It isn't clonestone, but it is an easy jump from Hearthstone. I mention the game not just cause of its quality, but because it is perfect for people who like hearthstone as it is similar in ways but removes some of the most hated elements. Shadowverse has hardly any RNG type cards, the only RNG that will really influence the game is your starting hand and what cards you draw. It also has an auto squelch option, and while the game has aggro, mid range, control it doesn't have any super fast decks close to face hunter/face shaman. In general games take longer to develop.
Some other important differences. Shadowverse doesn't have secrets or weapons, but in addition to minions and spells it also has amulets. Amulets are structures, something that takes a space on your side of the battlefield, but can't be attacked by the enemy with minions or most spells. Though there are some battlecries and special spells that specifically destroy amulets. These amulets can do all types of things. Some have a countdown timer, after a set number of turns it becomes a powerful creature. Some have a countdown timer, and do something each turn such as imprison an enemy creature....or do something every time you do something, until it reaches zero. Some have no turn timer and does something each turn...like give +1/+1 to a friendly minion on board.
The different classes don't have hero powers, but instead have a specific theme which makes each class completely different. For example, Shadowcraft has an additional resource (shadows). You get these shadows through using various cards. Many of its cards will do something additional if you have enough shadows when used. For example one card summons multiple small minions. If you have the required amount of shadows when using this card, the minions all have an additional 1 health and taunt.
There is the evolve system. You can evolve your own creatures using evolve crystals. This usually buffs them +2/+2 (sometimes other amounts) and allows them to attack the turn they are played (but you can't attack face that same turn for obvious cheese reasons). Many have additional special effects, and this adds another layer of strategy. Evolve crystals...well the player who goes 1st gets 2, the one that goes 2nd gets 3. There is a countdown before you can use any, and the 2nd player will get the opportunity to evolve first. (This all makes up for the disadvantage of going second, there is no coin, and the mana system is the same) These crystals are an important resource, and there is no way to acquire more, so this is a big part of the game.
Decks can have 3x copies of any cards, and are 40 cards total. Packs consist of 8 cards instead of 5, and cost the same as hearthstone. Rarity drop rate is substantially better.
A few more differences. HP is 20 instead of 30, can have max 5 minions on field instead of 7, can hold 8 cards instead of 10. Face damage is rare. Spells are a big part of the game, but most of them can hit only minions. It is hard to just burst face out of nowhere, face must be earned. There are minions that deal damage at end of turn or when other minions are summoned, but again the damage is limited to minions not face. In general stats are a bit lower per mana cost. There is no 2 attack 1 cost minion, premium stats are 1/2 for that cost. 2/2 at 2 mana is the solid stat line, and so forth. This along with mostly limiting face damage to minions, makes the game even more about board control than hearthstone and makes it a bit slower. No turn 4 victories.
In general the game is much less swingy and more skill based. You won't be winning games out of nowhere, and generally feels more "fair". Yes a loaded term, but it is difficult to get upset at losses in this game. RNG is mostly just limited to card draw, mulligan. You won't get bailed out or screwed cause of some big random card effect. You'll never feel 'robbed', and victories are always earned.
It definitely takes a lot from hearthstone, but those parts that seem to greatly annoy people have been removed resulting in a much more enjoyable and pleasant experience. It has reached over 2 million downloads even though it is still in beta, so it seems people have taken notice.
Just a head's up, in 1.5 hours Shadowverse will start giving away double rewards for daily quests. This will continue til the end of July so it is a good time to jump in and build a big collection fast (and free).
1. Do not liquify or create any cards until official launch. There will be a major balancing done when the game officially releases in August, and though they said compensation will be awarded better to be safe.
2. You can replace one of the three quests you get each day. The lowest ones are win 1 game with a class, so feel free to replace those. The best ones are Win 7 ranked or unranked, or Win 6 ranked to receive a free pack. Again double rewards this month, so take advantage of it.
3. Start by completing the tutorial and then story modes for each character, this will get you exclusive class cards that can only be gotten by playing story mode.
4. You can reroll the 8 free packs you get for doing the very brief tutorial. If you get some legends you want then keep. Otherwise delete game data, and start again. Or don't, this can be time consuming. I didn't. I got 4 legends in my first go, and that was enough for me. Up to you.
5. The reddit has a lot of useful threads, including guides for classes, and Japanese (where the game is incredibly popular) tier lists for cards as well as for decks.
Six members of the team are competitive Magic the Gathering players, one of whom won the 2011 World championship and has five grand prix top eights. Another who came second in 2011 limits.
