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    posted a message on New gameplay mechanics

    50 hp? Welp, don't need to include any cards before turn 4.
    Everyone play priest all other classes suck.

    Games should start turn 1.

    Posted in: General Discussion
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    posted a message on My Priest cards for the next expansion

    Lift the Curse- Is both a better flash heal and a silence effect for only 1 mana, also the effects don't feel connected. A 2 mana "If a minion has deathrattle silence it, then deal 3 damage to it." would be much more fitting as an anti-death rattle card.
    Lightweaver- Before the game effects should pretty much be cordoned off to legendaries, furthermore this is an inherently unhealthy before the game effect. A free flash heal against aggro every game with no card or mana cost, with a decent body to boot.
    Desperate Cleric- I like this but i'd expect something like it for the next hero power focused expansion.
    Light Slammer- Probably should be more mana with a larger body to compensate, since the effect single targeted is worth about a 3-4 drop anyways. (Functionally a hard kill effect.), on a 6 drop 4/6 or so though seems fine.
    Blinding Light- Again with the random side healing.....
    Maiden of Symmetry- Priest just doesn't have the tools to support this card.
    Dark Prayer- There are only 3 shadow words in standard not enough targets for a discover effect.
    Soldier of Rakwhatever- Priest doesn't have the tools to support this card....so a good choice to get it a one drop with that effect in a more buff heavy class could easily be degenerate.
    Khundi- The wording makes me cry, but the effect is fine.

    Posted in: Fan Creations
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    posted a message on Plan to save Priest
    Quote from SndGalaxy >>

    This card is far less mana-efficient than Cabal Shadow Priest, but far more useful. It is available early against threats like Imp Gang Boss, and can remove big threats like Highmane Savannah after trading into it. This can improve Priest's removal.

     Way way stronger than Shadow Madness, also attack or health is fundamentally problematic.
    Posted in: Fan Creations
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    posted a message on Execute nerfs impact on Control Warrior
    Quote from TalariaEU >>
    I simply ignored the Blood To Ichor because you lose card advantage for a small gain in tempo which is not what you want.
     
    I think Assassinate isn't used for a reason and moving the value of hard removals closer to Assassinate value is virtually saying that we shouldn't be playing Control... 
     
    Edit: I suppose Blood To Ichor has more merit now. I just thought Slam would be the right standard to judge the nerf but Blood To Ichor is good enough to consider. With blood we have a 3 mana removal which is good, its only bad that a 2/2 has little relevance for the CWs game plan other than as an execute enabler, but it can also be used to draw a card from Acolyte which is why its good enough.
     Blood to ichor nets you a 2/2 body, which is not losing you a card on the count though less useful than slam's draw to a control warrior deck true.

    And I said "More intresting removal is what should be played" but Slam+Execute or Weapon+Execute is now more comparable to 4 mana than than 3 mana which 4 mana is a good place for kill to be at. (Polymorph/Fireball are at 4.), 3 mana remove anything is just too cheap. (Now if you want to say warrior has too few early game removals outside whirlwind effects we can talk, i'll call shenigans and point to firey win axe, but we can talk.)

    The Price of removal is the most important thing to consider since anything that costs more than "Destroy target creature" has to basically give value even if removed. Do we want a game where say 4 mana azure drake is what it takes to be playable as a minion?
    Posted in: Warrior
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    posted a message on Execute nerfs impact on Control Warrior
    Quote from TalariaEU >>

    Slam Execute is now 4 mana... its so retarded. This nerf was uncalled for and CW is taking a hit because of tempo Warrior archetypes.

     Slam Execute is functionally identical to assassinate with an additional discard a card, draw a card. Being 2 mana less is a bit much compared to the basic kill spell don't think? 4 mana vs. 5 mana seems much fairer as you do want more interesting removal to be better than the straight forward "Just kill it removal".
    You also forgot the 1 mana trigger that spawns a slime, ghoul, and just things happening to be damaged. Execute was far and away the best removal in the game.
    Posted in: Warrior
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    posted a message on Rant about current meta and new cards (long overdue)
    Quote from Komorebi3 >>
     "wait for it to rotate out", I think you missed the part where Secret Paladin was quite probably one of the main reasons rotating out actually became a thing.
    Standard wasn't just Blizzard realizing their design path was a dead end ( Like they'd actually realize that ), it's just them realizing they just actually hit the wall at its end and had to do something.
    In fact one of the last announcements from Blizzard ( Well, last time a Team 5 person spoke to us, that is ) was saying Yogg might just get the nerf bat.
     They've said they'd need to introduce formats in some form eventually if hearthstone caught on, every TCG eventually has formats or powercreep+bannings. And I personally prefer formats.
    Posted in: General Discussion
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    posted a message on Seems simple too me. (legendary spells)

