Excuse me what.
Just what was the thought process behind 2 mana rare minion that boost your hero power for the rest of the game.
Seriously this could go on a legendary card.
- Lyrras
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Milhail posted a message on New Druid Cards Revealed - 2 CardsPosted in: News -
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Souless_Anghel posted a message on Problem with the most recent Neutral LegendariesPosted in: General DiscussionI wanted to make a thread about the neutral legendaries that have come out in recent expansions (notably Murder at Castle Nathria and March of the Lich King) because I feel like they've been becoming more of an auto-include win condition.
Let's go back as far as the Whispers of the Old Gods to see how neutral legendaries were done pretty well in my opinion.
1) C'Thun: The main star of the expansion and the originator of the C'Thun decks that aimed to slowly buff up C'Thun and then play him for a satisfying finisher. He is a 10 mana 6/6 minion that deals damage split among enemies equal to its attack. Like I've mentioned before, the gameplan is to play minions that buff C'Thun to make him and his battlecry effect stronger. If the enemy were to survive the battlecry effect then they would have to deal with a huge C'Thun on board. Of course, a dozen cards were printed to encourage buffing C'Thun like Twilight Elder and some even award you for it like Twin Emperor Vek'lor. Basically C'Thun was a neutral win condition that required a lot of setup and support built into the deck.
2) Yogg-Saron, Hope's End: A 10 mana 7/5 minion that casts a random spell for each spell that you've cast this game. An interesting card that "rewards" you for making a spell-heavy deck and playing as many spells as possible (perhaps even forfeiting minions in the deck). I'll admit that the battlecry effect was pretty strong at the time that they had to nerf him to only being able to cast spells while he is still on the board. The ability of the random spells being cast can alter the course of the game. But the caveat is that the same randomness that can save also can cost you games as well. Yogg could clear the board or perhaps Pyroblast yourself in the face, you'll have to pray and let Yogg take the wheel.
3) N'Zoth, the Corruptor: A 10 mana 5/7 minion that resummons all friendly deathrattle minions that died. Not exactly a finisher like the previous Old Gods, but N'Zoth was a solid card for deathrattle minions and swinging the board back in your favor. A powerful battlecry effect that prompts you to build your deck with deathrattle minions while also requiring them to die as you play the game. I loved playing N'Zoth Paladin and bringing back Tirion Fordring. Once again, N'Zoth was not as game-ending as the other two but he felt fair and powerful for his effect that encouraged you to mix and match deathrattle minions that could help close out games.
4) Y'Shaarj, Rage Unbound: A 10 mana 10/10 minion that summons a minion from your deck. Now this is the one Old God that I really don't remember being played as much than in the Barnes Priest decks. But still, he basically encouraged you to build your deck around having certain minions that you'd want to cheat out from your deck. Like you'd want to put more higher cost minions in your deck if you want. Or you could take the Barnes approach and make your deck extremely high roll and put a small pool of minions like Y'Shaarj which can pull another minion for free. He might not be as flavorful as the previous Old Gods but he still requires you to be more considerate of what you put in your deck.
Okay, now let's have a look at two recent neutral legendaries that I think have become problematic.
1) Sire Denathrius: A 10 mana 10/10 lifesteal minion whose battlecry deals at least 5 damage amongst enemies. This effect can be improved by having friendly minions die while this card is in your hand. Some may argue that he is just as interactive as playing against Yogg since both really just care about what YOU do AKA casting spells for Yogg and friendly minions dying for Denathrius. I'd say that at least Yogg has a glaring caveat which is his randomness of spells that can ultimately backfire on you for playing such a gamble and you'd need to build your deck with mostly spells. But Denathrius on the other hand, you can pretty much use anything so long as you can spawn tokens or play minions. There is also no downside to playing/including Denathrius since he is essentially C'Thun and Reno Jackson in one card that offers no deck restriction.
2) Astalor Bloodsworn: A 2 mana 2/2 minion whose battlecry effect adds Astalor, the Protector which adds Astalor, the Flamebringer to your hand. The manathirst effects are deal 2 damage, gain 5 armor, and deal 8 more damage split among enemies respectively. This most recent legendary is somehow much more flexible and usable than Sire Denathrius. You can play this card on curve and even if you do not then the manathrist effect makes it better to use for other tempo plays. I should also mention that there is also no downside to playing Astalor as well as no deck limitations for including this card as a win condition in your deck.
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So what is the issue here with the recent neutral legendaries?
The problem with these cards is that they have become an easy-to-include win condition to put into your deck.
The examples from the Whispers of the Old Gods are all solid neutral legendary win conditions but they have a nuance in how they are used. You would have needed to build your entire deck specifically for that card.
Now, you can just put Sire Denathrius and Astalor Bloodsworn into your deck without much worry since they can be simply played throughout the course of the game via board trading or just playing on curve. You don't need to be considerate about what you put in your deck as much as before when you use these cards which gives players more of a "Get Out of Jail Free" card when their actual win condition gets disrupted/fails to kill you.
