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.
Most new mechanics are for combo decks, this one is no exception. An aggro deck doesn't want this as in aggro you should play a minion each turn but a combo deck (which is supposed to kill off control) can take the time and spend that one mana to get the missing combo piece - which is great.
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?
It's basically 1 mana, draw a card under certain circumatances. You won't base a deck around it, but if the actual card is good per se, it will be included in decks. Look at how Cutting Class gets played at 2-3 mana, or how Crimson Sigil Runner is played for the draw and not the 1/1.
Arcane Intellect - 3 mana 2 cards
Fungal Fortunes - Chance to discard
Backfire - Damages yourself (sometimes usefull)
Trade is a full card AND can be situationally used as a 1 mana draw 1 without any penatly. Look at shaman, craving card draw.
Most new mechanics are for combo decks, this one is no exception.
Uuhhh...
Adapt: key to 0 combo decks
Discover: as above
Inspire: as above
Frenzy: as above
Spellstones: as above
Spellburst: as above
Echo: used by one "combo" deck and nerfed afterwards
Literally all the above mechanics have been used far more often by midrange and control decks than by combo decks. Would you mind starting to name all these "mechanics" (whatever that means, be less vague next time please) that are somehow exclusive to combo decks?
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As for OP, as a mechanic I quite like it although just one card seems playable, curious to see what else they'll come up with.
It's basically clone of Cycling from MTG. You'll play it if the actual card will be good or if there will be good cards that trigger when you trade.
Think about it - You have a card that you don't need in particular part of the game. Instead of holding it in your hand or burning it to do something unnecessary you'll be able to trade it for draw. One mana for an option to trade not needed card in your hand for something potentially very important like removal to save yourself from threats or burn/pump spell to finish the game is pretty huge.
Tradeable cards for sure will find place in meta decks as this kind of cards with option to dig further into your deck. And again, if we get some good cards interacting with trades it may even end as meta deck on its own.
It's Hearthstone's answer to a sideboard. The issue with something like an Ooze is that it's just a pretty bad card if your opponent doesn't run weapons, so this allows you to cycle for something that may be more useful in the matchup.
It's a positive step forwards for the game imo, it makes tech choices easier to justify and mitigates the bad feeling of playing against decks where some of your cards are basically dead.
I think you're wrong and this mechanic is good at worse, absolute genius at best.
Like at this point I even hope they change all the older tech cards to give them the keyword.
The new weapon destruction card for example is just sooooo much better than the others.
Yeah, I haven't played the game in a little while but honestly from what I've seen of this set so far it's moving in a really good direction. If early game tempo is tamed then the game could be in a really good spot as player options can really open up with cards like these and the new Questlines.
It's weird why they opened the year with such a bland expansion. I thought the design team just had no idea what they were doing after Barrens but then they release this stuff, I honestly don't get it lol.
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.
Control decks, if built properly, can and do float mana all the time, even against aggro. The whole point of the control archetype is that it counters aggro with ease.
(A "control" deck that struggles against aggro is actually just a top-heavy midrange deck.)
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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
I think it's a really cool mechanic and should reward clever play and well balanced 'risk vs reward' uses. A bad player might look at it in its basic form and just think "why would I want to pay 1 mana to swap this card out?" whereas a good player will weigh up what is in their deck, what the card does (gain 8 armour for example) and what they actually need. If you don't need armour but you've two brawls in your deck, 10 cards left and need a clear then it could be worth trading the card in to try and get a brawl.
Plenty of cards are just dead in hand, being able to cycle through your deck provides more flexibility and options.
You also won't please everyone and you have to accept that every single keyword, card and theme they release will be moaned at by someone. The majority of feedback I've seen about this mechanic has been positive. It's the sort of mechanic that I could see making its way into the game on a more long term basis, like rush. Provides an alternative for just straight up card draw as well.
IMO it is the most powerful keyword since discover.
Remember when Blizzard nerfed Flare or Power Word: Shield because 1 mana cycle was too consistently good for the game? Well, they have changed their mind, but the unnerfed versions of these cards are only available in wild.
The success of the keyword will depend on the actual cards. Like the warrior 3 mana gain 8 armor seems bad, but the new ooze and the mage aoe seems pretty sweet.
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.
It is for aggro players that every mana crystal counts, not the other way around.
I thin the armour gain is pretty sweet, particularly if they move towards a slower meta. Works well with shield slam as a flexible removal combo, 3 mana heal 8 isn't shabby at all and if you don't need it at that moment, you can trade it for a different card. If control warrior is a thing then I imagine this will be an auto include.
In fairness, the mechanics and cards revealed so far are a significant upgrade on the barren set. Definitely already more excited for this launch than I was for the barrens, even after all the cards were revealed. Already seems like it will be a huge shake up, I may well take the larger pre order bundle this time around.
