Aside from Diamond cards, please give players the option to use an alternative style of Golden cards, where the class colors are much more visible, as presented by u/Suwa:
The ability to play with cards outside of the ones in of your (arguably small) starting deck creates the perfect balance between consistency and inconsistency in a game of Hearthstone.
Matches tend to be similar, but they're never the same.
That's why Aggro and Combo decks often become problematic at a certain point in a card game's lifecycle. They become too consistent and, thus, too powerful.
If players like this, they're much better off playing something like chess.
Hearthstone can circumvent this typical problem by focusing more on card generation effects.
In addition, IMO, the game only really starts to become interesting when both players have 10 mana and a full hand of cards, because that's when serious choices start getting involved.
Not everyone will play the same 10-card hand the same way.
Whereas with Aggro and Combo decks, the right choices are often very obvious and, in many cases, too obvious to be healthy for the game.
I get your point. Class identities could potentially make up for what would otherwise be mana or stat inconsistencies.
However, Aggro Druid is really strong right now in Wild. And this card is a key component in establishing borderline unbreakable turn 1 boards.
The inconsistencies do become less relevant at the later stages of the game, i'll give you that. But, all of that doesn't matter anymore, if the game is over by turn 4-5.
-1
We are now entering YGO levels of unnecessary restrictions on cards.
0
This card is straight-up bonkers in just about any deck.
Holy shit...
2
It's card design at its absolute worst. Period.
Polarized cards are the worst ones, both in design and actual competitive spirit. And it doesn't get much more polarized than this.
I get that the devs don't want games to go on for 30+ turns, but cards like these are just unbelievably stupid.
8
Reminds me of Dew Process' design philosophy.
"If it doesn't work, just make some kind of solitaire card that your opponent can't interact with. They'll love that!"
3
It's unreal.
Both Theotar and Renathal we're awesome additions to the game to combat both Combo and Aggro decks respectively.
I literally know people that came back to the game because of these 2 and Blizzard basically just nuked them out of orbit at this point.
I mean, I guess some decks can still get away with playing Theotar, but Renathal is just not worth it anymore...
0
Pretty decent in my N'Zoth Galakrond Deck.
Gets rezzed with N'Zoth and all of the Lackeys make for good fodder for this effect.
0
Aside from Diamond cards, please give players the option to use an alternative style of Golden cards, where the class colors are much more visible, as presented by u/Suwa:
https://www.reddit.com/r/hearthstone/comments/mphik6/my_concept_for_a_new_golden_card_look/
4
Pretty Solid for Big Warrior for stalling out the early game.
0
"Importer"
Maybe the last expansion of the year is centered around Pandaria?
5
Couldn't agree more.
The ability to play with cards outside of the ones in of your (arguably small) starting deck creates the perfect balance between consistency and inconsistency in a game of Hearthstone.
Matches tend to be similar, but they're never the same.
That's why Aggro and Combo decks often become problematic at a certain point in a card game's lifecycle. They become too consistent and, thus, too powerful.
If players like this, they're much better off playing something like chess.
Hearthstone can circumvent this typical problem by focusing more on card generation effects.
In addition, IMO, the game only really starts to become interesting when both players have 10 mana and a full hand of cards, because that's when serious choices start getting involved.
Not everyone will play the same 10-card hand the same way.
Whereas with Aggro and Combo decks, the right choices are often very obvious and, in many cases, too obvious to be healthy for the game.
2
I get your point. Class identities could potentially make up for what would otherwise be mana or stat inconsistencies.
However, Aggro Druid is really strong right now in Wild.
And this card is a key component in establishing borderline unbreakable turn 1 boards.
The inconsistencies do become less relevant at the later stages of the game, i'll give you that.
But, all of that doesn't matter anymore, if the game is over by turn 4-5.
Turn 3, if they highroll.
0
SN1P-SN4P
0
Dr. Boom, Mad Genius
0
Since Ashes of Outland, expansions now have more Legendaries than Epics.
Sigh.
9
Another beautiful card that acts as proof that Mark of the Lotus should cost 2 Mana.
I'll just leave this here:
Storm's Wrath
Competitive Spirit
Righteous Cause
Grim Rally