This is a great fix. Think about the basic concept of Legendaries: their effects are unique and powerful, so you can only run one copy (yes, I know many Legendaries are trash). Those triple rune cards are in fact very powerful, more consistently powerful than most Legendaries. So now you can only run two copies (or just one, if it's Legendary) and not get to discover more and more and more copies. And it also removes some of the biggest offenders (like Vampiric Blood and Frostwyrm's Fury) from showing up in matches where they don't belong.
Do you guys want snap to become like HS? Sure, the current situation isn't great. But at least I am tired of the style of metas from HS (i.e. print 10 legendaries and 8 epics every expansion, that are must-haves, and nothing else is really viable). I really don't want to see snap turn into HS.
Lets come up with a solution that doesn't give instant access to everything out of the blue. I really like this game and the variety it provides.
DK is supposed to be balanced around the fact they have to sacrifice access to the majority of DK cards in favour of having access to more specific powerful rewards. In that way, they're supposed to be somewhat predictable and be very defined in what they can and can't do. So you play against a Frost DK and being aware of how they play, you use your boardclears for the little stuff to mitigate incoming damage cause they won't be playing for board lategame anyway. And then they play two Scourges back to back because of discovers and that whole philosophy crumbles.
Though they have not been top of the meta or anything, I've seen so many control DKs in Wild just cramming in literally every discover card that exists just to abuse stuff outside of their runes. Like chain-discovering Patchwerks when they're triple Frost and winning a combo matchup they have no business winning. Or getting multiples of Blood Boil against a proactive opponent. That shit violates the entire philosophy of DK's design. Let them laser focus on what they do best and prohibit their access to stuff they're not supposed to be able to do at all.
Cause what is the purpose of this triple rune ban, really? Which cards are we super scared of DKs discovering in multiples? Sure there's Mograine, Vampiric Blood and Soulstealer. But as far as I see it, it's pretty much just Frostwyrm's Fury that really drives people up the wall. So just...nerf it? It's not like Snowfall Guardian is a fun and interactive card to play against (I play Wild, I should know...fucking Shudderwock Shamans). Snowfall for 1 extra mana with 5 damage battlecry isn't any more fun, let alone in a rune combination that has so much out of hand face damage.
I'm not particularly attached to the ability to spam Mograines or anything. By all means, ban triple rune cards if you don't want to balance them properly. But if they design DK to be hyper-focused and restrictive in deck building, the least they can do is enforce that restriction. This was their opportunity to do so.
Removing the ability to Discover cards outside of your deck's rune combinations wouldn't be a good change if the intention is to nerf the class. Suppose you run a triple-Frost deck for example. You may not be able to get a Vampiric Blood or something like that, but now all your cards that Discover spells just make it even more likely for you to get another Frostwyrm's Fury (assuming the change were to happen instead of the one we got rather than in addition to it, but even then, it still makes it a lot more likely to Discover the really good single and double-Rune cards of that particular Rune type as well).
While people can make a debate about which one is more significant than the other, the buff and nerf that this effect would provide would be quite big changes that can't simply be glossed over. Discovering cards outside of your own Runes can be fun, and at the end of the day, restricting Discovers to your own deck's Runes basically just removes that fun factor while not really changing the power level that much (since it makes a huge change in both directions).
I'm not really sure how I feel about banning all triple-Rune cards from Discover since I feel like it calls into question over the philosophy of the class design as a whole, but I do think this is the better move than removing the ability to Discover outside of your Runes.
I was really hoping they'd do the DK change properly and make it so we can't discover cards outside of our rune combinations. I get that it would probably power boost DK in Standard for now with how few cards there are but it feels really stupid when your triple Blood DK opponent starts freezing your board with Frost spells or plays The Scourge and has a massive board all of a sudden. As the card pool expands the problem for Standard would fix itself, they'd just have to wait to release in the second expansion rather than now.
I could not be happier to see that Twig is just as useless now as it was before there was something to autobreak it. I think it will still be used, but it won't pop things off so quickly that no one wants to play against it.
