Tradeable is just an additional option to spend 1 mana and draw a different card. How in any way is it useless or bad? If it's not a good option to Trade the card, just don't do it... playing the cards normally has no drawback, they're all optimally statted so far.
You are more likely to get another useless card, and you pay 1 Mana for that.
Like the snake card, for example. It's actually better to play it right away when available against Priest, for example, where the class has no weapon, instead of shuffling it into the deck, so that you aren't punished as hard as in later turns when there are more Mana (since you won't be able to play it regardless of whether or not you shuffle it into the deck, and Priest matches basically end up in fatigue), and if the opponent potentially has a weapon, you don't want to shuffle the card into the deck.
>assuming everyone will be playing decks full of "useless cards"
>assuming you will only always draw Tradeable cards at the start of the game
You've just highlighted the entire point of the mechanic. Sometimes you will draw a useless card for the situation. The option to Trade such cards is nothing but a benefit. As for the Priest example, top-decking the snake later when you couldn't or didn't play it on turn 3 sucks, that's true. Good thing you can just Trade it away and draw a new card for 1 Mana.
You have a 1 mana draw option at the start of every single one of your turns for as long as you keep the Tradebable card in your hand and the keyword provides additional cheap draw for every "whenever you draw" card, like Stealer of Souls, for example.
This is easily the best keyword the game got in a long while. Especially because it helps slower decks more than aggro, and it requires a certain skill level of the player to make the right decision.
If you don't know about the keyword yet, here's an explanation.
"Tradeable is a mechanic where you can either choose to play the card the keyword is on normally or pay 1 Mana to shuffle the card to the deck and draw a card."
In my opinion, the mechanic is useless at best and bad at worst. The problem is that you must spend 1 Mana to do it. That 1 Mana do nothing hurts, and most of the time, people won't bother to do it, since they need that 1 Mana, especially against aggro players where every Mana counts.
I think the mechanic's use case is as a side ability when you're on turn 3 and you only use hero power, for example. It won't be something that will be considered as the center of deck building, unlike Corrupt or Frenzy.
What do you think?
You think a 1 mana draw 1 for no card use is bad?
Sounds like you're bad my guy. You need to learn how to play the game.
There are plenty of times when you'll have a spare mana, and plenty of time when you'll want a different card that isn't the Tradeable one.
There's literally already a card in the game that has a similar effect, and it's a staple in Hunter decks. Ever heard of Tracking?
I don't think we think it's bad. Just that it's not going to be good enough. At least based on what has been revealed so far, what do we have? A tech card where tradeable will be obviously usable, no complaints there. A mage AOE removal that looks really good and will probably see some play. And then two other cards that have people saying, "meh there's better options."
I think a lot of people are thinking that the "meh, there's better options" outlook is going to be the common refrain here. Let's take the mage AOE, Fire Sale. This is a good card for mage, I can see it going in every mage deck and down the stretch I can see it being traded as the mage goes digging for some face damage to close out a match. But is it good because it's best in class, or is just good because mage just doesn't have any other good AOE options before Flamestrike? Imagine, for example, if mage also had a card that was the same as Fire Sale but instead of tradeable it had "and summon a random 4 cost minion". So, now in this case which is going to win out? Are you going to take the tradeable version over the version that gets you board control? And I think that's going to happen for a lot of tradeable cards...I think you're going to find that the first card that gets cut from a deck will have to be the tradeable version when something largely equivalent is available. Now, maybe they'll power creep the cards. Or, maybe it will get some keyword support (every time you trade a card get....). Then all bets are off.
I don't think we think it's bad. Just that it's not going to be good enough. At least based on what has been revealed so far, what do we have? A tech card where tradeable will be obviously usable, no complaints there. A mage AOE removal that looks really good and will probably see some play. And then two other cards that have people saying, "meh there's better options."
