It's Leap Day! Every four years, we save up enough spare hours for an extra day in February, because time is an illusion and the calendar is ridiculous. While the concept itself is ridiculous, it does give us a chance to look back on what's happened previously - what was Hearthstone like four years ago? How has the game changed since then?
Step in to your time machine of choice and I'll guide us through some of the differences between the game now and the game on February 29th, 2016.
A Wild Time
One of the most significant differences is one that we take for granted now - Standard didn't exist yet!
It was announced at the start of February 2016 that Standard would be coming with the first expansion of the year, which wouldn't reach us until late April. As such, it was a time of chaos - those unused to the concept of formats from other games (including myself, at the time) mourned the 'loss' of powerful cards like Loatheb, Sludge Belcher, Antique Healbot and Mad Scientist.
My anti-aggro tools... my Rogue and Warlock healing...
These powerful cards would rotate with the rest of the Curse of Naxxramas and Goblins vs Gnomes sets. This left a bad taste in some people's mouths - they pointed to the notoriously weak Grand Tournament expansion as the 'reason' for the change, a sort of way of forcing people into playing with those cards. Simultaneously, they celebrated a potential end to the reign of Secret Paladin with Mysterious Challenger, which would lose staples like Shielded Minibot, Avenge and Dr. Boom.
Who am I?
Veterans of games like MtG were often split on the issue - there were those who welcomed the change as a necessary one, correctly pointing out that Wild would still be around for those who want the full experience of their expansive collections; others stated an unwillingness to keep up with Standard, where they'd be 'forced' to spend money in order to keep up.
We've had a long time now to adjust to Wild and Standard as separate formats, and personally I changed my mind and view it as one of the most important changes made to the game. At the time I was worried that aggro decks would sweep over the game after losing so many important tools, but in hindsight I can see how cards like Sludge Belcher or Antique Healbot were in many ways overtuned for a healthy Standard environment, at least as Neutral cards.
Decked Out
Four years ago managing your decks was even more of a juggling act than it can be now - the current roster of 18 deck slots wasn't yet available, as it was added in preparation for Wild and Standard.
Players had to struggle with only 9 deck slots to their name for another two weeks, before the mid-March Old Gods preparation patch graced us with double the decks. Since then, we've neither gained nor lost any - perhaps it's time we went to 27?
Brawl Together Now
It may be a surprise to many, but we'd actually had Tavern Brawls for around 8 months by February 2016. That's right, before Battlegrounds was introduced last year Standard was actually the most recent mode added to the game.
You could enjoy a lovely brawl called Clash of the Minions this week four years ago, where any minions you played would gain Charge and Taunt. Summoned minions like Nerubians or Boom Bots wouldn't gain the effect.
Is this more or less like MtG?
Nerf This!
Nerfs came at a much slower cadence than they do now, and when a card was nerfed it was usually nuked. The most recent card change was to Warsong Commander all the way in October 2015, when she infamously died a horrible death and was relegated to occasionally getting picked in Arena if you were really desperate (and if she was even available).
Charge backward!
The next nerfs the game would see were sweeping and brutal changes to a slew of Basic and Classic cards with the arrival of Standard in April, almost two months away. Six months total between changes.
Ancient of Lore, Force of Nature, Keeper of the Grove, Ironbeak Owl, Big Game Hunter, Hunter's Mark, Blade Flurry, Knife Juggler, Leper Gnome, Arcane Golem, Molten Giant and Master of Disguise would all see themselves taken down a peg.
Several of them have continued to dip in and out of viability, but only one of them - Molten Giant - has ever been reverted, and it only saw this as it moved to the Hall of Fame. Hunter's Mark even received a further nerf eventually - this first one took it from 0 mana to 1 mana, and it now sits at 2 mana.
Looking Forward
This is a mere glimpse at what once was, but it still shows that despite everything, Hearthstone has had a fair amount of changes in its time.
What will we see as the next big thing? Another new card type, like the Hero Cards that we didn't see until mid-2017? A change to the economy, like the 'No Duplicate Legendaries' rule which was also added mid-2017? A new gamemode seems unlikely with how recently we saw Battlegrounds, but perhaps a new way to play instead of Standard and Wild is on the horizon. We've been teased that something big is coming soon, and it's anyone's guess as to what that could mean.
A change to the economy, a new mode, new card types... Hearthstone 2? Whatever it may be, I'm excited to see where we'll be in another four years.
