I can certainly see why inspire works as you can really buff up minions nicely with it and work out some cool combos. What about jousting. The divine shield and taunt is certainly a great thing if you win. What about other cards? I just don't see it taking off with the RNG involved. Inspire is guaranteed if your card stays on the board. Kinda feel like jousting is a gimmick just to fit the theme but has no actual game play to it when it comes down to it.
King's Elekk is a good example of a card where Joust is perfect. 3/2 for 2 is a standard 2 drop, and Joust is added value. It's the cards where you would rely on winning the Joust that are going to end up being bad. Skeleton Knight is perfect example. Crappy stats, crappy cost. If it's deathrattle was something more like 'Joust: Deal 2 damage to all minions' or something other than returning it to your hand it would be much better.
What I dislike in these cards is that if you resurrect them either with Resurrect or Kel'Thuzad, you won't get the bonus once again. I am a big fan of Kel'Thuzad and I enjoy so much to see a Silenced sunwalker coming back to life with full health, taunt and divine shield. I know I won't have this joy with Master Jouster.
We all know that the win-loss ratio for any deck is never 100%, even if it's the best deck ever, and being played by the best player ever. Or even if you could come up with some super computer that could consider every possible outcome and play for you it STILL wouldn't be 100%. Thats because there will always be some amount of RNG in the game that you can NEVER get rid of.. What cards you have in your hand, and at what time..
It's really hard to win any game when you open up after a muligan to 4 and 5 drops and your up against a face hunter...
My point is now with the joust mechanic, you have a second gamble. You could conceivably get a PERFECT curve, draw everything you need when you need it and STILL lose if you don't hit any jousts. This is still within the realm of possibility because they made it so a tie=loss.
Its the same reason why casinos make more money than they lose. The house wins the draw. Even if the odds are REAAAALLy close to 50%.. 49:51. That 2% window is why the Casino is makin it big, and you lost your house.
We all know that the win-loss ratio for any deck is never 100%, even if it's the best deck ever, and being played by the best player ever. Or even if you could come up with some super computer that could consider every possible outcome and play for you it STILL wouldn't be 100%. Thats because there will always be some amount of RNG in the game that you can NEVER get rid of.. What cards you have in your hand, and at what time..
It's really hard to win any game when you open up after a muligan to 4 and 5 drops and your up against a face hunter...
My point is now with the joust mechanic, you have a second gamble. You could conceivably get a PERFECT curve, draw everything you need when you need it and STILL lose if you don't hit any jousts. This is still within the realm of possibility because they made it so a tie=loss.
Its the same reason why casinos make more money than they lose. The house wins the draw. Even if the odds are REAAAALLy close to 50%.. 49:51. That 2% window is why the Casino is makin it big, and you lost your house.
in summation Joust=(lose > win)=Bad
That's why I don't think we'll see many (if any) viable decks that are full Joust. There'll be cards that are played in other decks for their added value, but I can't see the joust mechanic working as a full deck.
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I can certainly see why inspire works as you can really buff up minions nicely with it and work out some cool combos. What about jousting. The divine shield and taunt is certainly a great thing if you win. What about other cards? I just don't see it taking off with the RNG involved. Inspire is guaranteed if your card stays on the board. Kinda feel like jousting is a gimmick just to fit the theme but has no actual game play to it when it comes down to it.
Most of the cards with Joust were likely designed to counterbalance the rapidly growing amount of aggro decks that people complained about.
That'll do, Huffer. That'll do.
Some cards are actually good even if you loose the joust, that´s how it should be.
Some others just suck
King's Elekk is a good example of a card where Joust is perfect. 3/2 for 2 is a standard 2 drop, and Joust is added value. It's the cards where you would rely on winning the Joust that are going to end up being bad. Skeleton Knight is perfect example. Crappy stats, crappy cost. If it's deathrattle was something more like 'Joust: Deal 2 damage to all minions' or something other than returning it to your hand it would be much better.
What I dislike in these cards is that if you resurrect them either with Resurrect or Kel'Thuzad, you won't get the bonus once again. I am a big fan of Kel'Thuzad and I enjoy so much to see a Silenced sunwalker coming back to life with full health, taunt and divine shield. I know I won't have this joy with Master Jouster.
Not all who wander are lost.
The way I look at Joust is a lack of consistency.
We all know that the win-loss ratio for any deck is never 100%, even if it's the best deck ever, and being played by the best player ever. Or even if you could come up with some super computer that could consider every possible outcome and play for you it STILL wouldn't be 100%. Thats because there will always be some amount of RNG in the game that you can NEVER get rid of.. What cards you have in your hand, and at what time..
It's really hard to win any game when you open up after a muligan to 4 and 5 drops and your up against a face hunter...
My point is now with the joust mechanic, you have a second gamble. You could conceivably get a PERFECT curve, draw everything you need when you need it and STILL lose if you don't hit any jousts. This is still within the realm of possibility because they made it so a tie=loss.
Its the same reason why casinos make more money than they lose. The house wins the draw. Even if the odds are REAAAALLy close to 50%.. 49:51. That 2% window is why the Casino is makin it big, and you lost your house.
in summation Joust=(lose > win)=Bad
THIS WILD DECK IS AWESOME!!!!
That's why I don't think we'll see many (if any) viable decks that are full Joust. There'll be cards that are played in other decks for their added value, but I can't see the joust mechanic working as a full deck.