As for DK... this needed to happen. When someone is able to grab another vital card, like Frostwyrm's Fury, multiple times more than the allotted number of cards in your deck... it gets really lame to play against and shows the over power there. This is a solid change.
As for the Buffs, I hope that this will mean some usage out of them. There are still a number of cards that are just not as fun to play with, like Jazz Bass, that still won't be played much. But at least they are trying and not leaving all the less than fun cards to be hopefully played.
I find it comforting when someone else matches my level of geekism/nerdism - gotta love a clear and nuanced answer - turns out we have more than HS for common interest ^^
"Play with the cards you have" is a fundamentally flawed system in the digital age. Net decks are so readily available that they're practically expected, and you will be facing against players that have all the good cards more often than you would on a playground. Plus, we're not children, we understand how to put together a functional deck that's made of more than the cards that look the prettiest.
They really need to abandon that philosophy. It sounds cool on paper, but it just doesn't function. It's a real shame, because the game looks insanely fun. I've been enjoying Regis playing it, even more than Hearthstone. But the horror stories of the unlock system have kept me from actually playing it myself.
you fight against players who have several good cards and have no way to improve your collection unless random card, most likely of no use ...
I tried to warn people about this feature of Snap months ago, but no one wants to listen. The game is fundamentally flawed, deeply so, and new players have no idea that this is true until it slowly creeps up on them after they get a ways into Series 3.
It's the classic "bait and switch" tactic. Snap was a great idea, but the execution has been mediocre at best, or terrible at worst.
I think blood dk would happily include Infinitize the Maxitude. But discovering a dk spell is more valuable than discovering a mage spell and mage does not have the survival tools to make a deck that aims to win via attrition. As a mage card, I believe you could remove the finale requirement from it and it would still not see play in any competitve mage deck.
Sadly, mage only has one great spell, which is Frozen Touch (and the only good mage deck is built around it). Otherwise mage has a bunch of good but not great spells, and a lot of low impact or bad spells.
But with Plat 5 you only see DK or decks that don't care about creativity. (Same for the meta overall since control was redefined with 'Gain x*10 Health and destroy cards necessary to combo)
Essentially: I'd like midrange back with the possibility to go long game (not even complaining about the turn cap)
Personally: Yes, that's what the ladder is about. So this is noch really a right to complain. But from a personal perspective (long time HS player), Control/Midrange/Aggro seemed to be more diverse back than :/
EDIT: Not playing wild, but I guess that is the only way to play HS when the patch doesn't hit well.
It's not an issue of luck regarding locations. There should be some randomness in the game and i'm glad it's limited and entertaining (unlike the stupidity of HS).
They also cannot really give easier access to the powerhouses. Otherwise you end up with everyone just playing the most powerful decks, again, like in HS. Everything out of the ordinary would suck, again, like HS.
I do agree that the current system is not the best. Something should be done along the lines of keeping the powerhouses rare and everything else balanced to not be useless.
Sure, according to your pool of cards, there will always be a "meta". But as long as it's not obvious (since you don't have the powerhouses for example), and players can win enough games with what they have to not be frustrated, everything is fine.
Personally, i'd create a pool of "super cards" that are paramount to the most powerful decks (and some of the others too), and ... i don't know... do something special with it. Not having the support cards for them will make it a bit useless to buy them. So other "gates" can be introduced.
Let’s go to that one guy still working on Tavern Brawls! He must have been fighting tooth and nail to make a new tavern brawl that wasn’t a Crossroads tavern brawl
That's what I did, as well. An early Malygos the Spellweaver got me my Front Lines, plus Equality + Consecration. Tried to scam with Rivendare, Warrider on turn 1, too, but they stole a Horseman with Sylvanas :/
I just threw The Thing into my DoomWave-without-Doctor Doom deck, and it totally worked lol. I had a spot leftover anyway because I also don't own Patriot; I was filling it with various tech cards as it was. But I won all my games today because I could sneak The Thing into The Sandbar alongside White Tiger's tokens. The one time it didn't show, Washington D.C. appeared instead, and I won with The Thing there too :D
The only good decision here is to limit the cards to standard. Otherwise, this would just be combo galore
As it stands, pally is the best class because of Front Lines; thaddius, Stoneborn General and neptulon doing huge work to deny your opponent any comeback.
