If cards are allowed to discover itself, its genuinely possible to simply outvalue an opponent simply by its inclusion.
Its not really a nerf as much as it is just making the mechanics fair. When the wording reads 'discover' it should do just that, a card for a card. Not basically turn into a win condition. The elegant way of dealing with this would have been to simply design cards in such a way that it cannot discover itself. Instead, we have cards like Frightened Flunky, Underbelly Angler, Renew, Arcane Breath, etc. necessitating this change.
Also, lets not forget that discover is still one of the best mechanics a card can have. This small change will not really change much in that regard, except there would be less overly lucky bastards and fewer destroyed keyboards in the world.
Way overdue. Hoping they decide sometimes in the future to limit the availability of legendary cards to one per game, so that you aren't able to discover or generate (or maybe even play) the same legendary over and over, but it's a stretch currently. Infinite value matches just aren't as fun anymore to me and the latest control galakrond priest deck just proved to me how toxic it can be to the game. It's like [Hearthstone Card (dr. boom, mad scientist) Not Found] and control warrior meta all over again.
Another Discover Nerf? Last time discover was nerfed to make it so neutral & class minions/spells have an equal chance to get discovered, and now a lot of stuff cant discover itself. I like this change because this means less BS "Evocation discovered Evocation", "Emerald Explorer discovered Emerald Explorer, or worst of all: "Renew into like 5 more Renew" kinda things, BUT i feel like discover has been nerfed... a bit too much i.m.o.
I wouldn't mind seeing the "Class & Neutral cards have equal chance to be discovered" nerf reverted, as this nerf was only here because Control Warrior was abusing the heck out of it last year. (Thanks Dr. Boom, Mad Genius and Omega Assembly.) Also a LOT of new discover cards (Mainly Studies like Demonic Studies) are TERRIBLE because of that *OLD* discover nerf from last year, while they would honestly feel fair without it.
The Monstrous Mark is utterly broken, especially with Trueaim Crescent. You attack the enemy hero with all your minions, that you mark his biggest minion and attack it with Crescent and your minions.
I got the same question, but there the article make the reference to "randomly generated cards". So even they are somehow random, the fact that you discover from a known pool, make me think that that kind of cards (Shadow Visions and Stitched Tracker) are not afected by this. Probably the change is made to the way the game determines the card pool.
You're totally right, just checked that and in both cases you get full dust refund. I only remembered this refund for the second nerf. Didn't say anything then :)
Does this also include cards that discover from a controllable zone, like your deck?
If so that means that Shadow Visions cannot generate Shadow Visions any more, which actually changes the balance of the card, because it is certain to give three useful options now.
Just a small comment on monstrous mark. Its basically broken, mostly because you can target any minion on this and guarantee damage to the opponent. So if my opponent happens to have a big minion, all I need to do is to target my own minion and charge into it. In this respect, that will likely be its common usage for 90% of the time, which will almost certainly ensure that there is no way to race hunters other than through wide boards. In my opinion, the description should read choose an enemy minion, so the idea of dealing face damage through taunts still stick while not making it terrible to play against.
The 4x bonus wasn't just removed because of chains like this. It was removed because you could pick the exact card you want too reliably when the pool of class cards was small. The best example was probably getting Sunkeeper Tarim in odd paladin far too consistently.
Greetings there! I'm here to present you my version of how I would change Mage's Core Sets. I'm jumping the bandwagon a bit with the changes after seeing some other people trying their reworks and generally accepting classes may need some updates.
This time, I've put crossfire onto Hunter. While it's very hard to actually do them, please don't think I'm going to make changes for literally every class, altough if I get bored, I might do in near future. Also chose Hunter this time, because it's time to finally change Starving Buzzard to not be the overnerfed relic of the past, and time to give Hunter a bit proper control tools to make this dream come true.
Strengths and Weaknesses
Show Spoiler
Strengths
Secrets - Hunters can place traps to surprise unprepared opponents.
Beasts - Hunters have tamed tons of exotic species to command.
Aggresion - Face is the place.
Removal - Hunters are ready for you, they will deal with you either by themselves or their minions.
Deathrattle - Death bodies release a baiting scent.
Limitations
Card Draw - Hunters can reload their weapons.
Buffs - Hunter can feed their pets to invigorate them.
Weaknesses
Survivability - Hunters can control the board, but lack tools to regain lost Health.
Card Generation - On the hunt, it's pretty hard to find refreshments. You need to be focused at all times.
