As others have alluded to, make a keyword that indicates this. Like Giant or something, that specifically implies "...can be reduced below (0)." They are so alright with introducing new keywords each expansion but are so terrified of making ones that make a real difference for long-term game balance. It's so silly.
Why on Earth wouldn't they also change the wording of Conductivity to match Zentimo's? "Also targets adjacent" is much clunkier than "Cast it again on its neighbors".
The bit I have an issue with is the continued mixing of "Win X games" along with specific requirements in other quests (Forge X cards, Excavate X cards, Play X cards with Finale, Play X Murlocs, etc.) that essentially force me to play a sub-optimal deck to fulfill that requirement which means my chances of actually winning are artificially hamstrung. Or, hell, even the Nozdormu quest, which typically sees me cramming that guy into a deck for 3 games and then ripping it out.
Mana cost will affect it a bit, but I am still of the opinion that the Attack/Durability should be changed from 3/2 to 2/3, so it's still 6 total damage, but you have to swing one more time to get the mana cheat. That change could be included with a mana increase.
It gives just a bit more time to naturally draw into the Demon without the discount, or would push some sub-optimal plays such as playing another weapon to break the equipped one, but then you have the sunk mana cost from that play on that turn.
My gut feeling is the weapon needs nerfing, 1 less durability or a higher mana cost, at a minimum.
Just had a game where I BARELY limped through by playing Wheel Lock (where I had to choose between Reno and the Wheel through Fracking and burned the Wheel...). There was so much hand-buffing going on, that my opponent played a MINI Plush Tiger that was a 10/10 (!?!). Everything after Turn 4 I felt on the back foot and was 1 turn from being dead. If he had Leeroy in hand, I would have been.
The real solution was to not have Leeroy and Southsea Deckhand in Standard rotation to begin with. I thought a decade ago we all learned that having massive Charge minions vomiting onto the board for OTK's wasn't fun? That's the whole reason Rush was developed and all neutral Charge minions were punted into Wild.
Yep, initially I was stunned by them leaving a class with handbuff + Leeroy + Windfury, but the LIFESTEAL is overwhelming. There were games I was playing yesterday that I'd get them down to 8 health and they be back to 30 with minions on board the next turn. Like, historically Priests, Shaman and Druids had to heal through spells, which left their board empty, but now Paladins have Lifesteal + Divine Shield + Rush minions that do their job AND hang around past their turn?
0
Filthy, but it works! One and done.
0
As others have alluded to, make a keyword that indicates this. Like Giant or something, that specifically implies "...can be reduced below (0)." They are so alright with introducing new keywords each expansion but are so terrified of making ones that make a real difference for long-term game balance. It's so silly.
4
That's honestly all I've wanted for years: "...But not less than (1)." added to any mana discounting cards.
They could do an entire Twist season where mana costs can't be reduced below 1 to trial it out!
1
That's a real High-Agency response there!
1
"Low-Agency" must be the corporate buzzword of the week over there!
0
Actually, isn't it specifically Quartzite Crusher causing the issue?
0
Why on Earth wouldn't they also change the wording of Conductivity to match Zentimo's? "Also targets adjacent" is much clunkier than "Cast it again on its neighbors".
3
The bit I have an issue with is the continued mixing of "Win X games" along with specific requirements in other quests (Forge X cards, Excavate X cards, Play X cards with Finale, Play X Murlocs, etc.) that essentially force me to play a sub-optimal deck to fulfill that requirement which means my chances of actually winning are artificially hamstrung. Or, hell, even the Nozdormu quest, which typically sees me cramming that guy into a deck for 3 games and then ripping it out.
None of that is objectively fun.
2
Mana cost will affect it a bit, but I am still of the opinion that the Attack/Durability should be changed from 3/2 to 2/3, so it's still 6 total damage, but you have to swing one more time to get the mana cheat. That change could be included with a mana increase.
It gives just a bit more time to naturally draw into the Demon without the discount, or would push some sub-optimal plays such as playing another weapon to break the equipped one, but then you have the sunk mana cost from that play on that turn.
8
Oi! You didn't mention starting with 3 mana and 5 cards! Those are essential QOL changes. /s
0
My gut feeling is the weapon needs nerfing, 1 less durability or a higher mana cost, at a minimum.
Just had a game where I BARELY limped through by playing Wheel Lock (where I had to choose between Reno and the Wheel through Fracking and burned the Wheel...). There was so much hand-buffing going on, that my opponent played a MINI Plush Tiger that was a 10/10 (!?!). Everything after Turn 4 I felt on the back foot and was 1 turn from being dead. If he had Leeroy in hand, I would have been.
https://replays.firestoneapp.com/?reviewId=01b349b9-ee68-449e-98cd-c78546df0a93&turn=0&action=0
2
The real solution was to not have Leeroy and Southsea Deckhand in Standard rotation to begin with. I thought a decade ago we all learned that having massive Charge minions vomiting onto the board for OTK's wasn't fun? That's the whole reason Rush was developed and all neutral Charge minions were punted into Wild.
0
That's a good way of thinking of it: Lifedrinker would not deal damage to the opponent. Extrapolate that mechanic interaction to other cards.
2
Yep, initially I was stunned by them leaving a class with handbuff + Leeroy + Windfury, but the LIFESTEAL is overwhelming. There were games I was playing yesterday that I'd get them down to 8 health and they be back to 30 with minions on board the next turn. Like, historically Priests, Shaman and Druids had to heal through spells, which left their board empty, but now Paladins have Lifesteal + Divine Shield + Rush minions that do their job AND hang around past their turn?
Feels bad, man.
0
Posting to effectively bookmark to try later on. Seems like it could be more fun than the Smork Shadow Priest stuff in Wild!