I think a lot of people are thinking that the "meh, there's better options" outlook is going to be the common refrain here. Let's take the mage AOE, Fire Sale. This is a good card for mage, I can see it going in every mage deck and down the stretch I can see it being traded as the mage goes digging for some face damage to close out a match. But is it good because it's best in class, or is just good because mage just doesn't have any other good AOE options before Flamestrike? Imagine, for example, if mage also had a card that was the same as Fire Sale but instead of tradeable it had "and summon a random 4 cost minion". So, now in this case which is going to win out? Are you going to take the tradeable version over the version that gets you board control? And I think that's going to happen for a lot of tradeable cards...I think you're going to find that the first card that gets cut from a deck will have to be the tradeable version when something largely equivalent is available. Now, maybe they'll power creep the cards. Or, maybe it will get some keyword support (every time you trade a card get....). Then all bets are off.
Of course, you would usually (not always) prefer the random 4 drop. Imagine a 4-cost Helfire that summons a random 4 drop (aka 5/10 with Taunt). That can be extremely busted. Apexis Blast is already a scary card and that only removes one target AND has a deck building restriction.
That being said, of course you aren't going to add Tradeable cards to your deck just for the Tradeable aspect. They have to do something useful for your gameplan. But having the option to trade the card for a very low price is extremely helpful for any slower deck and that's something this meta desperately needed. You might think that it's not that helpful, but just imagine a game of dh combo where one of your combo pieces is the last card of your deck and you used all your cheap draw options. You can use your tradeable card as an additional draw option to draw exactly that last card for one mana and do your combo 1 turn earlier. 1 mana card draw is always stong.
It's also worth mentioning that Fire Sale is one of the rather few strong fire spells in standard and has synergy with the quest reward, which is why it will definitely see play in the Questline deck, if that ever gets popular (which is what I would expect).
Starting to feel like OP is attention seeking and low level baiting, as he has generated a number of these outlandish idea threads in the past. The mechanic is awesome, there is no doubt about that, and it is up to the quality of the individual cards to be played.
Imo, there is almost no possibility for cards with this Keyword to be bad, cause they would have to be realy useless like 1 Mana 1/1 with only tradeable, simply because 1 Mana draw a card, shuffle a copy into deck is decent, and they all are strict upgrade to this.
1 mana 1/1 tradeable with decent, well supported tribe tag would still be bonkers.
1 mana 1/1 tradeable Murlock would be instant include in every Murlock deck. Murlocks love cheap minions and ability to trade them for something different when you don't need cheap minions on the field anymore is great.
There was once a minion that was getting +1/+1 every time you draw a card, right? I don't remember it's name or if it's still in standard but i can imagine that slamming in on board and then in next turn trading bunch of cards can be really stupid.
I think it just depends on the card it is attached to. Those tradable cards we've seen so far look extremely uneven. Some fantastic, some worthless.
If you tack this onto a good card it will be played. Tacked onto a bad card it does nothing. It is just extra potential value. Not a ton, but some.
I don't think tacking this onto a yeti makes that yeti playable. But on that weapon destruction? Yup.
That mage one goes so far into good territory, that I think you will almost never want to use the trade feature. Pretty happy just having a cheap 4 damage board clear just sit in my hand most of the time. So, I think that makes it kinda hard to say that the tradable is giving that card much extra value.
So by my eye the ability has a bit of a power curve. Worthless on bad cards..... Good on good cards... and of limited value on great cards.
But, in any meta with weapons that weapon eater will see lots of play. Just too good not to.
Tradeable is just an additional option to spend 1 mana and draw a different card. How in any way is it useless or bad? If it's not a good option to Trade the card, just don't do it... playing the cards normally has no drawback, they're all optimally statted so far.
>assuming everyone will be playing decks full of "useless cards"
>assuming you will only always draw Tradeable cards at the start of the game
You've just highlighted the entire point of the mechanic. Sometimes you will draw a useless card for the situation. The option to Trade such cards is nothing but a benefit. As for the Priest example, top-decking the snake later when you couldn't or didn't play it on turn 3 sucks, that's true. Good thing you can just Trade it away and draw a new card for 1 Mana.
You have a 1 mana draw option at the start of every single one of your turns for as long as you keep the Tradebable card in your hand and the keyword provides additional cheap draw for every "whenever you draw" card, like Stealer of Souls, for example.
This is easily the best keyword the game got in a long while. Especially because it helps slower decks more than aggro, and it requires a certain skill level of the player to make the right decision.
You think a 1 mana draw 1 for no card use is bad?
Sounds like you're bad my guy. You need to learn how to play the game.