    Call of the Wild is hard countered by flame strike.
    Anything hard countered by a LOWER COST answer, is not overpowered.
    Call of the Wild instantly builds a board from nothing which is what you would expect from an 8 mana card just as an enemy mana spell card can wipe nearly any board your opponent has created.

    Posted in: Card Discussion
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    posted a message on I would love to see someone defend Yogg-Saron in competitive play after seeing this video
    Quote from TheRealMalfurion >>

     

    I said something similar before. However, my idea isn't meant to completely remove RNG from the game, but what the community at large calls bad RNG. So "Competitive" wouldn't remove all RNG just the crazy RNG.

     The problem is this right. Soft Mana screw is good for MtG not knowing if you will be at 4 or 5 mana next turn(The difference between wiping your opponent's board and not, so do you play assuming you will or assuming you won't? That can decide the game.), but sometimes it's a REALLY REALLY bad thing then you are at 2 mana turn 5. But hard mana screw is a side effect of soft mana screw.

    Hearthstone removed every way the game can soft screw you in the core rules RNG besides just bad Draws, then gave an incredibly generous mulligan rule and super thin decks. So.....what's left?
    Cards that can sometimes pull out some crazy RNG stuff.
    Are you going to cut the portals? Flame&Knife Juggler? Faceless Summoner? Forbidden Shaping?  Ragnaros? Cabalists Tome? Barnes? The list goes on. Why introduce a Scrub Mode when we can accept blizzard is working out the kinks of the right amount of RNG on Cards, No one is complaining about the portals(Except firelands in arena.), or the new 1/1s for 1 that give you a random card. Yogg was even mentioned better than they thought which they thought it was just gonna be a cool for fun card not a central card to tournament decks.(P.Sure they thought c'thun and n'zoth would be the tourney gods.)
    But guess what, you have standard now, In 2 years Yogg will be relegated wild.
    Posted in: Card Discussion
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    posted a message on I would love to see someone defend Yogg-Saron in competitive play after seeing this video
    Quote from TheRealMalfurion >>

    I propose a further division of the ladder (on top of Standard and Wild). This division could be indicated by a checkbox named Competitive. Previous names included Tryhard (just joking) and SkillStone (that would be offensive to the rest of the player-base and if it wasn't clear I am joking here as well). With this filter on several cards are banned (including and not limited to Yogg-Saron, Hope's End, Tuskarr Totemic etc., i.e. swingy cards that people don't want in the competitive scene). While the filter is checked you will only face people with these bans enabled (i.e., who also have the filter enabled). In essence the ladder will still be united (perhaps with two separate Legend rankings for Standard, i.e., Competitive Legend and Non Competitive Legend). As long as you are in numbered ranks you can easily switch between the two modes, while in Legend should you switch you will find yourself with the score that corresponds to the other Legend queue of Standard. Blizzard can get its top 100 from Competitive Legend and can enforce the same bans in tournaments.

     Bluntly the swingy RNG cards exist to fix a design flaw with hearthstone.
    You have EXTREMELY slim decks, to the point where decking is a real issue and people at times avoid draw affects for fear of over drawing. You also have guaranteed resources each turn on a predictable schedule without paying any kind of cost. You will always be able to make a 2 drop on turn 2, a 3 drop on turn 3, etc.

