I'm not sure why it is not on the card, though this cap does exist for other cards too (e.g. Defile). It exists to stop infinite combos, but probably should be communicated in-game rather than in a random patch note somewhere.
Personally, I like HOF rather than nerf. It's not just because I think Edwin is too swingy, but also because I think removing him opens up space for other cool big combo cards that Rogue can get instead.
As a super rough guideline, the cost of drawing cards in HS is roughly 1 mana + 2 mana per additional card, so:
1 mana: Draw a card;
3 mana: Draw 2 cards;
5 mana: Draw 3 cards;
7 mana: Draw 4 cards;
Etc...
Sprint is right in line with this. Skull of Gul'dan is draw 3 (i.e. 5 mana) by default with a situational 9-mana discount. It would be much fairer to say that Skull of Gul'dan is out of line than to say we should power creep Sprint.
If I'm being honest, I feel like hate friend requesting (where someone sends a friend request just to insult you) is dramatically more toxic than playing a bunch of extra cards at the end of the game. Especially when you consider that there are totally legitimate reasons why people would want to play out all their stuff on the last turn (xp, quests, "showing your hand" to show the opponent what they should have played around, trying to do something flashy/entertaining, etc.). Same thing with roping or leaving the game (people sometimes have bad internet connections or get disconnected, especially on mobile). Sure, they could be doing it because they are a time-wasting asshole, but I think it's more valuable to focus attention on behaviour that is unambiguously negative rather than things that might not be intended as harmful.
imo Control should probly be a tad stronger against aggro in general, but I personally never want Control to reach the power level where a game vs. Aggro is an auto-win. Same for Aggro vs. Combo and Combo vs. Control. At the end of the day, the player's skill should be the determining factor of who wins a game, not what decks they chose to use.
So I guess then the question is how much of an advantage should having the better deck in a matchup give you. If the skill of both players is equal, should the control player be 55% favoured to win against aggro? 60%? 75%? 90%? I'm not sure, though my gut is somewhere around 60-70%, but that would mean you still lose 3-4 out of every 10 games (which eventually adds up to quite a few games).
IMO Kael'thas Sunstrider is a really cool card, and Combo is an archetype that should exist. That being said, it's only really a problem in Druid since they can ramp to it quickly and have the 0-mana cards to trigger the effect consistently. If I were to offer a suggestion, it would be that he says "Your third spell each turn costs (0)" so that it can only be triggered once per turn. Still really strong, but stops the turns where you can cheat out 15-30 mana.
Puzzle Box of Yogg-Saron is imo badly designed randomness. The variance is extremely high, and it can single-handedly win or lose games on the spot, or do literally nothing. Compare it to something like Solarian Prime, which is much healthier randomness in comparison. It's 5 spells instead of 10, it's only mage spells rather than any spell, and it targets the enemy if possible. It's still high variance, but at least the range is much smaller.
If I'm being honest, I'd just want the card hall of famed. But if you want to salvage it, maybe it could be changed to only cast Mage spells, to at least reduce the variance of it a bit.
The difference is that all the of the Librams (Libram of Wisdom, Libram of Justice, and Libram of Hope) are designed around the fact that they can be reduced by 6 mana (using 2x Aldor Attendant and 2x Aldor Truthseeker) over the course of a game. They are also typically played over multiple turns rather than all at once in one turn. They require specific setup and the power level of the payoff is known and consistent.
With DQA and Galakrond, the variance and the potential payoff is dramatically higher. You are reducing the cost of cards that were not designed around the fact that they could cost 0. Alexstrasza isn't supposed to cost 0, Nozari isn't supposed to cost 0, Kronx Dragonhoof isn't supposed to cost 0. The vast majority of cards in the game aren't designed to cost 0. But Libram of Wisdom IS designed to cost 0, so its effect is much much weaker in comparison.
0
Had an opponent get it 3 times against me lol
0
Standard casual is still a thing. You just queue into casual using a standard deck.
1
I'm not sure why it is not on the card, though this cap does exist for other cards too (e.g. Defile). It exists to stop infinite combos, but probably should be communicated in-game rather than in a random patch note somewhere.
0
Bladestorm caps at 30 triggers
0
Personally, I like HOF rather than nerf. It's not just because I think Edwin is too swingy, but also because I think removing him opens up space for other cool big combo cards that Rogue can get instead.
2
Lord Barov is pretty essential to the deck.
0
As a super rough guideline, the cost of drawing cards in HS is roughly 1 mana + 2 mana per additional card, so:
Sprint is right in line with this. Skull of Gul'dan is draw 3 (i.e. 5 mana) by default with a situational 9-mana discount. It would be much fairer to say that Skull of Gul'dan is out of line than to say we should power creep Sprint.
