Changing Fearsome to "Can't be blocked by a unit with less than or equal to its power" would make it the most broken mechanic in the game. Any sizable fearsome unit would force the opponent to take unfavorable trades or would just be unblockable if the opponent doesn't have high attack units. Can you for example imagine only being able to block Commander Ledros with 9+ attack units? Or having to block Tryndamere with an 8+ attack unit, and then with a 9+ attack unit?
As for the Kalista problem, I'm really not sure what they should do with her. Her bonding mechanic is really cool both thematically and gameplay-wise, but it's also akward to use well right now. If they buff her stats they might have to remove fearsome, which I wouldn't really mind. They could also make the bond buff stronger or change what it does entirely (again).
Instead of thinking of it as 'Can't attack Heroes', think of it as 'Can attack minions'. Giving something Rush that can already attack this turn doesn't do anything because it can already attack minions.
After all, the first interpretation wouldn't mean anything at all - so what if this minion can't attack Heroes, it can't attack anything when it's first played!
Equally, Whispers of the Old Gods came out April 26th/27th. It wouldn't be out of the realm of possibility for it to have been further back in the month, especially with how late the New Year announcement is.
Good to have soft confirmation that we're on schedule, though!
What do you all think Riot will do to her in the next patch, since they mentioned her by name?
Right now her problems are: She's too reliant upon her bonded, she's a fearsome 3 drop when other 3 power cards are coming out, she can't be played alone (wants a bonded unit), her bonded can be recalled thereby making her the only champion that can be 'purified' denying her her full abilities alongside being very frail.
By most games I have used her in, almost never use her turn 3 unless there's a really good unit to play her on making her actually be a turn 4-5 unit.
The bonded issue could be solved by her wording changed to "I bond with the strongest unit. Bonded is granted +2/+0". Or making it so the bond persists even if the unit is recalled (pulling it from your hand in case of the level up).
As for the rest maybe a rule change on fearsome?
Fearsome could be changed from "Can't be blocked by a unit 2 power or less" to "Can't be blocked by a unit less than or equal to it's power."
Gives them a new thing to play around with and makes cards like Tryndamere, Legion General, Cithria the Bold, and Trifarion Shieldbreaker more interesting to play as well.
What do you all think? I enjoy reading these forums and they have been helping my own gameplay.
I have a sort of on topic question on this matter.
When you have a minion on board that can go face and then you "Give it Rush". How come it can still go face? Rush as a mechanic means cannot go face this turn so giving something rush should remove its ability to go face that turn on top of whatever else happens like extra stats or DS or whatever.
Just a thought, probably going to become a more prevalent issue in the future but it has occured to me a few times.
Too complicated perhaps, but Lackeys can't really be argued as making it 'dangerously powerful' when we have cards like Magic Carpet already in the game.
Houndmaster Shaw shows that giving everything Rush really isn't a problem - making it a weaker version of that would be fine.
I think the best Solution would be to give future Charge-Cards certain Requirements to gain that Effect (like Dinotamer Brann). That Way you give the Players a Chance to better play around Burst without throwing away a whole Mechanic.
Like, maybe something like a Charge-Version of Mind Control Tech? If your Opponent has X Minions, me go Face?
If there are rush minions in every set, it is effectively a core mechanic and they might as well use it in Classic too.
Changing Warsong Commander to grant small minions rush makes sense. We've seen Houndmaster Shaw being good but not broken and the Commander has half as much health, making it a lot easier to remove. Whether the card would be good enough to play after that change, I don't know, but it would certainly bring it closer to playable than it currently is.
As you know they released the teaser image and in it, we see Medivh, Lunara, and Morgl turned into stone, but there's someone behind Morgl's hand. I would assume Tyrande or Maiev since they're both the only free heroes not there. But unfortunately, this is ruled out when we see the figure doesn't appear to have elven ears. They are wearing a robe though and they're tall so that once again narrows down our suspects. And so finally our suspect list comes to ... Khadgar!
No elf ears rules out Tyrande, Maiev, Elise, Liandrian, Sylvanas, and Aleria. Tall human shape rules out Sir annoy-o, Nemsy, and Magni plus Morgl is already stone in the front. Robe rules out Arthas, Mecha J, Rastakhan, Lei Shen, and maybe Lazul, but she is covered in the normal ear category.
So finally by my hypothesis, Khadgar is also there just behind Morgl's hand unless I'm wrong in which case OH WELL! If I missed anything let me know
It would be an interesting change to have everything that is currently charge be changed to rush (with appropriate stat adjustments), but it would also cut down on the creative possibilities for OTKs. If Blizzard were to make this change, perhaps it would be good to leave just a couple cards (at least Stonetusk Boar) with charge to leave that creative opportunity available.