These are just my thoughts on the "powercreep" of neutral legendaries becoming auto-include win conditions. Feel free to disagree and I'd like to know what you guys think about it.
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vNihilism posted a message on HS does not feel like a card-game anymorePosted in: Standard FormatStop bullying him he's european and he is right about these kinds of matches.
At the same time though, it is unavoidable. If they are going to keep printing new and unique cards then more and more of these combos are going to appear. What Hearthstone needs is developers with a passion for making a fun experience. The people currently writing the solo content, designing worse and worse new game modes, neglecting arena and tavern brawl, don't have that passion. They'll just keep adding cards to the game and patting themselves on the back from under the thumb of Activision and their earnings quota.
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Addy87 posted a message on Patch Coming Thursday - Balance Changes in BG and Constructed!Posted in: NewsBuff priest colossal and whilrlpool. Priest needs something at 7 for its quest except mutanus and elekk mount.
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Finalstan posted a message on Full Core Set Year of the Hydra - With All New Additions!Posted in: NewsQuote from RocketsauceJoe >>It's weird they're including cards like Ironbeak Owl, Kobold Geomancer, and Acidic Swamp Ooze when they're strictly outclassed by existing standard cards
Sometimes it's about 'polluting' the discovery pool to make it a bit worse, at least I think.
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Greed posted a message on New Hunter Legendary Card Revealed - Raj Naz'janPosted in: NewsWith shit like this I'm so glad I quit hearthstone
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LordCheesus posted a message on New Hunter Legendary Card Revealed - Raj Naz'janPosted in: NewsSomeone clearly wanted hunter to be tier S. We get it. You like go face, End game in 2 mins.
Can we get a class banning feature when playing like in tournaments now, please?
Jeesus. Quit designing cards for gamers who don't like gaming. If time's what they're clearly concerned about, Solitaire's a better option,
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OnlyPriest posted a message on New Priest Legendary Card Revealed - Blackwater BehemothPosted in: NewsBORING AF
Every expansion priest gets the worsts legendary cards . The only good leg card priest got all this time is Xyrella . Ghuun , no plays , serena no plays , najak no plays at all , midas meme . A big thanks to blizzard that prove us right , that she doesnt know what balance is . They dont have a plan about what a class should look like , or give an interesting archetype at all . THEY JUST PRINT CARDS so they can make an expansion asap and take money asap . Thats all , game is dead . No hype at all . -
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MishoGlonti posted a message on 21.2 Patch Notes - Balance Changes, Battlegrounds, Mercenaries Pre-OrdersPosted in: NewsThis is the most idiotic nerf that I have ever seen during my time in Hearthstone and I am playing it since 2016. The only problem with this game was and always will be that these idiot developers don't test the cards properly before releasing them for the play mode, after they realize that the thing is broken they start nerfing but this time they nerfed the two cards that no one asked and added mercenary bundles without even showing us proper gameplay. They just want to make as much money as possible from this game and they even don't care for their players. Wild is officially dead for me as a priest main and wild is more enjoyable than standard.
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CoKrokToPrd posted a message on New balance changes are just..... wow. Are they gonna fix something?Posted in: Standard FormatI dont get it. I played to legend with warrior and on my journey from 30 locks maybe one played Stealer of Souls.
Its not really an important card, because it was to expensive already. Most minions in Qlock are 1-2 mana.
Also, the fatigue deck runs untouched. So yeah, gg on nerfs lol...
Maybe they want the other game modes to suck so, people spend $$$ on mercenaries !
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No offence. But the answers from zmauls are just some kind of bullying and not an adult reply to my post. So he started this little dispute. Not me.
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You should learn reading carefully. My post is about, that HS may has lost the FEEL of a card-game.
And rememeber. Not everybody plays a game like you obviously. Sitting in a dark room, nobody around...
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Read my post again. But...it´s not given to everyone...
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Turn 5: my opp (Rogue) has the board full with 5/5 and 5/8, all of them with the ghoul-deathrattle plus his 4/2 weapon.
I mean......wtf
I´m not complaining (well, maybe a little bit...), but what I want to say: often (not in every matchup, but in most of the top-tier decks) HS feels like a weird game, in that you are watching your opp playing some crazy factoriolike-combos, while you´re drinking coffee or watching TV. GG, goodbye, next. In these games HS lost the feel (and the soul) of playing a card-game. That´s disturbing and no fun at all.
What do you guys think? I know, this is not a new insight, but it´s getting worse, imo.
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...boooooring...
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1. Still love HS because it´s so much fun.
2. Hate HS because it´s getting more and more a casino.
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FTL. Still loving that evil game.
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I will play this because Alliestrasza ist such a beautiful and great person.
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More toxic and annoying cards for Warlock, please...so much fun approaching.
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Does Blizzard hate this class, or what? 40% WR at hsreplay. WTF