You don't seem to understand that maximizing the power level of deck does not necessarily mean maximizing the value out of each single card but by deckbuilding. Be it one-offs for Reno, be it the upcoming odd/even mechanic or be it draw mechanics that need you to empty your hand. This is not bad design, but the opposite.
How is Reno not reducing the value of your cards? You do not play your 15 best cards as 2-offs, but 30 one-offs. This reduces (in the first step, at least) the power level average of your cards, but the healing power of Reno maximizes the overall power level of your deck.
You keep repeating the same hollow arguments while ignoring what I say, and always drop back to the "I don't like Divine Favor because people play it in fast decks to draw cards" sermon. This is high class whining and ranting, but still whining and ranting.
By emptying your Hand you maximize the effect of Divine Favor... it's not like you would always do that, but only when you can draw cards. Your example is bad, because you would not always do that. Play 200 games of Aggro Paladin, then you might notice ;)
Face Hunter did the same with Quick Shot, by the way. Empty Hand to draw a card with it. Aggro is not only about value, it's also about hitting face. You admit that yourself, while at the same time talking about how valuable a play must always be. No, aggro plays are not always value plays. Aggro needs favourable trades early game and some value, but most of the time it just tries to close out the game ASAP. Something Divine Favor speeds up, and that is not contradictory to the "usual" design of cards. It's just another card, not abnormal.
Emptying your hand as fast as possible is minimizing the value you get for your other cards. This is the problem you seem to be missing. This card constantly asks you to minimize the value of your other cards, to use the to the least effect possible just to have maximum effect for this one. That is not how other cards in this game work. Mostly every other card in the game not only wants you to maximize it's value, but also doesn't asks you to minimize the value you get from other cards, it usually does the opposite, asks you to maximize it.
This is bad design. My examply is fine. You are not required to do that every single time to put the point across. The mere fact that you will do this, deviate from the correct optimal path of play to maximize the value of your cards in the way I explained already tells you the problem.
I never said Quick Shot was well designed for starters, and on top of that, the number of times you minimize value of other cards for Divine Favour is multiple times higher than the times you do it for Quick Shot. The benefit of drawing one card is rarely enough to make you waste the entire hand just for that. The benefit of filling your entire hand with more resources is more than worth you wasting the resources you have.
Hitting face or to be more accurate, maximizing damage is how Aggro decks get value. As an Aggro deck, you don't obtain value in the same way other strategies do. You get value by optimizing your plays to ensure you get the maximum output of damage possible for your cards.
Aggro will make value trades every single time they determine that trade will maximize their damage output. Divine Favour is contrary to most cards and their design, I already explained why, I do not understand why you are trying to deny something obvious.
If you still don't understand this, play large sample sizes of multiple Aggro decks out there that don't use Divine Favour, and then do the same for Divine Favour decks. you will notice that they play very differently. Non-Divine Favour Aggro decks are far more conservative with their resources and maximize their value and damage output much better than Divine Favour Aggro decks. They have to do this because they don't have cards that allow them to waste value and resources like Divine Favour does. If this fails to be enough, just go ask a bunch of HS Pros about this, hopefully they can explain it to you in a way you can understand.
Geez. Really, you seem to be stuck in Beta Hearthstone. There are many cards that do not priotize sheer value. Yes, Divine Favor does not. But there are many more cards, I even named you another one before. Quick Shot, Reno Jackson, every single Burn Spell, Board Clears (e.g. when you use them on 1 minion). In every situation your hand is filled with "value" cards and card draw, you begin to empty your hand. It depends on the situation, just like it is with Divine Favor. The idea of Divine Favor is gaining draw is much as possible. It does not necessarily mean to drop every single card. Have you seen a paladin play his Tarim before Divine Favor to gain a card? Well, maybe you did, it's still a ridiculiously bad play UNLESS the situation makes it a good play.
You do not always empty your entire Hand before playing Divine Favor. Aggro Paladin plays tons of cards that have their value in stats such as Righteous Protector which can almost always be dropped and be hugely annoying (well, you obviously need to trade OR have to have a hard clear). But they also have cards like Tarim or Steed that they will not blindly play.