I thin the armour gain is pretty sweet, particularly if they move towards a slower meta. Works well with shield slam as a flexible removal combo, 3 mana heal 8 isn't shabby at all and if you don't need it at that moment, you can trade it for a different card. If control warrior is a thing then I imagine this will be an auto include.
Maybe you are right but I dont have high hopes for the card. Compared to Iron Hide its +3 armor for +2 mana and that card havent seen much play. Compared to Shield Block its +3 armor and -1 card which seems a bad deal. The tradeable flexibility is nice, but the baseline seems weak compared to other tradeable cards.
As some people have pointed to, the mechanic fully depends on the cards that have it. I think it's actually quite great, especially for tech cards (like Rustrot Viper). And for once, I believe this might be a mechanic that will resurface in future expansions, because it's a great idea for the game.
I think it's a really cool mechanic and should reward clever play and well balanced 'risk vs reward' uses. A bad player might look at it in its basic form and just think "why would I want to pay 1 mana to swap this card out?" whereas a good player will weigh up what is in their deck, what the card does (gain 8 armour for example) and what they actually need. If you don't need armour but you've two brawls in your deck, 10 cards left and need a clear then it could be worth trading the card in to try and get a brawl.
Plenty of cards are just dead in hand, being able to cycle through your deck provides more flexibility and options.
You also won't please everyone and you have to accept that every single keyword, card and theme they release will be moaned at by someone. The majority of feedback I've seen about this mechanic has been positive. It's the sort of mechanic that I could see making its way into the game on a more long term basis, like rush. Provides an alternative for just straight up card draw as well.
I am pretty confident this keyword will appear in the game past this expansion. Such a cool use of the game's UI and a way to give more consistent "card draw" to each class without having to design a card draw card. Also a great keyword for tech cards (as we've seen with the weapon destruction card already revealed) as it feels really bad to have tech cards in hand in matchups where it's not needed. 10/10 design in my book.
I thin the armour gain is pretty sweet, particularly if they move towards a slower meta. Works well with shield slam as a flexible removal combo, 3 mana heal 8 isn't shabby at all and if you don't need it at that moment, you can trade it for a different card. If control warrior is a thing then I imagine this will be an auto include.
Maybe you are right but I dont have high hopes for the card. Compared to Iron Hide its +3 armor for +2 mana and that card havent seen much play. Compared to Shield Block its +3 armor and -1 card which seems a bad deal. The tradeable flexibility is nice, but the baseline seems weak compared to other tradeable cards.
Turn 5 Druid fill board with the 2/2. You do not have Rancor or Bladestorm in hand. If you have Shieldblock , you may cycle to search for these two spell but you do not have enough mana to play it. Your 5 armor is useless because the Druid will buff these 2/2 next turn and have a very strong position . But if you have this card instead, you can cycle for 1 then play Rancor.
Another example, you have 4 health and the Hunter can deal 10 next turn. If you have Shieldblock you're dead , your draw is useless. But with this card, you can live for another turn.
So I do not say that this card is better than Shieldblock. But there are a lot of situations this card is better than Shieldblock .
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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?
Most new mechanics are for combo decks, this one is no exception. An aggro deck doesn't want this as in aggro you should play a minion each turn but a combo deck (which is supposed to kill off control) can take the time and spend that one mana to get the missing combo piece - which is great.
It's basically 1 mana, draw a card under certain circumatances. You won't base a deck around it, but if the actual card is good per se, it will be included in decks. Look at how Cutting Class gets played at 2-3 mana, or how Crimson Sigil Runner is played for the draw and not the 1/1.
Arcane Intellect - 3 mana 2 cards
Fungal Fortunes - Chance to discard
Backfire - Damages yourself (sometimes usefull)
Trade is a full card AND can be situationally used as a 1 mana draw 1 without any penatly. Look at shaman, craving card draw.
Uuhhh...
Adapt: key to 0 combo decks
Discover: as above
Inspire: as above
Frenzy: as above
Spellstones: as above
Spellburst: as above
Echo: used by one "combo" deck and nerfed afterwards
Literally all the above mechanics have been used far more often by midrange and control decks than by combo decks. Would you mind starting to name all these "mechanics" (whatever that means, be less vague next time please) that are somehow exclusive to combo decks?
-
As for OP, as a mechanic I quite like it although just one card seems playable, curious to see what else they'll come up with.
It's basically clone of Cycling from MTG. You'll play it if the actual card will be good or if there will be good cards that trigger when you trade.
Think about it - You have a card that you don't need in particular part of the game. Instead of holding it in your hand or burning it to do something unnecessary you'll be able to trade it for draw. One mana for an option to trade not needed card in your hand for something potentially very important like removal to save yourself from threats or burn/pump spell to finish the game is pretty huge.