Comments
This is right around the time I started playing Hearthstone. A trip down memory lane... what a crazy 4 years it has been, both in my life and in HS.
Looking forward to another New Year and to see what comes next!
Great article yall! I tried to play the game circa Naxx but I was so horrible at it back then I didnt give it much thought. Until I returned to the game near the end of UnGoro and I have enjoyed every moment of it ever since!
This was the time when I truely started to play and learn Hearthstone and watch streams, though I played casually since beta. It was also the time when I showed and teached the game for my girlfriend and still today we play the dailies together every morning on breakfast, so it was really the most exciting time for me with the game!
I wish I was playing Hearthstone back when Curse of Naxxramas and Goblins Vs Gnomes were in standard.
We really need a "like" button for these articles. Someone pester Flux.
Meanwhile: +1; it was fun to recall those times, just four years ago.
[Edit] Oh hey, there's a rating feature at the top of the article! 5/5! Great work, SoS!
Spitballing here but, what do you think to this?
Warsong Commander (aura) "Give your Rush minions Charge instead"
Dr boom = 3 mana all mechs have charge
There's way too many mechs from deathrattles. With Omega Assembly it allows warrior to play out a full control deck and still be able to burst out opponents after playing dr boom.
Got to play Loatheb and Sludge Belcher in this week's Tavern Brawl. Good times.
Some of the nerfs seems redundant now. Like Keeper of the Grove, Hunter's Mark, Ancient of Lore, and crucially Blade Flurry, which even back then I thought the mana nerf was unnecessary.
Would be nice if they were reverted back, even if for a short time.
Hunter's Mark is a strange inclusion, I think, since it's barely been a year since it was nerfed for a second time.
Blade Flurry, while strongly nerfed, also saw some play again with Kingsbane, and I don't feel like ignoring class identity even more than they already do is a good idea.
Keeper of the Grove and Ancient of Lore would probably be fine to be reverted though, I agree. Lore, at the very least. I'd also not be against doing something with Arcane Golem, if only because it's another card that got straight dumpstered by a nerf.
Blade Flurry is also great in Bazaar Burglary decks. Those might not be top tier but it is further evidence that Blade Flurry is actually in a nice spot for an evergreen card: far from auto-include but finds homes every now and then.
I was going to say something similar for Ancient of Lore, but currently that is used more for its healing in Lucentbark decks, so yeah reverting its card draw is probably fine.
Best excuse to post a nostalgic memorium retrospective of HS award goes to ShadowofSense for his amazing leap year's contribution : '' (...) because time is an illusion and the calendar is ridiculous. ''
This was a confusing time for me because I didn't pay attention to hearthstone news whatsoever and played on my phone only. When wild was created I was oblivious and was wondering where all those cards I used to see went. I only had a very basic mage deck and I had no expansion cards so my deck was still valid. I realized what had happened much later when I one day hit that wild button and it all made sense! Hahaha
Hearthstone 2???? If there is a Hearthstone 2, they better transfer all cards to the sequel.
If they keep the rules the same, there is no point in doing a sequel, but if they change the rules then the old cards cannot be kept because they might not make sense under new rules.
I don't think I would play it if it meant starting a new collection from scratch, unless the game was extremely generous with its freebies. I don't even have the Classic set complete yet after 6 years of playing.
What I would like to see is Hearthstone AR, if it's done like the AmazingLP card reveal videos.
They should honestly admit their mistake and un-nerf warsong commander. It sucks seeing new players with a 3 mana 2/3 in their deck with do nothing.
I'm in favor of un-nerfing it, but it would have to be moved to the Hall of Fame so it doesn't completely shift Standard.
it wasn't a mistake, it was a necessity. Charge is not a keyword that should just be granted to any minion.
I could honestly see some Frothing Berserk BS now with Risky Skipper if Warsong was unnerfed.
They could have made it "Your minions with 3 attack or less have Charge", similar to Southsea Deckhand. That would at least have solved the interaction with Frothing Berserker.
I think its one of those moments where I agree with the devs that a change in mechanics like that can make the game needlessly complicated.
If the effect is given when its played, then it should stick. Kinda like how if something is given rush, lifesteal, etc. then copies of it should also gain it. Like Houndmaster Shaw, even after hes gone midway attack so long as it already gives out rush then the other minions don't automatically lose it.