    "Competitive" mode would basically boil down to if people were honest the only real form of RNG left, the least interactive form there is. What deck is your opponent playing? It would be a mode where conceding turn 1-2 if you have a bad match up to get to the next game would actually be the best play.
    Posted in: Card Discussion
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    posted a message on I would love to see someone defend Yogg-Saron in competitive play after seeing this video
    Quote from TheRealMalfurion >>

    Well by good reactive cards I mean better board clears as well as better tools for survival to allow the more controlling (or even midrange) decks more viability in ladder. Better board clears than the ones we currently have would make aggressive decks think twice before vomiting their hand into the board and I feel like the AOEs of Hearthstone are not punitive enough (i.e., often at least a few minions will survive your board clear or your opponent will easily refill his board next turn). My point is aggressive decks shouldn't feel like it is ok to have 5+ minions on their side of the board at any time (thus making playing into / around the board clear more a matter of skill / calculated risk and less one of getting lucky because your opponent couldn't have the right answer given the poor reactive options). In essence board clears should feel powerful, when you play them you should destroy your opponents board (they should, as the name says, clear the board) and healing should heal in way that is proactive like Moonglade Portal and not just do a bit of healing, whose effect turns out to be inconsequential because you opponent still has a board.

     But Ironically the stronger you make board clears the more aggro decks have to vomit out their hands to pull a win, since they have to win before the cards that shut them down come online. Or we go to the only viable aggro deck being zoo, or blizzard has to print super strong death rattles.
    There's a thousand factors to consider. But I am glad you are talking about the strong cards Control using to stabilize being later than the early game, let me put into terms how I'd see Aggro vs. Midgame vs. Lategame decks just to have all my cards(no pun intended) out for disscussion.
    A full aggro deck focuses on 1-4/5 drops, These are the "fair" cards but can use them in combination or by having more on curve options can play around their opponent. (Something you don't notice is this, Aggro has a lot more choices of what to do with it's "On curve plays", Aggro is much more likely to have multiple 2 or 3 drops.)
    A midgame deck focuses on the 6-8 drops, "unfair" cards that trivially trade 2 or 3 and dominate boards just by being played, Flamestrike, Savannah Lion, Dr.Boom, a completely unnerfed ancient of lore all great examples. It uses 1-5 drops to fight but focuses on the value cards.
    A lategame/control deck is about using 1-5 drops to make losing trades to stem the bleeding, it uses 6-8 drops to recoup it's loses, then it uses it's 9-10 drops to just invalidate the previous game state and take the win.
    Quote from TheRealMalfurion >>

    I mean look at a card like Starfall. Should a card that provides an option between a bad Consecration and a terrible Fireball really cost 5 mana. At 4 mana it seems more fair (since you have paid something for the flexibility and still kept the card playable look at Wrath for a good example of how a Choose One spell should be made) it would be a great alternative to Swipe since Zoo especially plays a lot of minions with 1 - 2 Health. This would also combo well for Shaman boards with some spell damage (since shaman minions tend to be around 2-3 Health). I am focusing on Druid since I play a lot of it, but some other AOEs that I feel are overpriced are things like Excavated Evil as well as Elemental Destruction, whose overload amount is crazy (keep in mind you are dealing damage to your board too).

     I agree starfall is overpriced, the problem is this.
    Do you want a 4 mana starfall and a 4 mana swipe in the same standard for all time? Does this remove design space for any other strong druid board clear's?
    Now personally i'd bump swipe to 5 make it do 6 targeted damage and make starfall 4 as that preserves design space and keeps swipe and Starfall in their mind space while making both playable. (Swipe is mainly a ST removal with splash, Starfall is a consecrate or weaker fireball.)

    Excavated Evil is in the problem of doing 3 damage, which leaves it at 6 mana(too late), or being two sided(non-standard to the game and i absolutely think it's better design most removal is one sided compared to MTG since most removal might as well be one sided in that anyways it just gets played in decks without creatures.).
    Elemental destruction definitely has crazy overload but we established Blizzard had no idea how to price overload, then it finally does it on some vanilla bodies that are decent and does so alongside tunnel trogg. 
    Posted in: Card Discussion
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    posted a message on I would love to see someone defend Yogg-Saron in competitive play after seeing this video
    Quote from TheRealMalfurion >>
     Tell me how many classes have a lot of good reactive cards from turn 1 - 3 to control the board? Maybe that is why they do little or nothing on those turns and not because they want to wait for you to burst them down. That is not a mistake, but the fact that for them it is impossible to play something (Warrior and Mage are the exception to this).
     Ugh the quoting format for this forum is awful. But as for this.