Though, if they did decide to change most of them, I don't know that they'd be willing to keep just a few with Charge, as a keyword for just a few cards may not be something they want to "clutter" the game with (Ex: Enrage).
I'll still figure out crazy combos and meme decks either way, but I'd definitely miss Charge as a mechanic if it were removed entirely...
And yes, lowering the quantity of charge minions after rotation is probably a smart play for the longevity of the game.
I would say Ashe is independently good but is having trouble finding a suitable deck right now. I think that's true of most mid-range decks in the current meta between elusives, Hecarim, and Elnuks its hard to control board before Round 10, and Round 10+ most decks have a finisher that provides a huge power spike.
I've actually been enjoying some success with Ashe in this SI/Frejlord "Korean" build--getting multiple Ashe from a Harrowing and then leaving their entire board unable to block feels super good.
My first idea. Strong minion that can't really go face that easily. You can use it to counter taunts too, giving taunt to untaunted minions, letting you bypass enemy taunts to kill dangerous stuff like Kel'Thuzad. Would be a neat Battlegrounds card too.
Cool idea! Thanks for pointing out the bypass function, I would have missed that at first glance. I think it's a bit overstated, maybe make it 4 mana?
The charge card should just be renamed rush and state give a minion rush. Unless there's some sort of charge mechanic that would still make it relevant the way it is.
I'm a traditionalist in this case: I would like to keep the current charge minions in the game and live with the fact that they get abused from time to time. With Blizzard getting faster distributing nerfs, decks like Necrium Rogue don't stay a problem for too long. Leeroy is my favorite card in the game and I would be sad to see him HoF'ed.
On the behalf of rush, I side with the opinion that we've reached the edge of what's healthy. Rush adds a lot of depth to the game strategy-wise, but just like with everything else in life, too much of the good stuff is a bad thing. So tuning down the number of rush minions would be a good idea in my books.
It might be a bit off topic, but I haven't seen any speculations yet about the merging of two mechanics which was reported to be happening this year after the summit. Do you think rush or charge could be involved? I don't see many more possibilities that 1) are thematically somewhat fitting and 2) don't lead to completely broken results (like fusing taunt and divine shield). Any ideas?
funny because I was thinking of taking a break because of all the Elusive spam that fundamentally invalidates the core gameplay.
I guess we'll see in a week if they're able to correctly identify and address problems in the game.
I have a deck that's good against elusives too, but it's weakness is...basically every other deck in the meta. XD I'm definitely excited for Tuesday; we could use a good shakeup.
I do like having charge on a select few minions with rush being the more prevalent keyword. However, I do think that it has become too ubiquitous, especially on neutral cards. Rush takes the place of removal spells and classes with access to those should have less access to rush minions.
At first, i was thinking that what you describe is the reason: Lux's progress resolves ALL AT ONCE and EAFTER the spell stack has finished executing. So the combined mana cost of your spells on the stack would increase the progress all in one.
But then again, you DO NOT have this behaviour when playing the OTK Karma/Lux deck. Here, you usually play Dawn and Dusk, which then gets doubled by Karma, and you will receive TWO Final Sparks. So this would speak for the Lux progress being resolved spell by spell, not all at once after the stack finished.
Also, it could not be case, that the 1-by-1 spell resolution only works for "the same spell" (Dawn and Dusk in the above case), because when the opponent tries to Deny your DnD and you react with your own Deny, this Deny spell will resolve Lux's progress separately and can give you a Final Spark before further spell resolution of the stack. I just played a game where i observed this.
Kalista tweaks
Changing Fearsome to "Can't be blocked by a unit with less than or equal to its power" would make it the most broken mechanic in the game. Any sizable fearsome unit would force the opponent to take unfavorable trades or would just be unblockable if the opponent doesn't have high attack units. Can you for example imagine only being able to block Commander Ledros with 9+ attack units? Or having to block Tryndamere with an 8+ attack unit, and then with a 9+ attack unit?
As for the Kalista problem, I'm really not sure what they should do with her. Her bonding mechanic is really cool both thematically and gameplay-wise, but it's also akward to use well right now. If they buff her stats they might have to remove fearsome, which I wouldn't really mind. They could also make the bond buff stronger or change what it does entirely (again).
Charge vs Rush - The Battle Between the Haste-y Hearthstone Mechanics
Instead of thinking of it as 'Can't attack Heroes', think of it as 'Can attack minions'. Giving something Rush that can already attack this turn doesn't do anything because it can already attack minions.
After all, the first interpretation wouldn't mean anything at all - so what if this minion can't attack Heroes, it can't attack anything when it's first played!