Tradeable cards for sure will find place in meta decks as this kind of cards with option to dig further into your deck. And again, if we get some good cards interacting with trades it may even end as meta deck on its own.
It's Hearthstone's answer to a sideboard. The issue with something like an Ooze is that it's just a pretty bad card if your opponent doesn't run weapons, so this allows you to cycle for something that may be more useful in the matchup.
It's a positive step forwards for the game imo, it makes tech choices easier to justify and mitigates the bad feeling of playing against decks where some of your cards are basically dead.
I think you're wrong and this mechanic is good at worse, absolute genius at best.
Like at this point I even hope they change all the older tech cards to give them the keyword.
The new weapon destruction card for example is just sooooo much better than the others.
Agree 100%. I don't see how this mechanic hurts and if anything, it gives players more flexibility for attacking the mid-to-late game.
Yeah, I haven't played the game in a little while but honestly from what I've seen of this set so far it's moving in a really good direction. If early game tempo is tamed then the game could be in a really good spot as player options can really open up with cards like these and the new Questlines.
It's weird why they opened the year with such a bland expansion. I thought the design team just had no idea what they were doing after Barrens but then they release this stuff, I honestly don't get it lol.
As long the new tech against weapon is avaiable the Ooze will see 0 play.
That is how "bad" this new keyword is.
My only concern is being so good make weapon based decks impossible.
Control decks, if built properly, can and do float mana all the time, even against aggro. The whole point of the control archetype is that it counters aggro with ease.
(A "control" deck that struggles against aggro is actually just a top-heavy midrange deck.)
"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 think it's a really cool mechanic and should reward clever play and well balanced 'risk vs reward' uses. A bad player might look at it in its basic form and just think "why would I want to pay 1 mana to swap this card out?" whereas a good player will weigh up what is in their deck, what the card does (gain 8 armour for example) and what they actually need. If you don't need armour but you've two brawls in your deck, 10 cards left and need a clear then it could be worth trading the card in to try and get a brawl.
Plenty of cards are just dead in hand, being able to cycle through your deck provides more flexibility and options.
You also won't please everyone and you have to accept that every single keyword, card and theme they release will be moaned at by someone. The majority of feedback I've seen about this mechanic has been positive. It's the sort of mechanic that I could see making its way into the game on a more long term basis, like rush. Provides an alternative for just straight up card draw as well.
IMO it is the most powerful keyword since discover.
Remember when Blizzard nerfed Flare or Power Word: Shield because 1 mana cycle was too consistently good for the game? Well, they have changed their mind, but the unnerfed versions of these cards are only available in wild.
The success of the keyword will depend on the actual cards. Like the warrior 3 mana gain 8 armor seems bad, but the new ooze and the mage aoe seems pretty sweet.
It is for aggro players that every mana crystal counts, not the other way around.
I thin the armour gain is pretty sweet, particularly if they move towards a slower meta. Works well with shield slam as a flexible removal combo, 3 mana heal 8 isn't shabby at all and if you don't need it at that moment, you can trade it for a different card. If control warrior is a thing then I imagine this will be an auto include.
In fairness, the mechanics and cards revealed so far are a significant upgrade on the barren set. Definitely already more excited for this launch than I was for the barrens, even after all the cards were revealed. Already seems like it will be a huge shake up, I may well take the larger pre order bundle this time around.
Maybe you are right but I dont have high hopes for the card. Compared to Iron Hide its +3 armor for +2 mana and that card havent seen much play. Compared to Shield Block its +3 armor and -1 card which seems a bad deal. The tradeable flexibility is nice, but the baseline seems weak compared to other tradeable cards.
As some people have pointed to, the mechanic fully depends on the cards that have it. I think it's actually quite great, especially for tech cards (like Rustrot Viper). And for once, I believe this might be a mechanic that will resurface in future expansions, because it's a great idea for the game.
I am pretty confident this keyword will appear in the game past this expansion. Such a cool use of the game's UI and a way to give more consistent "card draw" to each class without having to design a card draw card. Also a great keyword for tech cards (as we've seen with the weapon destruction card already revealed) as it feels really bad to have tech cards in hand in matchups where it's not needed. 10/10 design in my book.
Turn 5 Druid fill board with the 2/2. You do not have Rancor or Bladestorm in hand. If you have Shieldblock , you may cycle to search for these two spell but you do not have enough mana to play it. Your 5 armor is useless because the Druid will buff these 2/2 next turn and have a very strong position . But if you have this card instead, you can cycle for 1 then play Rancor.
Another example, you have 4 health and the Hunter can deal 10 next turn. If you have Shieldblock you're dead , your draw is useless. But with this card, you can live for another turn.
So I do not say that this card is better than Shieldblock. But there are a lot of situations this card is better than Shieldblock .