Where HS basically plays in autopilot mode (ANY deck does, only arena is somewhat challenging)
Nope, this is objectively false. Some decks operate specifically so that every time is different, and you have to decide what your win conditions are. I get it, you want to make a point, but by deriding a game into a polar extreme is weak thinking dude, it makes whatever point YOU are making objectively wrong, since your judgement is questionable af.
Feel free to disagree, but I absolutely feel the way I say. Maybe it is because I played this game for so long, but in constructed I almost never get into a situation where I actually need to think about what the best play is. I know my deck inside out after a couple of matches, I know my opponents (net)deck inside out, and have the experience to make a quick educated guess which play is the most likely one to lead to victory. Like I said, basically autopilot with very few exceptions.
Given that Dean Ayala even asks on twitter how to get back people how quit / play less, I think it is pretty safe to assume that the game indeed loses ground quickly. Whereas MTGA rises, and I also moved from playing lots of arena in HS to just doing dailies, if even, while playing much more MTGA.
The game is just too expensive and sorry, but MTG is just the better game. Where HS basically plays in autopilot mode (ANY deck does, only arena is somewhat challenging), MTG allows more complex interactions and is just more fun once you get into it.
Hearthstone always has been, is, and always will be mostly RNG. Even if you removed all the "RNG-cards", the random card draw remains and greatly affects the outcome of a game.
If you don't like RNG-based games, you need to play something else I'm afraid.
I don't like they removed MCT. Sure, its variance was pretty high, but it also was a card that raised the skill cap by a decent margin, since decisions like "do I play MCT as a vanilla 3/3 just for tempo or do I wait and hope and can steal something" or "do I play a fourth minion to push for lethal, but risking to get MCT'd?" often are among the hardest decisions you have to make, and imo hearthstone desperately needs cards that bring in such decisions, as this is what makes the game fun and interesting. Also, thinking stuff like "my opponent didn't seem to have MCT two turns ago as he definitely would have played it if he had, so unless he topdecked one I can safely play my 4th minion" is what separates an excellent arena player from a good one. And MCT was a card that brought in many of those aspects quite often. Sad to see him go.
3 cards: Nourish, Brawl, Shield Slam(maybe?), and .HoF is for Classis btw.
Nourish: Should be put into HoF in 2018, almost every Druid's deck run Nourish and the card itself is just too good to make a spare space to other cards except in Spiteful deck. No one cut Nourish because it is pure ******** when doing so. It used to be used for drawing 3 in most of the time, but with UI, the card become more versatile.
Brawl: Legit every slow Warrior deck runs this card. Before Baku was present, Reckless Flurry had never been used. Designing a removal card for Warrior is kinda meh, when Warrior has Brawl, same happens with Shield Slam. When Brawl and Shield Slam goes wild, we may see different removals used in Warrior, almost every game seeing a Warrior have Brawl and Shield Slam on turn 4, or 5 is extremely boring. The Brawl's value is much higher compare to other board clear such as scream, nether, Lightbomb,....
Both Psychic Scream and Lightbomb have waaaaaay more value than Brawl, where most of the time (as you usually want to brawl when your opponent has more minions) a enemy minon survives. No way Brawl is getting HoFd.
I could see Auctioneer, Malygos and Nourish in HoF though.
Two 3/2 at turn 4 are actually pretty scary in an aggressive deck. Will be played in token druid.
Are they, though?
We'll see. But I say they are, that is six damage per turn they stick around and 2x 2 Health isn't easy to remove for most classes. Compare them to Saronite Chain Gang, which also is run in a bunch of aggressive decks that even don't have access to druid's Mark of the Lotus and Power of the Wild. Sure, the taunt is also a thing, but I'm not saying that this new card here is meta-defining level of good. Just that it is good enough to be played in token druid, where it has a lot of synergy.
1
Discover was fine.
0
Feel free to disagree, but I absolutely feel the way I say. Maybe it is because I played this game for so long, but in constructed I almost never get into a situation where I actually need to think about what the best play is. I know my deck inside out after a couple of matches, I know my opponents (net)deck inside out, and have the experience to make a quick educated guess which play is the most likely one to lead to victory. Like I said, basically autopilot with very few exceptions.
0
*insert bad joke about how that card is not a Magic card as it from Yu-Gi-Oh*
25
Given that Dean Ayala even asks on twitter how to get back people how quit / play less, I think it is pretty safe to assume that the game indeed loses ground quickly. Whereas MTGA rises, and I also moved from playing lots of arena in HS to just doing dailies, if even, while playing much more MTGA.
The game is just too expensive and sorry, but MTG is just the better game. Where HS basically plays in autopilot mode (ANY deck does, only arena is somewhat challenging), MTG allows more complex interactions and is just more fun once you get into it.
0
Aeris#2716
EU
You first
Edit: In progress / consider it done
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Hey Flux, I'd apprechiate if you could bring back my posts. Thanks!
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done
0
Hearthstone always has been, is, and always will be mostly RNG. Even if you removed all the "RNG-cards", the random card draw remains and greatly affects the outcome of a game.
If you don't like RNG-based games, you need to play something else I'm afraid.
0
Done
0
Aeris#2716
EU
You first
-4
I don't like they removed MCT. Sure, its variance was pretty high, but it also was a card that raised the skill cap by a decent margin, since decisions like "do I play MCT as a vanilla 3/3 just for tempo or do I wait and hope and can steal something" or "do I play a fourth minion to push for lethal, but risking to get MCT'd?" often are among the hardest decisions you have to make, and imo hearthstone desperately needs cards that bring in such decisions, as this is what makes the game fun and interesting. Also, thinking stuff like "my opponent didn't seem to have MCT two turns ago as he definitely would have played it if he had, so unless he topdecked one I can safely play my 4th minion" is what separates an excellent arena player from a good one. And MCT was a card that brought in many of those aspects quite often. Sad to see him go.
0
Since when can't heroes be generated?
1
Both Psychic Scream and Lightbomb have waaaaaay more value than Brawl, where most of the time (as you usually want to brawl when your opponent has more minions) a enemy minon survives. No way Brawl is getting HoFd.
I could see Auctioneer, Malygos and Nourish in HoF though.
4
Cool idea, but you'll probably be dead way before you get to your Mechathun-like wincondition.
0
We'll see. But I say they are, that is six damage per turn they stick around and 2x 2 Health isn't easy to remove for most classes. Compare them to Saronite Chain Gang, which also is run in a bunch of aggressive decks that even don't have access to druid's Mark of the Lotus and Power of the Wild. Sure, the taunt is also a thing, but I'm not saying that this new card here is meta-defining level of good. Just that it is good enough to be played in token druid, where it has a lot of synergy.