New Sets
Show Spoiler
Basic Set
(token)
Classic Set
Explanations
Show Spoiler
Predatory Hunter - basically deals 2 damage, but summons a Beast. Useful for summon synergies like Unseal the Vault.
Starving Buzzard - finally able to fly without being handcapped by the abysmal effect and stats.
Some cards that were considered, but didn't make the cut
Show Spoiler
Wolpertinger - this was originally meant to be added to the Basic Set, but adding freshly released cards is probably unintuitive.
The Beast Within - probably even worse than [Hearthstone Card (Bestail Wrath) Not Found], so a big no no.
Springpaw - similar to Tinger, but probably even stronger.
Venomstrike Trap - debating whether this or Wandering Monster should make the cut. I went with the latter as a more famillar replacement to HoF'd Misdirection, but I can definitely see a world in which this card is worth including.
Steamwheedle Sniper - close contender to give Hunter an early control tool, but I already created a huge control tool for the class.
Flanking Strike - very solid, but probably too solid to ever exist in the evergreen set as a powerful tempo tool.
Overwhelm - suits the theme of having a lot of Beasts impressively, but it has the same problem of being new to the game and probably being too strong to be evergreen.
Terrorscale Stalker - I wanted to include some sort of Deathrattle synergy. This one was close to include, but I'd say Princess Huhuran is safer than this and Feign Death that I also thought I'll include.
Card generation for the 3 classes it is actually meant as a strength for does make thematic sense:
Rogue is literally stealing from everyone else;
Priest is probing their opponent's mind;
and Mage is so skilled with arcane magic that it can call upon spells it hasn't prepared.
I think these 3 should keep it as is, although not necessarily in the same form as it sometimes is right now, especially Mage whose casting of random spells with Puzzle Box of Yogg-Saron, The Amazing Reno and now Trick Totem is just plain dumb. The important part is that these classes are designed with this in mind, and we can handle 3 classes doing this.
For everyone else however it should be reduced, and hopefully the next set rotation cycling out the Year of the Dragon will help.
However, I don't think every class should have access to great card draw. It is good for the diversity of the game if some classes do have to work out how best to use an emptying hand, without the answer just being to draw more cards. Plus card draw would have to replace something else in the cards they are given, so it is directly bad for diversity.
With spells I find this justified. Chaining spells after each other is not really interactive and prolongs turns needlessly. But I'm kind of sad that I can't discover Explorer dragons from explorer dragons anymore, they were so cute and mostly the best option too.
So can they go ahead and bring the 4x bonus back to class cards? Taken because of cards like Frightened Flunky, which caused endless chains in warrior.
Ah yes, a new region which seems to focus a lot on the Support mechanic, of which we've only seen a few cards so far, and already Taric is too hard to level.
Classic.
Tahm Kench also seems a little weak. And Lulu will definitely get nerfed. Thoughts, guys?
Do notice that Polkelt should ONLY be used when you are FAIRLY SURE of what you want to play in the following turns, ie if you are fishing for lethal or survival (Reno).
In any other case, you should hold him in hand, as many key cards in the deck are low cost anyway.
Taking a Tour Through the Oddities of Wild Hearthstone - Scholomance Odd Deckbuilding Spotlight
Well not really a must, but definitely a key card in a variety of Aggro/Tempo decks, especially the Odd ones.
Taking a Tour Through the Oddities of Wild Hearthstone - Scholomance Odd Deckbuilding Spotlight
i want to try wild, is he a must craft??
Hearthstone's Discover Keyword, A Favourite Since Its Debut in League of Explorers, Has Been Nerfed
If cards are allowed to discover itself, its genuinely possible to simply outvalue an opponent simply by its inclusion.
Its not really a nerf as much as it is just making the mechanics fair. When the wording reads 'discover' it should do just that, a card for a card. Not basically turn into a win condition. The elegant way of dealing with this would have been to simply design cards in such a way that it cannot discover itself. Instead, we have cards like Frightened Flunky, Underbelly Angler, Renew, Arcane Breath, etc. necessitating this change.
Also, lets not forget that discover is still one of the best mechanics a card can have. This small change will not really change much in that regard, except there would be less overly lucky bastards and fewer destroyed keyboards in the world.
Hearthstone's Discover Keyword, A Favourite Since Its Debut in League of Explorers, Has Been Nerfed
Way overdue. Hoping they decide sometimes in the future to limit the availability of legendary cards to one per game, so that you aren't able to discover or generate (or maybe even play) the same legendary over and over, but it's a stretch currently. Infinite value matches just aren't as fun anymore to me and the latest control galakrond priest deck just proved to me how toxic it can be to the game. It's like [Hearthstone Card (dr. boom, mad scientist) Not Found] and control warrior meta all over again.