    What's a "Good" reactive card? One that trades up? Then reactive cards are just plain better. One that trades equally? Then Late game decks are better, Aggro plays a 2 drop, Control pays 2 mana to remove it so control wins out both delaying it's opponent's game plan while moving it's own(Delaying the game.) forward. 
    Quote from TheRealMalfurion >>
    I can't understand if you are trying to troll me here, because I doubt anyone can talk about skill when better aggro cards are printed by Blizzard and control players are thrown a bone every other expansion. With Control Warrior you need to know when to hold some cards so as not to spend all your resources. I have never seen aggro hold cards if they can play something. So you must measure skill by the amount of cards a player can play throughout a game. Finally, I encourage you to go listen to pro players, because I have often heard them complain about how ridiculous Shaman is at the moment.
     I'm not trolling you, I'm just someone whose seen 20 years of TCGs.
    A lot of Hearthstone player's are just going through the exact same things I've seen before, So I'm trying to tell you not to repeat the mistakes of the past.

    And absolutely skill is NOT based on seeing as many cards as possible, if we wanted games of perfect information we would play chess, and chess is solved a game of pure memorization. Skill in competitive gaming is based on two things, Adaption and Yomi. Adaption is reacting to unknown possibilities, it's maximizing your ability to get to that next land when land screwed in MtG and playing around the RNG cards in hearthstone, and Yomi is knowing the mind of the opponent since there are better and worse moves one can make the best play and lose by your opponent playing for that, but one can make worse moves and win by disrupting the opponents plans. These are skill. An endless array of if->Then statements is not. 

    Finally if shaman is so good, why don't the pros play nothing but? But they do, so shaman must not be problamatic. As for blizzard's tuning of shaman, they got an overload versions spider mech, boulderfist ogre and tunnel trogg. Maybe these shouldn't have been in the same standard, but let's be honest most previous overload cards and support outside feral spirit and lightning bolt was shit is it that surprising when Blizzard decided to make overload work they might overtune it?
    Tbh. I think the per crystal thing is the right support and the real problem is tunnel trogg being a one drop, unleashed elemental getting his bonus per crystal would go a long way towards making overload work through formats as a 3 drop is much easier to deal with than a 1 drop. 
    Posted in: Card Discussion
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    posted a message on I would love to see someone defend Yogg-Saron in competitive play after seeing this video
    Quote from TheRealMalfurion >>

    Well let's just do what magic did and do the math.
    Run the numbers of control mirrors vs. aggro mirrors, and see how often the better player wins.
    Magic found Aggro takes 3x as much skill as control, and really when you sit down and look instead of wanting to be smart it makes sense, aggro let's your opponent interact with it, control not so much.
    Board Presence is the soul of interaction.

    Well most decks (not necessarily control, since some people need me to be literal about this) don't have enough ways to interact with the board and still need to because of ridiculous cards currently in the game. The typical aggro player in Hearthstone plays out his cards taking special care to waste as little mana as possible and then proceeds to chip away at your health until you lose. That my friend doesn't require skill. Also you were quick to catch a part of what I said, but not the part where I mentioned how my opponents playing those decks painfully misplayed several times and then still won. So yeah, I am not trying to be smart, because I don't really care for what you think about my intellect. In my book if you can misplay several times and still win by turn 6 - 8, then your deck doesn't require that much skill after all. Control on the other hand requires planning (how to spend your cards, when to heal, when to clear, etc., whereas in aggro you mostly play minions, do some basic math and need to position things right, which a lot of people fail at), you can't just play cards and win and if you think that is the case then you can't be that good at the game.

    Edit: Magic isn't the same as Hearthstone I am assuming so making those comparisons is not correct on principle.

     You can't say magic isn't the same as hearthstone and then make the same arguments nearly to a word as to how aggro takes no skill Control Timmies made in that game and not admit how similar they are.

    I mean let me reduce control as much as you reduce aggro, clear the board, kill everything they play after that and drop my win condition. 
    But devil's in the detail's, that's why i suggested sitting down and doing the math, seeing how often the better player wins in mirror matches.

