There are dozens of uses for this. I'm gonna try it in a quest deck that generates spells. If this is in starting hand you can delay quest by 1 turn and if you have coin this is easy on curve play. With all the cheap spell generators around this is a great value card. I do have a theorycraft on my page if anyone is interested
yeah, maybe idk though. The draw here is really weak, I couldn't find any efficient draw engine, but the aggro potential is there. Better than odd rogue
To preface all of this, I think you're probably wrong about The Ruination being OP - in fact, I think it's being punished by a separate and more insidious issue with the game's balance. But let's break this down a little bit.
Runeterra, card economy is supremely valuable. Any card that gives you the card advantage is supremely valuable. Ruination is that on steroids.
The part about card economy is entirely true. Card draw is limited, there's no "enemy discard" tools, and there's not a ton of AoE. On top of that, the powerful AoE in the game is fairly slow (e.g. Shadow Flare, Trueshot Barrage, Judgment, and The Ruination - all are expensive, and all of which have a power level that scales with cost.)
The Ruination gives you a lot of card advantage, but it's very slow, so I'm not sure "on steroids" is quite right.
It's never a bad draw. Ever. Either you're already winning on the battlefield in which case you're good. If you're not, it's a complete wipe of the board. And unless the opponent has been playing slow (giving just more opportunity for the ruination deck to draw said card) you'll kill pretty much everything they have.
This is plainly wrong, and frankly it's kind of obviously wrong based on your point about card advantage.
Control decks rely on card advantage and inevitability, so in a game where it's harder to get card advantage, aggro is "naturally stronger." That doesn't mean there cannot be any effective control decks, or bad aggro decks, it just means it's easier than usual to make optimal aggro decks, and harder than usual to make optimal control decks.
So, because the game favors board-centric and aggro strategies, there will always be match-ups and turns where drawing a 9-drop spell is terrible for you. Your "two exceptions" basically demonstrate that aggro issue, but interestingly your first argument for it never being bad is exactly when it would bad in a control mirror. If you draw a big, expensive board wipe in a game where the board is under control, that's bad because that's exactly when you want to be drawing your big threats.
It only costs 9. That's by sixth turn. And unless the opponent is playing a facedeck you'll get there.
…
I'm all for balancing things, I just can't think of any way to make Ruination not stupidly overpowered. Making it cost 13 would help, but it'd still be a soft "I win" button.
Notably I'm skipping the middle sentence here (mostly because I think the theme of killing your own units in Shadow Isles is a good one, and that it's okay for The Ruination to play well with that in general).
I think this actually highlights the real balance problem, and it's a problem I've been thinking about for a little while with Runeterra. I think the Spell Mana bank is actually a bad thing for balance.
The Spell Mana bank was one of the things that originally drew me to Runeterra because it seemed like a really cool concept to enable players to think several turns ahead, and to enable "unusually powerful" cards like Warmother's Call. Part of having that bank, though, is a requirement that any spell that costs less than 10 mana must be balanced against being played three turns early or essentially "for free." I think there are a lot of CCGs where a 6 mana symmetric board wipe is actually considered very fair. Because of the Spell Mana bank, though, you could never make The Ruination cost 6 - it would be able to come down way too early. So, The Ruination (and really all of the AoE and big card draw tools) incurs a tax on its cost to make up for that mechanic.
But as anyone who has played Hearthstone for long enough can tell you, mana cheating a card out is one of the biggest threats to balance, and Spell Mana basically represents a constant threat of mana cheating. And decks playing spells right on the sweet spot for the mana bank (2 or 3 drop spells), making your cards essentially free is a much more powerful and problematic thing than making your AoE come down a little early. In fact, this cheap spell balance problem is exactly why Deny had to be nerfed from 3 to 4 mana - to get it out of this "free spell" breakpoint in the Spell Mana mechanic.
Some might say that you're not really cheating the mana - you're paying for it by making inefficient plays on previous turns. But in the early turns your opponent doesn't have enough mana to punish you that much for your inefficiency, and in the late turns the issue is moot because you've got enough mana to play everything you want to.