Charge vs Rush - The Battle Between the Haste-y Hearthstone Mechanics
Lackeys are also rotating cards. I'm saying that I don't think any of the cards mentioned are too powerful to be a card in the Basic or Classic set.
Too complicated for Basic, sure, but too powerful? I don't see it.
Possible Release Date for the Upcoming Hearthstone Expansion Leaked? Eyes On April 7th
Equally, Whispers of the Old Gods came out April 26th/27th. It wouldn't be out of the realm of possibility for it to have been further back in the month, especially with how late the New Year announcement is.
Good to have soft confirmation that we're on schedule, though!
Charge vs Rush - The Battle Between the Haste-y Hearthstone Mechanics
Commander is a Basic card, not a rotating one.
Kalista tweaks
What do you all think Riot will do to her in the next patch, since they mentioned her by name?
Right now her problems are: She's too reliant upon her bonded, she's a fearsome 3 drop when other 3 power cards are coming out, she can't be played alone (wants a bonded unit), her bonded can be recalled thereby making her the only champion that can be 'purified' denying her her full abilities alongside being very frail.
By most games I have used her in, almost never use her turn 3 unless there's a really good unit to play her on making her actually be a turn 4-5 unit.
The bonded issue could be solved by her wording changed to "I bond with the strongest unit. Bonded is granted +2/+0". Or making it so the bond persists even if the unit is recalled (pulling it from your hand in case of the level up).
As for the rest maybe a rule change on fearsome?
Fearsome could be changed from "Can't be blocked by a unit 2 power or less" to "Can't be blocked by a unit less than or equal to it's power."
Gives them a new thing to play around with and makes cards like Tryndamere, Legion General, Cithria the Bold, and Trifarion Shieldbreaker more interesting to play as well.
What do you all think? I enjoy reading these forums and they have been helping my own gameplay.
Possible Release Date for the Upcoming Hearthstone Expansion Leaked? Eyes On April 7th
Exactly. RoS was April 9, WW was April 12, Ungoro April 6, etc.
Possible Release Date for the Upcoming Hearthstone Expansion Leaked? Eyes On April 7th
Well that date doesn't sound surprising considering it has always been around this time.
Charge vs Rush - The Battle Between the Haste-y Hearthstone Mechanics
I have a sort of on topic question on this matter.
When you have a minion on board that can go face and then you "Give it Rush". How come it can still go face? Rush as a mechanic means cannot go face this turn so giving something rush should remove its ability to go face that turn on top of whatever else happens like extra stats or DS or whatever.
Just a thought, probably going to become a more prevalent issue in the future but it has occured to me a few times.
Charge vs Rush - The Battle Between the Haste-y Hearthstone Mechanics
Too complicated perhaps, but Lackeys can't really be argued as making it 'dangerously powerful' when we have cards like Magic Carpet already in the game.
Houndmaster Shaw shows that giving everything Rush really isn't a problem - making it a weaker version of that would be fine.
[Game] Card Treasure Hunt (The Resurrection Attempt)
Nope but you've got the idea. The "green but different" is important
[Game] Card Treasure Hunt (The Resurrection Attempt)
Acolyte of Pain, Hooded Acolyte and Acolyte of Agony/Twilight Acolyte?
Charge vs Rush - The Battle Between the Haste-y Hearthstone Mechanics
I think the best Solution would be to give future Charge-Cards certain Requirements to gain that Effect (like Dinotamer Brann). That Way you give the Players a Chance to better play around Burst without throwing away a whole Mechanic.
Like, maybe something like a Charge-Version of Mind Control Tech? If your Opponent has X Minions, me go Face?
Blizzard Releases 10 Fun Facts on Hearthstone's Battlegrounds
That also qualifies as not knowing how to do it properly
Charge vs Rush - The Battle Between the Haste-y Hearthstone Mechanics
If there are rush minions in every set, it is effectively a core mechanic and they might as well use it in Classic too.
Changing Warsong Commander to grant small minions rush makes sense. We've seen Houndmaster Shaw being good but not broken and the Commander has half as much health, making it a lot easier to remove. Whether the card would be good enough to play after that change, I don't know, but it would certainly bring it closer to playable than it currently is.
Who's behind Morgl's hand?
As you know they released the teaser image and in it, we see Medivh, Lunara, and Morgl turned into stone, but there's someone behind Morgl's hand. I would assume Tyrande or Maiev since they're both the only free heroes not there. But unfortunately, this is ruled out when we see the figure doesn't appear to have elven ears. They are wearing a robe though and they're tall so that once again narrows down our suspects. And so finally our suspect list comes to ... Khadgar!