Yes, Aggro decks gain value differently, with cards such as Divine Favor. Have you ever played an aggro deck that does not empty their hand quickly? Face Hunter topdecks by turn 7, just like Aggro Druid (most of the times even earlier), just to name more archetypes, but of course it depends on your draw. If those decks had a similar card as Divine Favor, they would play it in an instant, especially hunter. You could be critical about the fact that Aggro Paladin would not work without Divine Favor, but that's about it. The design isn't flawed because it makes you change your strategy or your deckbuilding...apparently it incentives you to adapt.
You just seem to blindly hate a card. Divine Favor is not a problem, it never was. Most of the times it was played, it was replaced quite quickly by other cards or even better archetypes (e.g. early Secret Paladin, that was an aggro variant, was replaced by a midrangy type in a few weeks even). Aggro Paladin is and was rarely a powerful deck. And the reason it is powerful is not Divine Favor but Call to Arms.
But going that way is making the best value out of Divine Favor, isn't it? Aggro also revolves around playing cards not the most 'value' way (e. g. Frostbolt, Fireball or Kill Command hitting the face). You just described the attrition way of playing cards, which is far away from what is actually happening in TCGs/CCGs.
Exactly, that is the problem. Every card tries to maximize it's value by being played correctly, by having other cards played correctly. Divine Favour is the opposite. Asks you not to get the best value for each of your cards.
Aggro does not revolve around playing cards without maximizing the value. Using burn on face is the getting the most value possible if that kills the opponent. You have a finite amount of damage and you want to maximize it as an Aggro deck. Normally when you use Burn on face you get full damage for that burn, when you use it on minions you usually don't even use the full amount of damage on it...
Try playing like 200 Face Hunter games, it is not fun, but if you do focus on playing correctly, you will see what I mean with trying to maximize the value of each card in your deck. That will help you increase your winrate even marginally.
Value in an Aggro deck is the damage output you can get for each card.
Even in Aggro Divine Favour asks the opposite. If you have a hand of 2 Minibots, 2 Blessing of Might 2 Blessing of Wisdom and 1 Argent Squire with Divine Favour, you will most likely play Argent Squire and the 4 buffs to Divine Favour, than play the minions and only use the Buffs the next turn to maximize their value.
By emptying your Hand you maximize the effect of Divine Favor... it's not like you would always do that, but only when you can draw cards. Your example is bad, because you would not always do that. Play 200 games of Aggro Paladin, then you might notice ;)
Face Hunter did the same with Quick Shot, by the way. Empty Hand to draw a card with it. Aggro is not only about value, it's also about hitting face. You admit that yourself, while at the same time talking about how valuable a play must always be. No, aggro plays are not always value plays. Aggro needs favourable trades early game and some value, but most of the time it just tries to close out the game ASAP. Something Divine Favor speeds up, and that is not contradictory to the "usual" design of cards. It's just another card, not abnormal.
But going that way is making the best value out of Divine Favor, isn't it? Aggro also revolves around playing cards not the most 'value' way (e. g. Frostbolt, Fireball or Kill Command hitting the face). You just described the attrition way of playing cards, which is far away from what is actually happening in TCGs/CCGs.
I don't get why people whine about Divine Favor, a niche card that is only good in an archetype that is easily countered by control decks. Doom Guard on the other hand fits more - played in almost every Warlock deck since ever, while being powerful.
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You don't seem to understand that maximizing the power level of deck does not necessarily mean maximizing the value out of each single card but by deckbuilding. Be it one-offs for Reno, be it the upcoming odd/even mechanic or be it draw mechanics that need you to empty your hand. This is not bad design, but the opposite.
How is Reno not reducing the value of your cards? You do not play your 15 best cards as 2-offs, but 30 one-offs. This reduces (in the first step, at least) the power level average of your cards, but the healing power of Reno maximizes the overall power level of your deck.
You keep repeating the same hollow arguments while ignoring what I say, and always drop back to the "I don't like Divine Favor because people play it in fast decks to draw cards" sermon. This is high class whining and ranting, but still whining and ranting.
But going that way is making the best value out of Divine Favor, isn't it? Aggro also revolves around playing cards not the most 'value' way (e. g. Frostbolt, Fireball or Kill Command hitting the face). You just described the attrition way of playing cards, which is far away from what is actually happening in TCGs/CCGs.
I don't get why people whine about Divine Favor, a niche card that is only good in an archetype that is easily countered by control decks. Doom Guard on the other hand fits more - played in almost every Warlock deck since ever, while being powerful.