A good example of this false payment was the Solitary Monk + Stand Alone combo - dropping a 7/6 elusive unit on turn 3 is a major threat, and the 1/1 or 2/2 that your opponent has been threatening you with hasn't pressured you enough to make that combo bad. (I know the meta has kind of moved past this combo and the Lux/Karma decks, but it makes for a good example of what I'm talking about.)
Its always funny to me how Open the Waygate tend to produce powerful, polarizing decks that nearly everyone except the one current playing it absolutely hates, and yet for some reason it dodges just about every little nerf to wild cards. At least the list added here doesnt have that retarded Archmage Vargoth synergy with waygate.
Well, mobile apk was leaked on its subreddit a while ago. I have tried and it works great and has no battery / heating up issues unlike tft. But I have dropped from it, matches take a long time to finish and it felt dull after a while.
It is strange as it worked for me even before the fireside did. I could not open my packs but play vs the IA at some early points.
Guess you will just have to wait 2 more days as I am doing for my packs (right now I am totally alone because of quarantine, so no point in opening them early for me as I cant play with anyone. And having 2 random golden legendaries from a greater pool feels better for me)
Good luck to everyone for the final votes! I loved some of these designs, and I’m really interested to see what hits the finals! Mine this time could’ve been better I think, some of the ones I’ve seen just blow mine out of the water
[PSA: Free Arena Ticket] Ashes of Outland 1st rotation (April 7)
Not usually, no. But there is an Arena article coming up soon :)
Ruination is broken and can't be fixed.
Thats an important hint for new player!
And if you ever have the chance to [Hearthstone Card (deny) Not Found] The Ruination they have normaly lost.
Group Therapy! Need to blow off some steam? Mega salty? Here's the place!
God I hate Control warrior, such an unfun deck to play against...
Ruination is broken and can't be fixed.
Just save cards in your hand don't play any card that has the mana cost equal to the mana you have that turn.
if you are against a deck that you know runs the card, play cards only after ruination, or don't play them when they have enough mana..
If they have 6/3(spell mana) mana open attack.. or just pass. you don't have to play that darius or hecarim.
New Shaman Minion - Marshspawn
There are dozens of uses for this. I'm gonna try it in a quest deck that generates spells. If this is in starting hand you can delay quest by 1 turn and if you have coin this is easy on curve play. With all the cheap spell generators around this is a great value card. I do have a theorycraft on my page if anyone is interested
.
Beastmaster Leoroxx
Here theorycraft for this:
Wild · Dragon Hunter · by Trimutius · 6 years, 6 months ago
Beastmaster Leoroxx
Since then actually hand buff for hunter was printed, so it is even more reliable
[PSA: Free Arena Ticket] Ashes of Outland 1st rotation (April 7)
Thank you! Almost missed this..! A reminder is usually on the home page as an article?
Ruination is broken and can't be fixed.
Just here to see your reasoning after seeing the title but well, your reasoning is poorer than your statement.
Good luck on your card game life. With this consideration skills, it won't take much time for you to stop playing.
yeah, maybe idk though. The draw here is really weak, I couldn't find any efficient draw engine, but the aggro potential is there. Better than odd rogue
Ruination is broken and can't be fixed.
To preface all of this, I think you're probably wrong about The Ruination being OP - in fact, I think it's being punished by a separate and more insidious issue with the game's balance. But let's break this down a little bit.
The part about card economy is entirely true. Card draw is limited, there's no "enemy discard" tools, and there's not a ton of AoE. On top of that, the powerful AoE in the game is fairly slow (e.g. Shadow Flare, Trueshot Barrage, Judgment, and The Ruination - all are expensive, and all of which have a power level that scales with cost.)
The Ruination gives you a lot of card advantage, but it's very slow, so I'm not sure "on steroids" is quite right.
This is plainly wrong, and frankly it's kind of obviously wrong based on your point about card advantage.
Control decks rely on card advantage and inevitability, so in a game where it's harder to get card advantage, aggro is "naturally stronger." That doesn't mean there cannot be any effective control decks, or bad aggro decks, it just means it's easier than usual to make optimal aggro decks, and harder than usual to make optimal control decks.
