less precious time for your opponent turn. Especially if we get more cards like Choose Your Path or cards activating on draw, which just prolong everything.
And at the end of the day it's also extremely counterintuitive. Practically all relevant card games have draw phase on the start of the turn. Why being different? What's the practical gain from it? Change for the sake of change?
And it's not that HS is some 300 IQ, deep gameplay game where you need a lot of time to think about play. For what you need more time and why breaking game in half is worth it?
I think the benefits are slim (much of a turn can be planned ahead of time anyhow), but there's a few small flaws.
None of those are that bad, but the more I think about it, I don't like it, because of one thing: it kills the thrill of the topdeck. End-of-Turn draw means you'll have that answer already in hand, and maybe your opponent plays into it, maybe they don't. It's not quite as exciting. But there's a thrill of knowing "there's only one card in my deck that can answer this," having the Start-of-Turn draw, and getting the answer. Losing that source of excitement probably hurts the fun, even if it doesn't really make a big competitive difference.
Starting a turn with "One time, Fireball off the top!" is more fun than ending a turn with "Drew Fireball, so if they don't heal they're roasted." One is a feeling of getting lucky (or not). The other is either inevitability or disappointment.
Imagine how bad is this meta that players are thinking on changing the moment of drawing
My grandpa's deck has no pathetic cards...
Anyway, I agree with this and am against OP's suggestion as a result. What could be interesting, though, is that some cards could be nerfed to "draw X at the end of your turn", e.g. like Swindle. This could be an option to nerf immediate card draw.
Good players already plan ahead on their turn/during the opponent's turn and only adapt their plans if they draw a better option. Honestly, it's a skill to re-evaluate a situation after your initial draw and change plans accordingly.
You could always just change the first turn mechanics to draw two cards (one at the start, one at the end), then proceed with drawing at the end of every other turn.
I don't think there's much to gain from the change, though, and there are a few cards that get kind of disrupted (Keli'dan the Breaker comes to mind).
Hearthstone is a card game, and the natural thing to do in card games is to start your turn with drawing a card.
There are gamplay interactions being changed as well, mill decks, Divine Favor, Glide and Clockwork Giant would be stronger, and it would change any other current and future interaction with your opponent's hand and the top of their deck.
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
If you think this would speed up the game, you don't understand the game very well. The fact that you "can't think of any real downside" proves my theory.
"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
All your doubts can be workarounded, by just increasing number of cards player draws just after the mulligan phase.
I think it would benefit low curve decks. I dont think low curve decks need more help.
Galavant Animation
???
Re-read the OP - there is no draw phase after the mulligan.
The OP gave great idea.
Then i enchanced the initial idea, to delete balance issues for low curve decks, or for playing first.
Your idea about animation time is also great.
First of all I don't think it will change the pace of the game. The reason why people use the time is not because they have to think of what to play on their own turn. It's because people are watching YouTube on the side when it's the opponents turn. That fact would not be changed with this change.
It will majorly change a lot of cards, and destroy mill decks.
The fact is I do not see the benefits you claim this change will have, but it will majorly change the gameplay forever causing confusion for most players.
Silver Hand Recruit
Just stick Nozdormu in your deck and hope you meet a like minded player.
Turns aren't too long. The game doesn't need to be sped up aside from some animations.
Sounds dumb to me, you want the thrill of getting that one card that might help you do something and BTW in HS you think like 3-4 turns ahead anyways thats just how HS works play around everything.
I have an ever better idea. You only draw cards every fifth turn, but when you do, you draw 5 cards.