With the release of cards such as Brann Bronzebeard and the discover mechanic. I personally think that the staff at Blizzard just made there new card creation teams job 10x harder.
Thought? Comments? Lets try and keep it as constructive and civil as possible. Thank you.
I disagree, I don't even see how you can come to that conclusion? Are you saying that the discover mechanic limits design space? Because it does not, discover offers cards to be played without any gameplay manipulations. For example: Warsong Commander limited design space because it opened up a possibility of any minion with 3 or less attack gaining charge. With charge, minions can execute any plan they want without any feedback from the opponent whatsoever. On the other hand, discover offers cards to be played at full mana and without any synergies that don't exist in the game already.
I don't see how doubling battlecries could really limit design space- creatures with powerful battlecries can easily be made in a way that doubling them doesn't enable 1 turn kills, which is what Blizzard really wants to limit.
I also don't see how the discover mechanic actually limits design space at all, since there's already such powerful cards that can be discovered by Museum Curator and the like.
Well, the discover mechanic allows you to put cards in your hand. So does the deck manager. So really, Hearthstone was ruined the moment it allowed players to build decks.
Don't get me wrong. I very much enjoy playing with the discover mechanic. I suppose that what I'm getting at, is that over time with the release of more cards into the game as a whole. I feel that the discover mechanic will become watered down and then eventually forgotten.
Well, you still got to pay for the mana cost of the card that's discovered, so it's still fine.
Cards that limit design space are cards like Ram Wrangler and Tuskarr Totemic whereby they summon any random card from their tribe out into the battlefield. Especially Tuskarr Totemic - since it's an early-game card, the developers are limited in putting out high-cost Totems in the future due to the high potential of allowing it to steamroll games.
I see what you might be driving at, the amount of cards in the game that fit discover conditions will continue to grow, increasing the probability of not seeing a good option among the three. amiright?
I think you have a point, and perhaps the best evidence for it is this weeks tavern brawl.
Well I expect Hs to be lag behind Human resources. Several players seem to copy others just that The reason they defeat is selected one is lucky than counterpart and another is counterfeit from other
over time with the release of more cards into the game as a whole. I feel that the discover mechanic will become watered down and then eventually forgotten.
It's strange that you expect future cards to bring the overall power level down, while everyone else is worrying about the power level creeping up. Every time they print a powerful card it will indirectly buff the cards that can discover it.
Well I expect Hs to be lag behind Human resources. Several players seem to copy others just that The reason they defeat is selected one is lucky than counterpart and another is counterfeit from other
Well I expect Hs to be lag behind Human resources. Several players seem to copy others just that The reason they defeat is selected one is lucky than counterpart and another is counterfeit from other
So, OP, you take for granted that the new cards will not be worthy to be selected by Discover? Why is that? The general feeling is that new cards are better than old ones, the "power creep" many posters are worried about.
It is difficult to discover three cards and not one of them to be worthy. In most cases, there is at least one that fits the situation. And having a choice is what makes the Discover mechanic very versatile and useful, in the first place.
I also think that it opens up new directions for the designers, as they can use many different groups of Discover targets: Discover a Murloc, a Dragon, a 5-cost card, a 3-cost spell, a Weapon, a Powerful Artifact, a Secret, a Taunt minion, a Shaman card, so many possibilities.
Speaking of battle cries, this game needs a neutral card that stops battle cries or counters them. Battle cry is the only "mechanic" of the game that cannot be undone or stopped per se.
Speaking of battle cries, this game needs a neutral card that stops battle cries or counters them. Battle cry is the only "mechanic" of the game that cannot be undone or stopped per se.
Speaking of battle cries, this game needs a neutral card that stops battle cries or counters them. Battle cry is the only "mechanic" of the game that cannot be undone or stopped per se.
nerubar weblord
I have used Nerub'ar Weblord in a Deathrattle only rogue deck, and it was very fun to watch turns pass with no drops from opponent!
With the release of cards such as Brann Bronzebeard and the discover mechanic. I personally think that the staff at Blizzard just made there new card creation teams job 10x harder.
Thought? Comments? Lets try and keep it as constructive and civil as possible. Thank you.
I disagree, I don't even see how you can come to that conclusion? Are you saying that the discover mechanic limits design space? Because it does not, discover offers cards to be played without any gameplay manipulations. For example: Warsong Commander limited design space because it opened up a possibility of any minion with 3 or less attack gaining charge. With charge, minions can execute any plan they want without any feedback from the opponent whatsoever. On the other hand, discover offers cards to be played at full mana and without any synergies that don't exist in the game already.
Check here for my new cards!Pokemon HS class!All the Pokemon as HS cards!
You're going to have to explain the design flaw you have uncovered.
I don't see how doubling battlecries could really limit design space- creatures with powerful battlecries can easily be made in a way that doubling them doesn't enable 1 turn kills, which is what Blizzard really wants to limit.
I also don't see how the discover mechanic actually limits design space at all, since there's already such powerful cards that can be discovered by Museum Curator and the like.
Well, the discover mechanic allows you to put cards in your hand. So does the deck manager. So really, Hearthstone was ruined the moment it allowed players to build decks.
Don't get me wrong. I very much enjoy playing with the discover mechanic. I suppose that what I'm getting at, is that over time with the release of more cards into the game as a whole. I feel that the discover mechanic will become watered down and then eventually forgotten.
Here's hoping Blizzard proves me wrong! Haha.
Well, you still got to pay for the mana cost of the card that's discovered, so it's still fine.
Cards that limit design space are cards like Ram Wrangler and Tuskarr Totemic whereby they summon any random card from their tribe out into the battlefield. Especially Tuskarr Totemic - since it's an early-game card, the developers are limited in putting out high-cost Totems in the future due to the high potential of allowing it to steamroll games.
I see what you might be driving at, the amount of cards in the game that fit discover conditions will continue to grow, increasing the probability of not seeing a good option among the three. amiright?
I think you have a point, and perhaps the best evidence for it is this weeks tavern brawl.
Puck yo Firates
Well I expect Hs to be lag behind Human resources. Several players seem to copy others just that The reason they defeat is selected one is lucky than counterpart and another is counterfeit from other
HAHA
So, OP, you take for granted that the new cards will not be worthy to be selected by Discover? Why is that? The general feeling is that new cards are better than old ones, the "power creep" many posters are worried about.
It is difficult to discover three cards and not one of them to be worthy. In most cases, there is at least one that fits the situation. And having a choice is what makes the Discover mechanic very versatile and useful, in the first place.
I also think that it opens up new directions for the designers, as they can use many different groups of Discover targets: Discover a Murloc, a Dragon, a 5-cost card, a 3-cost spell, a Weapon, a Powerful Artifact, a Secret, a Taunt minion, a Shaman card, so many possibilities.
Appears as a haughty Egyptian pharaoh wearing a brightly colored robe. The Brotherhood of the Black Pharaoh worships Nyarlathotep in this form.
Speaking of battle cries, this game needs a neutral card that stops battle cries or counters them. Battle cry is the only "mechanic" of the game that cannot be undone or stopped per se.
I win due to skill and lose due to bad RNG. :D
# Invictus Maneo #
Current Standard Deck: Kolento's Big Shaman:
https://www.hearthpwn.com/decks/1267569-big-shaman
Appears as a haughty Egyptian pharaoh wearing a brightly colored robe. The Brotherhood of the Black Pharaoh worships Nyarlathotep in this form.