So, because the game favors board-centric and aggro strategies, there will always be match-ups and turns where drawing a 9-drop spell is terrible for you. Your "two exceptions" basically demonstrate that aggro issue, but interestingly your first argument for it never being bad is exactly when it would bad in a control mirror. If you draw a big, expensive board wipe in a game where the board is under control, that's bad because that's exactly when you want to be drawing your big threats.
Notably I'm skipping the middle sentence here (mostly because I think the theme of killing your own units in Shadow Isles is a good one, and that it's okay for The Ruination to play well with that in general).
I think this actually highlights the real balance problem, and it's a problem I've been thinking about for a little while with Runeterra. I think the Spell Mana bank is actually a bad thing for balance.
The Spell Mana bank was one of the things that originally drew me to Runeterra because it seemed like a really cool concept to enable players to think several turns ahead, and to enable "unusually powerful" cards like Warmother's Call. Part of having that bank, though, is a requirement that any spell that costs less than 10 mana must be balanced against being played three turns early or essentially "for free." I think there are a lot of CCGs where a 6 mana symmetric board wipe is actually considered very fair. Because of the Spell Mana bank, though, you could never make The Ruination cost 6 - it would be able to come down way too early. So, The Ruination (and really all of the AoE and big card draw tools) incurs a tax on its cost to make up for that mechanic.
But as anyone who has played Hearthstone for long enough can tell you, mana cheating a card out is one of the biggest threats to balance, and Spell Mana basically represents a constant threat of mana cheating. And decks playing spells right on the sweet spot for the mana bank (2 or 3 drop spells), making your cards essentially free is a much more powerful and problematic thing than making your AoE come down a little early. In fact, this cheap spell balance problem is exactly why Deny had to be nerfed from 3 to 4 mana - to get it out of this "free spell" breakpoint in the Spell Mana mechanic.
Some might say that you're not really cheating the mana - you're paying for it by making inefficient plays on previous turns. But in the early turns your opponent doesn't have enough mana to punish you that much for your inefficiency, and in the late turns the issue is moot because you've got enough mana to play everything you want to.
A good example of this false payment was the Solitary Monk + Stand Alone combo - dropping a 7/6 elusive unit on turn 3 is a major threat, and the 1/1 or 2/2 that your opponent has been threatening you with hasn't pressured you enough to make that combo bad. (I know the meta has kind of moved past this combo and the Lux/Karma decks, but it makes for a good example of what I'm talking about.)
A Weekend of Wild Decks
Its always funny to me how Open the Waygate tend to produce powerful, polarizing decks that nearly everyone except the one current playing it absolutely hates, and yet for some reason it dodges just about every little nerf to wild cards. At least the list added here doesnt have that retarded Archmage Vargoth synergy with waygate.
[PSA: Free Arena Ticket] Ashes of Outland 1st rotation (April 7)
Thanks! I will use one of the "free" 4 we get from preordering :D
Legends of Runeterra Official Launch, Mobile Access and New Card Set on April 30!
Well, mobile apk was leaked on its subreddit a while ago. I have tried and it works great and has no battery / heating up issues unlike tft. But I have dropped from it, matches take a long time to finish and it felt dull after a while.
Blizzard Lied
It is strange as it worked for me even before the fireside did. I could not open my packs but play vs the IA at some early points.
Guess you will just have to wait 2 more days as I am doing for my packs (right now I am totally alone because of quarantine, so no point in opening them early for me as I cant play with anyone. And having 2 random golden legendaries from a greater pool feels better for me)
Demonic Obsession - Card Design Competition Discussion Thread
Good luck to everyone for the final votes! I loved some of these designs, and I’m really interested to see what hits the finals! Mine this time could’ve been better I think, some of the ones I’ve seen just blow mine out of the water
Holy Mackerel
I like how this can be played with or without murlocs
Priestess of Fury
good body and good hability
Beastmaster Leoroxx
copy a bunch of them and job done
Beastmaster Leoroxx
yes, thats it
Marsh Hydra
After attacking: Add mr. Fordring to your hand
Blizzard Events 2019
I need this quite hard
Mark of Hakkar
This is basically my 24/7 cardback
Random
Xd What if u have no cardbacks?
Ruination is broken and can't be fixed.
"Git gud" or other things.