I can assure you that Infinitize the Maxitude is just plain bad, nothing to do with the pool of spells. Was grinding out achievements and let me say that even attempting to trigger its finale outside of turn 2 is a nightmare, never mind the fact that 90% of the time you'll never get to play what you pick.
The unfortunate reality is that discovering a spell whilst having no mana to play it almost always means its useless. I'd rather just play Vast Wisdom. Most games rarely pass the turn 7 mark anyway and trying to get value out of this card is pointless. The fact that team5 is buffing this surprises no one because if this card discounted the discovered spell by 1-2 it'll still be just passable.
Death Knight Nerfs & Card Balance Changes Announced - Patch Goes Live Today
This is a great fix. Think about the basic concept of Legendaries: their effects are unique and powerful, so you can only run one copy (yes, I know many Legendaries are trash). Those triple rune cards are in fact very powerful, more consistently powerful than most Legendaries. So now you can only run two copies (or just one, if it's Legendary) and not get to discover more and more and more copies. And it also removes some of the biggest offenders (like Vampiric Blood and Frostwyrm's Fury) from showing up in matches where they don't belong.
Death Knight Nerfs & Card Balance Changes Announced - Patch Goes Live Today
Please buff the OG Voone & Blingtron 🥺
MARVEL SNAP's Choose Your Card Shop is Making Things Worse
Do you guys want snap to become like HS? Sure, the current situation isn't great. But at least I am tired of the style of metas from HS (i.e. print 10 legendaries and 8 epics every expansion, that are must-haves, and nothing else is really viable). I really don't want to see snap turn into HS.
Lets come up with a solution that doesn't give instant access to everything out of the blue. I really like this game and the variety it provides.
Death Knight Nerfs & Card Balance Changes Announced - Patch Goes Live Today
DK is supposed to be balanced around the fact they have to sacrifice access to the majority of DK cards in favour of having access to more specific powerful rewards. In that way, they're supposed to be somewhat predictable and be very defined in what they can and can't do. So you play against a Frost DK and being aware of how they play, you use your boardclears for the little stuff to mitigate incoming damage cause they won't be playing for board lategame anyway. And then they play two Scourges back to back because of discovers and that whole philosophy crumbles.
Though they have not been top of the meta or anything, I've seen so many control DKs in Wild just cramming in literally every discover card that exists just to abuse stuff outside of their runes. Like chain-discovering Patchwerks when they're triple Frost and winning a combo matchup they have no business winning. Or getting multiples of Blood Boil against a proactive opponent. That shit violates the entire philosophy of DK's design. Let them laser focus on what they do best and prohibit their access to stuff they're not supposed to be able to do at all.
Cause what is the purpose of this triple rune ban, really? Which cards are we super scared of DKs discovering in multiples? Sure there's Mograine, Vampiric Blood and Soulstealer. But as far as I see it, it's pretty much just Frostwyrm's Fury that really drives people up the wall. So just...nerf it? It's not like Snowfall Guardian is a fun and interactive card to play against (I play Wild, I should know...fucking Shudderwock Shamans). Snowfall for 1 extra mana with 5 damage battlecry isn't any more fun, let alone in a rune combination that has so much out of hand face damage.
I'm not particularly attached to the ability to spam Mograines or anything. By all means, ban triple rune cards if you don't want to balance them properly. But if they design DK to be hyper-focused and restrictive in deck building, the least they can do is enforce that restriction. This was their opportunity to do so.
