So, first of all, this isn't a rant thread. It's a suggestion for a change - not to a single card (although mostly to a single card) but a mechanic on the whole.
The mechanic I'm gonna talk about is changing a card's Cost to Health instead of Mana. It's not a new mechanic - we've seen it with Bloodbloom, Cho'gall and Seadevil Stinger in the past, and more recently with G'huun the Blood God and - most importantly - Stealer of Souls. The goal of this mechanic is simple - make a card effectively free, but at the cost of sacrificing some of your health and potentially putting you in more danger.
The problem starts though when the downside can be completely mitigated or even worse - turned into an upside. We've seen this with Stealer Warlock - playing a card that made your hero Immune would effectively negate the downside and just make all your cards free. That eventually lead to Stealer being banned in Wild. However, the problem is back, in Standard - with the Warlock quest. Stealer of Souls paired with a Darkglare and draw like Hand of Gul'dan can very consistently lead to finishing the Quest on turns 5-6 and immediately playing the Tamsin, where it gets even worse - the cards become not only free, but actually cost your OPPONENT'S health. This makes the deck really unfun to play against (I'm writing this right after completing the full quest and OTKing the opponent, in one turn, on TURN 6).
That's why I'm suggesting a change. Basically, cards that cost Health instead of Mana should not count as damage. They should 'remove your health' - maybe even change the maximum - and not deal damage. That would make them go through Immune, not progress the quest, and not damage the opponent after the quest is done. With this change, they could unban Stealer in wild too.
Do you like this idea? Do you think something should be done with this mechanic?
I think part of the idea of mana into health is to damage yourself. There are a ton of things you can do with it but now with the quest I think this mechanic can't really be salvaged without ruining it. Either the quest has to change or the mechanic has to change the way you suggested (breaking the mechanic) so something has got to go.
Game mechanic wise it's almost odd that life pay and damage are counted the same. They were always different things in mtg and arguably should be HS as well.
So, first of all, this isn't a rant thread. It's a suggestion for a change - not to a single card (although mostly to a single card) but a mechanic on the whole.
The mechanic I'm gonna talk about is changing a card's Cost to Health instead of Mana. It's not a new mechanic - we've seen it with Bloodbloom, Cho'gall and Seadevil Stinger in the past, and more recently with G'huun the Blood God and - most importantly - Stealer of Souls. The goal of this mechanic is simple - make a card effectively free, but at the cost of sacrificing some of your health and potentially putting you in more danger.
The problem starts though when the downside can be completely mitigated or even worse - turned into an upside. We've seen this with Stealer Warlock - playing a card that made your hero Immune would effectively negate the downside and just make all your cards free. That eventually lead to Stealer being banned in Wild. However, the problem is back, in Standard - with the Warlock quest. Stealer of Souls paired with a Darkglare and draw like Hand of Gul'dan can very consistently lead to finishing the Quest on turns 5-6 and immediately playing the Tamsin, where it gets even worse - the cards become not only free, but actually cost your OPPONENT'S health. This makes the deck really unfun to play against (I'm writing this right after completing the full quest and OTKing the opponent, in one turn, on TURN 6).
That's why I'm suggesting a change. Basically, cards that cost Health instead of Mana should not count as damage. They should 'remove your health' - maybe even change the maximum - and not deal damage. That would make them go through Immune, not progress the quest, and not damage the opponent after the quest is done. With this change, they could unban Stealer in wild too.
Do you like this idea? Do you think something should be done with this mechanic?
Just HOF Stealer. The card is obviously badly designed.
I think part of the idea of mana into health is to damage yourself. There are a ton of things you can do with it but now with the quest I think this mechanic can't really be salvaged without ruining it. Either the quest has to change or the mechanic has to change the way you suggested (breaking the mechanic) so something has got to go.
Game mechanic wise it's almost odd that life pay and damage are counted the same. They were always different things in mtg and arguably should be HS as well.
Not only does the hall of fame not exist, but hall of fame to where? It's banned in wild!