Hearthstone's Discover Keyword, A Favourite Since Its Debut in League of Explorers, Has Been Nerfed
Another Discover Nerf? Last time discover was nerfed to make it so neutral & class minions/spells have an equal chance to get discovered, and now a lot of stuff cant discover itself. I like this change because this means less BS "Evocation discovered Evocation", "Emerald Explorer discovered Emerald Explorer, or worst of all: "Renew into like 5 more Renew" kinda things, BUT i feel like discover has been nerfed... a bit too much i.m.o.
Also RIP Primordial Glyph into Primordial Glyph, and Magic Trick into Magic Trick. You will all be missed by everyone that now MUST pick a bad card instead of a free refresh.)
I wouldn't mind seeing the "Class & Neutral cards have equal chance to be discovered" nerf reverted, as this nerf was only here because Control Warrior was abusing the heck out of it last year. (Thanks Dr. Boom, Mad Genius and Omega Assembly.) Also a LOT of new discover cards (Mainly Studies like Demonic Studies) are TERRIBLE because of that *OLD* discover nerf from last year, while they would honestly feel fair without it.
*Had to edit this because it was a bit confusing.
Hearthstone's Discover Keyword, A Favourite Since Its Debut in League of Explorers, Has Been Nerfed
Well, it's not too much to ask since the cost of the packs remain the same, despite the power level getting diminished severely.
Hearthstone's Discover Keyword, A Favourite Since Its Debut in League of Explorers, Has Been Nerfed
"diminishing returns"?
what are they smoking to arrive at this bs?
I dunno but it seems blizz needs another round of employee turnover...
Hearthstone's Discover Keyword, A Favourite Since Its Debut in League of Explorers, Has Been Nerfed
A good step in the right direction
Hearthstone Grandmasters 2020 Season 2 Begins With Week 1
EU GMs seem to favor Bomb Warrio
Neoguli's Custom Hunter Core Set Changes
The Monstrous Mark is utterly broken, especially with Trueaim Crescent. You attack the enemy hero with all your minions, that you mark his biggest minion and attack it with Crescent and your minions.
Hearthstone's Discover Keyword, A Favourite Since Its Debut in League of Explorers, Has Been Nerfed
I got the same question, but there the article make the reference to "randomly generated cards". So even they are somehow random, the fact that you discover from a known pool, make me think that that kind of cards (Shadow Visions and Stitched Tracker) are not afected by this. Probably the change is made to the way the game determines the card pool.
Nerf Predictions for Scholomance Academy
Anyone had the discover mechanic on their bingo list?
Hearthstone's Discover Keyword, A Favourite Since Its Debut in League of Explorers, Has Been Nerfed
You're totally right, just checked that and in both cases you get full dust refund. I only remembered this refund for the second nerf. Didn't say anything then :)
Hearthstone's Discover Keyword, A Favourite Since Its Debut in League of Explorers, Has Been Nerfed
Does this also include cards that discover from a controllable zone, like your deck?
If so that means that Shadow Visions cannot generate Shadow Visions any more, which actually changes the balance of the card, because it is certain to give three useful options now.
Neoguli's Custom Hunter Core Set Changes
Just a small comment on monstrous mark. Its basically broken, mostly because you can target any minion on this and guarantee damage to the opponent. So if my opponent happens to have a big minion, all I need to do is to target my own minion and charge into it. In this respect, that will likely be its common usage for 90% of the time, which will almost certainly ensure that there is no way to race hunters other than through wide boards. In my opinion, the description should read choose an enemy minion, so the idea of dealing face damage through taunts still stick while not making it terrible to play against.
Hearthstone's Discover Keyword, A Favourite Since Its Debut in League of Explorers, Has Been Nerfed
The 4x bonus wasn't just removed because of chains like this. It was removed because you could pick the exact card you want too reliably when the pool of class cards was small. The best example was probably getting Sunkeeper Tarim in odd paladin far too consistently.
Neoguli's Custom Hunter Core Set Changes
Greetings there! I'm here to present you my version of how I would change Mage's Core Sets. I'm jumping the bandwagon a bit with the changes after seeing some other people trying their reworks and generally accepting classes may need some updates.
This time, I've put crossfire onto Hunter. While it's very hard to actually do them, please don't think I'm going to make changes for literally every class, altough if I get bored, I might do in near future. Also chose Hunter this time, because it's time to finally change Starving Buzzard to not be the overnerfed relic of the past, and time to give Hunter a bit proper control tools to make this dream come true.