The team also stated that the game is being developed with the goal of minimal RNG. This is something I stated already, something that is felt very strongly when playing the game (which in itself makes it very different from Hearthstone in addition to the evolve system and other stuff), however hearing that it is a primary goal from the dev team is very reassuring.
Shadowverse has reached over 4 million downloads (they gave 4 free packs for everyone due to this, they give free packs all the time for just about anything), and the double reward period has been extended til August 14. August 14 is the official release date. Finally today they just added if you complete the tutorial before September 1st, you get a copy of Lucifer. Lucifer is a top tier legendary and on top of that it is neutral.
It's interesting... and I actually think the evolve mechanism is better for balancing going 1st vs 2nd. Basically because the 2nd player has 3 evolves vs the 1st players 2, and evolve adds +2/+2 it completely makes up for the tempo loss of going 2nd. it actually may be slightly too good.
I do have to say though... there are several annoying charge combo decks and some other unbalanced factors like a 5/5 for 8 with a deathrattle to resummon itself.
Devartet when it launches on August 14th it will be available in many more regions. Oh also PC release is coming, there has already been one in Japan and it should be coming to Steam soon.
Nicholasjh. The 5/5 you are talking about is Mordecai the Duelist. No doubt a strong card, but most people tech in transformation cards. You transform him into something else, and his deathrattle doesn't go off. Haven has many tools to banish (destroy while ignoring deathrattles) as well. Let me know if you have any specific questions.
what i dont understand : why people think rng is bad for me its funny and . Think about ragnaros is just 8 mana 8 / 8 battlecry deal 8 dmg it wouldnt be fun because it would always finish when you have 8 or less health . I dont think that game will be long standing like hearthstone will be because of that factor :really small number of rng
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sry for bad english
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Out for Android and Ios. An absolute blast and very addictive.
https://shadowverse.com/
Y tho
Promotion for another game in the forums is against the rules, I believe. Reporting this to the moderators.
This is the other games forum. Anyone can talk about another game all they want.
If you're happy and you know it... well that's good :)
Hm. Looks like hearthstone, animefied.
Which is good for me. I'm definitely gonna be giving this a try.
Why Rogue is my favourite class:
My submission for this week's card design competition.
Ugh those graphics, not my style for sure.
It isn't clonestone, but it is an easy jump from Hearthstone. I mention the game not just cause of its quality, but because it is perfect for people who like hearthstone as it is similar in ways but removes some of the most hated elements. Shadowverse has hardly any RNG type cards, the only RNG that will really influence the game is your starting hand and what cards you draw. It also has an auto squelch option, and while the game has aggro, mid range, control it doesn't have any super fast decks close to face hunter/face shaman. In general games take longer to develop.
Some other important differences. Shadowverse doesn't have secrets or weapons, but in addition to minions and spells it also has amulets. Amulets are structures, something that takes a space on your side of the battlefield, but can't be attacked by the enemy with minions or most spells. Though there are some battlecries and special spells that specifically destroy amulets. These amulets can do all types of things. Some have a countdown timer, after a set number of turns it becomes a powerful creature. Some have a countdown timer, and do something each turn such as imprison an enemy creature....or do something every time you do something, until it reaches zero. Some have no turn timer and does something each turn...like give +1/+1 to a friendly minion on board.
The different classes don't have hero powers, but instead have a specific theme which makes each class completely different. For example, Shadowcraft has an additional resource (shadows). You get these shadows through using various cards. Many of its cards will do something additional if you have enough shadows when used. For example one card summons multiple small minions. If you have the required amount of shadows when using this card, the minions all have an additional 1 health and taunt.
There is the evolve system. You can evolve your own creatures using evolve crystals. This usually buffs them +2/+2 (sometimes other amounts) and allows them to attack the turn they are played (but you can't attack face that same turn for obvious cheese reasons). Many have additional special effects, and this adds another layer of strategy. Evolve crystals...well the player who goes 1st gets 2, the one that goes 2nd gets 3. There is a countdown before you can use any, and the 2nd player will get the opportunity to evolve first. (This all makes up for the disadvantage of going second, there is no coin, and the mana system is the same) These crystals are an important resource, and there is no way to acquire more, so this is a big part of the game.
Decks can have 3x copies of any cards, and are 40 cards total. Packs consist of 8 cards instead of 5, and cost the same as hearthstone. Rarity drop rate is substantially better.