    As for play mistakes well? To be blunt. Most control decks I see don't have turn 1 or 2 and sometimes even turn 3 plays they are intending to rely on, Hearthstone has a pretty consistent boundary of 15 or less being the unsafe space for your health, and aggro can get you there turn 4 reliably. Is it really so surprising they can lethal you down in the next 2-4 turns when control decks basically let them get into burst range for free?
    Posted in: Card Discussion
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    posted a message on I would love to see someone defend Yogg-Saron in competitive play after seeing this video
    Quote from TheRealMalfurion >>

    Aggro decks DO take skill to play, and playing Warrior after Warrior as an Aggro deck can be frustrating.

    The first part of the statement is very hard to agree with.

     Well let's just do what magic did and do the math.
    Run the numbers of control mirrors vs. aggro mirrors, and see how often the better player wins.
    Magic found Aggro takes 3x as much skill as control, and really when you sit down and look instead of wanting to be smart it makes sense, aggro let's your opponent interact with it, control not so much.
    Board Presence is the soul of interaction.
     
    Quote from brilliant_gnome >>
     As said, I'm no MTG expert, I only played the game very casually when I was younger... but I'm going to go out on a limb and guess that these cards are still nowhere near the level of insta-play that Yogg is.

     You control your opponent's next turn. 
    Let's have some fun, first i swing with your creatures into mine and make the best blocks possible and play any combat tricks to further buff my guys.
    That rampant growth you were holding? I'm gonna cast it, since i get access to previously unknown information by doing so i get to write down every card in your deck(this is not a slow play violation.), and then "fail to find" giving you no land.
    I see you have a draw four spell, i'm going to cast it on myself.

    I wiped your board, drew four cards(discarding your draw), and have your deck list in front of me(discarding your ramp).
    And this isn't a last ditch bail thing, this was my plan.
    Oh and I have a body you can't kill with instants or chump block.

    Posted in: Card Discussion
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    posted a message on I would love to see someone defend Yogg-Saron in competitive play after seeing this video
    Quote from brilliant_gnome >>
    I don't understand the video or how it is in any way or form relevant to this discussion. What happens in the video is essentially the same as topdecking a fireball in HS.
    Fireballs can be played around, they can be teched against and they can be constructed against. A topdecked fireball can not save you from almost any loss, it can only save you from very specific losses. For fireballs to be effective win conditions, there has to be a very specific gameplan, deck construction and play throughout the game.  For it to be an effective topdeck, your opponent has to be at 6-7HP or less.
    Yogg's effect translated is "Give yourself X % chance to flip almost any conceivable losing position" and X is not a low number. I'm no expert, but I don't think any card like that has ever existed in MTG. 
     MTG's designer's have straight up said that a sorcery reading "This card can't be countered. You win the game." is worth seven colorless mana. Now they will never print that card, because it's boring as hell.
    But it's an important milestone because it tells them where "We can do whatever the fuck" lives. So In magic um well yeah, there are cards, tournament played cards in that 7+ region that just de facto read "You win, your opponent can do jack all." They just read it in far more interesting ways than "You win the game."
    Lemme just go grab some cards played in standard right now.
     
    Tamiyo, Field Researcher
    Why yes I'd love to draw three cards and pay 0 for everything for the rest of the game.
    Emrakul, the Promised End
    Why yes, I'd love your next turn.
    On a 13/13 body you can't target with kill spells or chump block.
    Ulamog, the Ceaseless Hunger
    Why yes, I would like to just Exile your two most important cards as a cast trigger, on and indestructable 10/10 who eats 1/3rd your deck every time it attacks.
    Posted in: Card Discussion
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    posted a message on Rant about current meta and new cards (long overdue)
    Quote from Boethion >>
     'Win the game' cards can be more expensive then 10mana for example Blood of The Ancient One x2 is 18mana for a 30/30 or Mimiron's Head requiring himself and 2 more mechs to live, so 10mana is not the escalation cap.
    C'thun could have been 20mana and his cultists could have reduced his cost for each buff by 1, but not below 10 or something like that. Same goes for Yogg and spells.
     No strings, no frills, no requirements just an effect that reads "You win the game" how much mana is that worth? While it's boring and you never want to print it for that reason, you do want to know how much it's worth in any escalation based game so you can know at what kind of costs "Anything goes" for effects.
    Posted in: General Discussion
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