1
If I'm being honest, I feel like hate friend requesting (where someone sends a friend request just to insult you) is dramatically more toxic than playing a bunch of extra cards at the end of the game. Especially when you consider that there are totally legitimate reasons why people would want to play out all their stuff on the last turn (xp, quests, "showing your hand" to show the opponent what they should have played around, trying to do something flashy/entertaining, etc.). Same thing with roping or leaving the game (people sometimes have bad internet connections or get disconnected, especially on mobile). Sure, they could be doing it because they are a time-wasting asshole, but I think it's more valuable to focus attention on behaviour that is unambiguously negative rather than things that might not be intended as harmful.
0
imo Control should probly be a tad stronger against aggro in general, but I personally never want Control to reach the power level where a game vs. Aggro is an auto-win. Same for Aggro vs. Combo and Combo vs. Control. At the end of the day, the player's skill should be the determining factor of who wins a game, not what decks they chose to use.
So I guess then the question is how much of an advantage should having the better deck in a matchup give you. If the skill of both players is equal, should the control player be 55% favoured to win against aggro? 60%? 75%? 90%? I'm not sure, though my gut is somewhere around 60-70%, but that would mean you still lose 3-4 out of every 10 games (which eventually adds up to quite a few games).
38
I dunno about that one, friend...
0
Bounce effects (Sap), transform effects (Polymorph), shuffle effects (Bad Luck Albatross), or silence effects (Ironbeak Owl) are all really strong against Libram Paladin.
From my experience, my worst matchups have been Aggro Rogue, Control Priest, and Control Warrior (specifically because of Rattlegore).
0
IMO Kael'thas Sunstrider is a really cool card, and Combo is an archetype that should exist. That being said, it's only really a problem in Druid since they can ramp to it quickly and have the 0-mana cards to trigger the effect consistently. If I were to offer a suggestion, it would be that he says "Your third spell each turn costs (0)" so that it can only be triggered once per turn. Still really strong, but stops the turns where you can cheat out 15-30 mana.
Puzzle Box of Yogg-Saron is imo badly designed randomness. The variance is extremely high, and it can single-handedly win or lose games on the spot, or do literally nothing. Compare it to something like Solarian Prime, which is much healthier randomness in comparison. It's 5 spells instead of 10, it's only mage spells rather than any spell, and it targets the enemy if possible. It's still high variance, but at least the range is much smaller.
If I'm being honest, I'd just want the card hall of famed. But if you want to salvage it, maybe it could be changed to only cast Mage spells, to at least reduce the variance of it a bit.
7
The difference is that all the of the Librams (Libram of Wisdom, Libram of Justice, and Libram of Hope) are designed around the fact that they can be reduced by 6 mana (using 2x Aldor Attendant and 2x Aldor Truthseeker) over the course of a game. They are also typically played over multiple turns rather than all at once in one turn. They require specific setup and the power level of the payoff is known and consistent.
With DQA and Galakrond, the variance and the potential payoff is dramatically higher. You are reducing the cost of cards that were not designed around the fact that they could cost 0. Alexstrasza isn't supposed to cost 0, Nozari isn't supposed to cost 0, Kronx Dragonhoof isn't supposed to cost 0. The vast majority of cards in the game aren't designed to cost 0. But Libram of Wisdom IS designed to cost 0, so its effect is much much weaker in comparison.
2
Paladin for sure needs a big overhaul. I love Paladin and still have fun playing with Paladin but their core set has a lot of weak cards or cards that don't fit their identity all that well (e.g. Hammer of Wrath, Hand of Protection, Guardian of Kings, Holy Wrath, Avenging Wrath, Eye for an Eye, Repentance, Lay on Hands, Righteousness)
0
I would buff a bunch of basic/classic Paladin cards as part of a set revamp.
Hammer of Wrath: Down to 3 mana; can only target minions.
Guardian of Kings: Down to 6 mana.
Lay on Hands: Down to 7 mana.
Avenging Wrath: Down to 5 mana; can only damage minions.
Blessed Champion: Double a minion's attack and health.
Righteousness: Down to 4 mana; Give your minions Taunt and Divine Shield.
Equality: Down to 3 mana.
Consecration: Down to 3 mana; can only damage minions.
Eye for an Eye: After your hero is attacked, deal that much damage to the attacker.
Hand of Protection: Give a minion Taunt and Divine Shield.
Holy Wrath: HoF; replace with Muster for Battle