A few more differences. HP is 20 instead of 30, can have max 5 minions on field instead of 7, can hold 8 cards instead of 10. Face damage is rare. Spells are a big part of the game, but most of them can hit only minions. It is hard to just burst face out of nowhere, face must be earned. There are minions that deal damage at end of turn or when other minions are summoned, but again the damage is limited to minions not face. In general stats are a bit lower per mana cost. There is no 2 attack 1 cost minion, premium stats are 1/2 for that cost. 2/2 at 2 mana is the solid stat line, and so forth. This along with mostly limiting face damage to minions, makes the game even more about board control than hearthstone and makes it a bit slower. No turn 4 victories.
In general the game is much less swingy and more skill based. You won't be winning games out of nowhere, and generally feels more "fair". Yes a loaded term, but it is difficult to get upset at losses in this game. RNG is mostly just limited to card draw, mulligan. You won't get bailed out or screwed cause of some big random card effect. You'll never feel 'robbed', and victories are always earned.
It definitely takes a lot from hearthstone, but those parts that seem to greatly annoy people have been removed resulting in a much more enjoyable and pleasant experience. It has reached over 2 million downloads even though it is still in beta, so it seems people have taken notice.
Rip off
Playing since 1 June 2014.
Review on Every Card: http://goo.gl/RTz806
Cards That Will Be Missed in Standart Next Year: http://goo.gl/adNMnn
Yaaaay...not available in my country.
It will be available everywhere once it is officially released in August.
Just a head's up, in 1.5 hours Shadowverse will start giving away double rewards for daily quests. This will continue til the end of July so it is a good time to jump in and build a big collection fast (and free).
Just a few tips for those starting out.
1. Do not liquify or create any cards until official launch. There will be a major balancing done when the game officially releases in August, and though they said compensation will be awarded better to be safe.
2. You can replace one of the three quests you get each day. The lowest ones are win 1 game with a class, so feel free to replace those. The best ones are Win 7 ranked or unranked, or Win 6 ranked to receive a free pack. Again double rewards this month, so take advantage of it.
3. Start by completing the tutorial and then story modes for each character, this will get you exclusive class cards that can only be gotten by playing story mode.
4. You can reroll the 8 free packs you get for doing the very brief tutorial. If you get some legends you want then keep. Otherwise delete game data, and start again. Or don't, this can be time consuming. I didn't. I got 4 legends in my first go, and that was enough for me. Up to you.
5. The reddit has a lot of useful threads, including guides for classes, and Japanese (where the game is incredibly popular) tier lists for cards as well as for decks.
A recent article by IGN has revealed some things about the development team of this game.
http://www.ign.com/articles/2016/07/20/the-japanese-collectible-card-game-that-may-just-surprise-you
Six members of the team are competitive Magic the Gathering players, one of whom won the 2011 World championship and has five grand prix top eights. Another who came second in 2011 limits.
The team also stated that the game is being developed with the goal of minimal RNG. This is something I stated already, something that is felt very strongly when playing the game (which in itself makes it very different from Hearthstone in addition to the evolve system and other stuff), however hearing that it is a primary goal from the dev team is very reassuring.
Shadowverse has reached over 4 million downloads (they gave 4 free packs for everyone due to this, they give free packs all the time for just about anything), and the double reward period has been extended til August 14. August 14 is the official release date. Finally today they just added if you complete the tutorial before September 1st, you get a copy of Lucifer. Lucifer is a top tier legendary and on top of that it is neutral.
It's interesting... and I actually think the evolve mechanism is better for balancing going 1st vs 2nd. Basically because the 2nd player has 3 evolves vs the 1st players 2, and evolve adds +2/+2 it completely makes up for the tempo loss of going 2nd. it actually may be slightly too good.
I do have to say though... there are several annoying charge combo decks and some other unbalanced factors like a 5/5 for 8 with a deathrattle to resummon itself.
Devartet when it launches on August 14th it will be available in many more regions. Oh also PC release is coming, there has already been one in Japan and it should be coming to Steam soon.
Nicholasjh. The 5/5 you are talking about is Mordecai the Duelist. No doubt a strong card, but most people tech in transformation cards. You transform him into something else, and his deathrattle doesn't go off. Haven has many tools to banish (destroy while ignoring deathrattles) as well. Let me know if you have any specific questions.
what i dont understand : why people think rng is bad for me its funny and . Think about ragnaros is just 8 mana 8 / 8 battlecry deal 8 dmg it wouldnt be fun because it would always finish when you have 8 or less health . I dont think that game will be long standing like hearthstone will be because of that factor :really small number of rng
sry for bad english