Death Knight Nerfs & Card Balance Changes Announced - Patch Goes Live Today
Removing the ability to Discover cards outside of your deck's rune combinations wouldn't be a good change if the intention is to nerf the class. Suppose you run a triple-Frost deck for example. You may not be able to get a Vampiric Blood or something like that, but now all your cards that Discover spells just make it even more likely for you to get another Frostwyrm's Fury (assuming the change were to happen instead of the one we got rather than in addition to it, but even then, it still makes it a lot more likely to Discover the really good single and double-Rune cards of that particular Rune type as well).
While people can make a debate about which one is more significant than the other, the buff and nerf that this effect would provide would be quite big changes that can't simply be glossed over. Discovering cards outside of your own Runes can be fun, and at the end of the day, restricting Discovers to your own deck's Runes basically just removes that fun factor while not really changing the power level that much (since it makes a huge change in both directions).
I'm not really sure how I feel about banning all triple-Rune cards from Discover since I feel like it calls into question over the philosophy of the class design as a whole, but I do think this is the better move than removing the ability to Discover outside of your Runes.
Death Knight Nerfs & Card Balance Changes Announced - Patch Goes Live Today
I was really hoping they'd do the DK change properly and make it so we can't discover cards outside of our rune combinations. I get that it would probably power boost DK in Standard for now with how few cards there are but it feels really stupid when your triple Blood DK opponent starts freezing your board with Frost spells or plays The Scourge and has a massive board all of a sudden. As the card pool expands the problem for Standard would fix itself, they'd just have to wait to release in the second expansion rather than now.
Death Knight Nerfs & Card Balance Changes Announced - Patch Goes Live Today
I could not be happier to see that Twig is just as useless now as it was before there was something to autobreak it. I think it will still be used, but it won't pop things off so quickly that no one wants to play against it.
As for DK... this needed to happen. When someone is able to grab another vital card, like Frostwyrm's Fury, multiple times more than the allotted number of cards in your deck... it gets really lame to play against and shows the over power there. This is a solid change.
As for the Buffs, I hope that this will mean some usage out of them. There are still a number of cards that are just not as fun to play with, like Jazz Bass, that still won't be played much. But at least they are trying and not leaving all the less than fun cards to be hopefully played.
Aviana's Night
I find it comforting when someone else matches my level of geekism/nerdism - gotta love a clear and nuanced answer - turns out we have more than HS for common interest ^^
MARVEL SNAP's Choose Your Card Shop is Making Things Worse
"Play with the cards you have" is a fundamentally flawed system in the digital age. Net decks are so readily available that they're practically expected, and you will be facing against players that have all the good cards more often than you would on a playground. Plus, we're not children, we understand how to put together a functional deck that's made of more than the cards that look the prettiest.
They really need to abandon that philosophy. It sounds cool on paper, but it just doesn't function. It's a real shame, because the game looks insanely fun. I've been enjoying Regis playing it, even more than Hearthstone. But the horror stories of the unlock system have kept me from actually playing it myself.
MARVEL SNAP's Choose Your Card Shop is Making Things Worse
I tried to warn people about this feature of Snap months ago, but no one wants to listen. The game is fundamentally flawed, deeply so, and new players have no idea that this is true until it slowly creeps up on them after they get a ways into Series 3.
It's the classic "bait and switch" tactic. Snap was a great idea, but the execution has been mediocre at best, or terrible at worst.
Hearthstone to Receive 28 Balance Changes on Thursday + Death Knight Class Nerf
I think blood dk would happily include Infinitize the Maxitude. But discovering a dk spell is more valuable than discovering a mage spell and mage does not have the survival tools to make a deck that aims to win via attrition. As a mage card, I believe you could remove the finale requirement from it and it would still not see play in any competitve mage deck.
Sadly, mage only has one great spell, which is Frozen Touch (and the only good mage deck is built around it). Otherwise mage has a bunch of good but not great spells, and a lot of low impact or bad spells.
Just give me a reason...
That's my line too.