There are plenty of times when you'll have a spare mana, and plenty of time when you'll want a different card that isn't the Tradeable one.
There's literally already a card in the game that has a similar effect, and it's a staple in Hunter decks. Ever heard of Tracking?
I still can't believe there is people out there who honestly believes Tradeable is a bad mechanic. :(
I don't think we think it's bad. Just that it's not going to be good enough. At least based on what has been revealed so far, what do we have? A tech card where tradeable will be obviously usable, no complaints there. A mage AOE removal that looks really good and will probably see some play. And then two other cards that have people saying, "meh there's better options."
I think a lot of people are thinking that the "meh, there's better options" outlook is going to be the common refrain here. Let's take the mage AOE, Fire Sale. This is a good card for mage, I can see it going in every mage deck and down the stretch I can see it being traded as the mage goes digging for some face damage to close out a match. But is it good because it's best in class, or is just good because mage just doesn't have any other good AOE options before Flamestrike? Imagine, for example, if mage also had a card that was the same as Fire Sale but instead of tradeable it had "and summon a random 4 cost minion". So, now in this case which is going to win out? Are you going to take the tradeable version over the version that gets you board control? And I think that's going to happen for a lot of tradeable cards...I think you're going to find that the first card that gets cut from a deck will have to be the tradeable version when something largely equivalent is available. Now, maybe they'll power creep the cards. Or, maybe it will get some keyword support (every time you trade a card get....). Then all bets are off.
Of course, you would usually (not always) prefer the random 4 drop. Imagine a 4-cost Helfire that summons a random 4 drop (aka 5/10 with Taunt). That can be extremely busted. Apexis Blast is already a scary card and that only removes one target AND has a deck building restriction.
That being said, of course you aren't going to add Tradeable cards to your deck just for the Tradeable aspect. They have to do something useful for your gameplan. But having the option to trade the card for a very low price is extremely helpful for any slower deck and that's something this meta desperately needed. You might think that it's not that helpful, but just imagine a game of dh combo where one of your combo pieces is the last card of your deck and you used all your cheap draw options. You can use your tradeable card as an additional draw option to draw exactly that last card for one mana and do your combo 1 turn earlier. 1 mana card draw is always stong.
It's also worth mentioning that Fire Sale is one of the rather few strong fire spells in standard and has synergy with the quest reward, which is why it will definitely see play in the Questline deck, if that ever gets popular (which is what I would expect).
Its an okay mechanic, just boring. Seems more of a secondary ability u would wanna present in a new expansion.
Starting to feel like OP is attention seeking and low level baiting, as he has generated a number of these outlandish idea threads in the past. The mechanic is awesome, there is no doubt about that, and it is up to the quality of the individual cards to be played.
Imo, there is almost no possibility for cards with this Keyword to be bad, cause they would have to be realy useless like 1 Mana 1/1 with only tradeable, simply because 1 Mana draw a card, shuffle a copy into deck is decent, and they all are strict upgrade to this.
Good for me.
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1 mana 1/1 tradeable with decent, well supported tribe tag would still be bonkers.
1 mana 1/1 tradeable Murlock would be instant include in every Murlock deck. Murlocks love cheap minions and ability to trade them for something different when you don't need cheap minions on the field anymore is great.
There was once a minion that was getting +1/+1 every time you draw a card, right? I don't remember it's name or if it's still in standard but i can imagine that slamming in on board and then in next turn trading bunch of cards can be really stupid.
I think it just depends on the card it is attached to. Those tradable cards we've seen so far look extremely uneven. Some fantastic, some worthless.
If you tack this onto a good card it will be played. Tacked onto a bad card it does nothing. It is just extra potential value. Not a ton, but some.
I don't think tacking this onto a yeti makes that yeti playable. But on that weapon destruction? Yup.
That mage one goes so far into good territory, that I think you will almost never want to use the trade feature. Pretty happy just having a cheap 4 damage board clear just sit in my hand most of the time. So, I think that makes it kinda hard to say that the tradable is giving that card much extra value.
So by my eye the ability has a bit of a power curve. Worthless on bad cards..... Good on good cards... and of limited value on great cards.
But, in any meta with weapons that weapon eater will see lots of play. Just too good not to.
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