No elf ears rules out Tyrande, Maiev, Elise, Liandrian, Sylvanas, and Aleria. Tall human shape rules out Sir annoy-o, Nemsy, and Magni plus Morgl is already stone in the front. Robe rules out Arthas, Mecha J, Rastakhan, Lei Shen, and maybe Lazul, but she is covered in the normal ear category.
So finally by my hypothesis, Khadgar is also there just behind Morgl's hand unless I'm wrong in which case OH WELL! If I missed anything let me know
Charge vs Rush - The Battle Between the Haste-y Hearthstone Mechanics
It would be an interesting change to have everything that is currently charge be changed to rush (with appropriate stat adjustments), but it would also cut down on the creative possibilities for OTKs. If Blizzard were to make this change, perhaps it would be good to leave just a couple cards (at least Stonetusk Boar) with charge to leave that creative opportunity available.
Though, if they did decide to change most of them, I don't know that they'd be willing to keep just a few with Charge, as a keyword for just a few cards may not be something they want to "clutter" the game with (Ex: Enrage).
I'll still figure out crazy combos and meme decks either way, but I'd definitely miss Charge as a mechanic if it were removed entirely...
And yes, lowering the quantity of charge minions after rotation is probably a smart play for the longevity of the game.
Freljord Spotlight - Our Favorite Cards & Decks from the Legends of Runeterra Region
I would say Ashe is independently good but is having trouble finding a suitable deck right now. I think that's true of most mid-range decks in the current meta between elusives, Hecarim, and Elnuks its hard to control board before Round 10, and Round 10+ most decks have a finisher that provides a huge power spike.
I've actually been enjoying some success with Ashe in this SI/Frejlord "Korean" build--getting multiple Ashe from a Harrowing and then leaving their entire board unable to block feels super good.
Pole Position - Card Design Competition Discussion Thread
Cool idea! Thanks for pointing out the bypass function, I would have missed that at first glance. I think it's a bit overstated, maybe make it 4 mana?
Charge vs Rush - The Battle Between the Haste-y Hearthstone Mechanics
The charge card should just be renamed rush and state give a minion rush. Unless there's some sort of charge mechanic that would still make it relevant the way it is.
Charge vs Rush - The Battle Between the Haste-y Hearthstone Mechanics
I'm a traditionalist in this case: I would like to keep the current charge minions in the game and live with the fact that they get abused from time to time. With Blizzard getting faster distributing nerfs, decks like Necrium Rogue don't stay a problem for too long. Leeroy is my favorite card in the game and I would be sad to see him HoF'ed.
On the behalf of rush, I side with the opinion that we've reached the edge of what's healthy. Rush adds a lot of depth to the game strategy-wise, but just like with everything else in life, too much of the good stuff is a bad thing. So tuning down the number of rush minions would be a good idea in my books.
It might be a bit off topic, but I haven't seen any speculations yet about the merging of two mechanics which was reported to be happening this year after the summit. Do you think rush or charge could be involved? I don't see many more possibilities that 1) are thematically somewhat fitting and 2) don't lead to completely broken results (like fusing taunt and divine shield). Any ideas?
Im taking a break until they fix Freljord.
I have a deck that's good against elusives too, but it's weakness is...basically every other deck in the meta. XD I'm definitely excited for Tuesday; we could use a good shakeup.
Charge vs Rush - The Battle Between the Haste-y Hearthstone Mechanics
Too complicated for a Basic card. And dangerously powerful as well, considering Lackeys.
If they're to include Rush as a Basic keyword, they'd better make commander a simple (3) 2/3 Rush (or Rush+Taunt) and call it a day.
Charge vs Rush - The Battle Between the Haste-y Hearthstone Mechanics
I do like having charge on a select few minions with rush being the more prevalent keyword. However, I do think that it has become too ubiquitous, especially on neutral cards. Rush takes the place of removal spells and classes with access to those should have less access to rush minions.
Strange Lux Spell Progress Behaviour
At first, i was thinking that what you describe is the reason: Lux's progress resolves ALL AT ONCE and EAFTER the spell stack has finished executing. So the combined mana cost of your spells on the stack would increase the progress all in one.
But then again, you DO NOT have this behaviour when playing the OTK Karma/Lux deck. Here, you usually play Dawn and Dusk, which then gets doubled by Karma, and you will receive TWO Final Sparks. So this would speak for the Lux progress being resolved spell by spell, not all at once after the stack finished.
Also, it could not be case, that the 1-by-1 spell resolution only works for "the same spell" (Dawn and Dusk in the above case), because when the opponent tries to Deny your DnD and you react with your own Deny, this Deny spell will resolve Lux's progress separately and can give you a Final Spark before further spell resolution of the stack. I just played a game where i observed this.