But with Plat 5 you only see DK or decks that don't care about creativity. (Same for the meta overall since control was redefined with 'Gain x*10 Health and destroy cards necessary to combo)
Essentially: I'd like midrange back with the possibility to go long game (not even complaining about the turn cap)
Personally: Yes, that's what the ladder is about. So this is noch really a right to complain. But from a personal perspective (long time HS player), Control/Midrange/Aggro seemed to be more diverse back than :/
EDIT: Not playing wild, but I guess that is the only way to play HS when the patch doesn't hit well.
Aviana's Night
That's Captain Panaka. He was Amidala's chief of security or something. Also, that's not the Emperor but Senator Palpatine at that point.
Wow I'm a nerd.
Also, *Who
Aviana's Night
So Team 5 hasn't forgotten that Tavern Brawl exists?! 😅
MARVEL SNAP's Choose Your Card Shop is Making Things Worse
It's not an issue of luck regarding locations. There should be some randomness in the game and i'm glad it's limited and entertaining (unlike the stupidity of HS).
They also cannot really give easier access to the powerhouses. Otherwise you end up with everyone just playing the most powerful decks, again, like in HS. Everything out of the ordinary would suck, again, like HS.
I do agree that the current system is not the best. Something should be done along the lines of keeping the powerhouses rare and everything else balanced to not be useless.
Sure, according to your pool of cards, there will always be a "meta". But as long as it's not obvious (since you don't have the powerhouses for example), and players can win enough games with what they have to not be frustrated, everything is fine.
Personally, i'd create a pool of "super cards" that are paramount to the most powerful decks (and some of the others too), and ... i don't know... do something special with it. Not having the support cards for them will make it a bit useless to buy them. So other "gates" can be introduced.
MARVEL SNAP's Choose Your Card Shop is Making Things Worse
until completion of series 2 it was fun
Now with series 3 the game is frustrating
you fight against players who have several good cards and have no way to improve your collection unless random card, most likely of no use ...
Aviana's Night
Whom is standing next to the Emperor in that particular Meme? [Hearthstone Card (CardID or Name) Not Found]
Aviana's Night
Let’s go to that one guy still working on Tavern Brawls! He must have been fighting tooth and nail to make a new tavern brawl that wasn’t a Crossroads tavern brawl
Aviana's Night
It's Party Crasher's time to shine!
MARVEL SNAP's Choose Your Card Shop is Making Things Worse
But they want you to be an every 8 hour slave...
MARVEL SNAP's Choose Your Card Shop is Making Things Worse
Marvel Snap be like “You want all the cards?! Nope! You wanna play the cards you do have?! Good luck with these locations!”
Aviana's Night
That's what I did, as well. An early Malygos the Spellweaver got me my Front Lines, plus Equality + Consecration. Tried to scam with Rivendare, Warrider on turn 1, too, but they stole a Horseman with Sylvanas :/
MARVEL SNAP's Featured Location This Week is The Sandbar - Decks to Play!
I just threw The Thing into my DoomWave-without-Doctor Doom deck, and it totally worked lol. I had a spot leftover anyway because I also don't own Patriot; I was filling it with various tech cards as it was. But I won all my games today because I could sneak The Thing into The Sandbar alongside White Tiger's tokens. The one time it didn't show, Washington D.C. appeared instead, and I won with The Thing there too :D
Aviana's Night
The only good decision here is to limit the cards to standard. Otherwise, this would just be combo galore
As it stands, pally is the best class because of Front Lines; thaddius, Stoneborn General and neptulon doing huge work to deny your opponent any comeback.
Hearthstone to Receive 28 Balance Changes on Thursday + Death Knight Class Nerf
I can assure you that Infinitize the Maxitude is just plain bad, nothing to do with the pool of spells. Was grinding out achievements and let me say that even attempting to trigger its finale outside of turn 2 is a nightmare, never mind the fact that 90% of the time you'll never get to play what you pick.
The unfortunate reality is that discovering a spell whilst having no mana to play it almost always means its useless. I'd rather just play Vast Wisdom. Most games rarely pass the turn 7 mark anyway and trying to get value out of this card is pointless. The fact that team5 is buffing this surprises no one because if this card discounted the discovered spell by 1-2 it'll still be just passable.