Strengths and Weaknesses
New Sets
Basic Set
Classic Set
Explanations
Predatory Hunter - basically deals 2 damage, but summons a Beast. Useful for summon synergies like Unseal the Vault.
Starving Buzzard - finally able to fly without being handcapped by the abysmal effect and stats.
Wandering Monster - a bit better at saving your face.
Monstrous Mark - gives Hunter a way to pierce through defenses and damage the enemy hero.
Rat Pack - adds a decent minion to buff up and summon large units.
Storm Arrows - the ultimate board clear.
Princess Huhuran - lets you trigger Deathrattle synergies.
Hall of Fame
Some cards that were considered, but didn't make the cut
Wolpertinger - this was originally meant to be added to the Basic Set, but adding freshly released cards is probably unintuitive.
The Beast Within - probably even worse than [Hearthstone Card (Bestail Wrath) Not Found], so a big no no.
Springpaw - similar to Tinger, but probably even stronger.
Venomstrike Trap - debating whether this or Wandering Monster should make the cut. I went with the latter as a more famillar replacement to HoF'd Misdirection, but I can definitely see a world in which this card is worth including.
Steamwheedle Sniper - close contender to give Hunter an early control tool, but I already created a huge control tool for the class.
Flanking Strike - very solid, but probably too solid to ever exist in the evergreen set as a powerful tempo tool.
Overwhelm - suits the theme of having a lot of Beasts impressively, but it has the same problem of being new to the game and probably being too strong to be evergreen.
Terrorscale Stalker - I wanted to include some sort of Deathrattle synergy. This one was close to include, but I'd say Princess Huhuran is safer than this and Feign Death that I also thought I'll include.
Among many, many, MANY other cards…
Hearthstone's Discover Keyword, A Favourite Since Its Debut in League of Explorers, Has Been Nerfed
Card generation for the 3 classes it is actually meant as a strength for does make thematic sense:
I think these 3 should keep it as is, although not necessarily in the same form as it sometimes is right now, especially Mage whose casting of random spells with Puzzle Box of Yogg-Saron, The Amazing Reno and now Trick Totem is just plain dumb. The important part is that these classes are designed with this in mind, and we can handle 3 classes doing this.
For everyone else however it should be reduced, and hopefully the next set rotation cycling out the Year of the Dragon will help.
However, I don't think every class should have access to great card draw. It is good for the diversity of the game if some classes do have to work out how best to use an emptying hand, without the answer just being to draw more cards. Plus card draw would have to replace something else in the cards they are given, so it is directly bad for diversity.
Hearthstone's Discover Keyword, A Favourite Since Its Debut in League of Explorers, Has Been Nerfed
With spells I find this justified. Chaining spells after each other is not really interactive and prolongs turns needlessly. But I'm kind of sad that I can't discover Explorer dragons from explorer dragons anymore, they were so cute and mostly the best option too.
Hearthstone's Discover Keyword, A Favourite Since Its Debut in League of Explorers, Has Been Nerfed
So can they go ahead and bring the 4x bonus back to class cards? Taken because of cards like Frightened Flunky, which caused endless chains in warrior.
Taric a bit to hard to level?
Ah yes, a new region which seems to focus a lot on the Support mechanic, of which we've only seen a few cards so far, and already Taric is too hard to level.
Classic.
Tahm Kench also seems a little weak. And Lulu will definitely get nerfed. Thoughts, guys?
Top 200 Odd Shaman SMA
I must say I am surprised by the absence of Loatheb, and the inclusion of Marshspawn, which is a good but kinda slow card.
Love the inclusion of Arcane Watcher tho.
Hearthstone's Discover Keyword, A Favourite Since Its Debut in League of Explorers, Has Been Nerfed
DQA's first nerf was to ensure she couldn't randomly generate herself. The 2nd nerf was the dragons cost (1) instead of (0)
Aladdin Paladin (Aggro Reno)
Included Lorekeeper Polkelt (instead of flash of light).
Do notice that Polkelt should ONLY be used when you are FAIRLY SURE of what you want to play in the following turns, ie if you are fishing for lethal or survival (Reno).
In any other case, you should hold him in hand, as many key cards in the deck are low cost anyway.
Hearthstone's Discover Keyword, A Favourite Since Its Debut in League of Explorers, Has Been Nerfed
At least i had the dream come true if they cant generate themselves. Triple skyfin!