Spells have more priority when calculating the winner of the game. If a nexus were to die from spell damage before the opposing died from the minions on the board, the spell nexus would 'die first' and the winner would be declared.
So what if both nexus's die of spell damage? is it whichever spell killed a nexus first? If I were to mystic shot someones nexus and they mystic shotted me back would I lose?
I have seen one scenario where there was a tie. It was in one of Scarra's videos and both players drew the exact amount of puffcaps to kill them both instantly
I wonder then if that is the only way to achieve a tie. Because every other scenario has a predetermined order. And if that is the only way to achieve a tie in this game, I gotta say that they made some pretty robust systems. It aggravated me in the moment, but it makes sense once you put it into words
I also want to add that if you use Purify on the unit that detained an enemy. You can destroy that enemy unit.
Also copying the unit that detained another unit with Shady CharacterCardID or NameBADCARDNAME also has a detained unit but interestingly, Just one of them gives the detained minion back or it was just a bug that I have experienced.
Deny is ok and it should keep its "spell mana range".
If you simply are playing The Ruination before you fake your opponent or before make them use their deny, You simply are noob. That's not about card's balance. It is about how you are playing the game.
I don't know but this is how it is intended to happen. I mean, they can't fix anything about this interaction because it is one of the mechanics of the game. If you try to change it, you will break all of the game.
For example, While I have a 10/5 Darius on board and Atrocity on my hand, I am waiting them to use their Vengeance first so I can kill my own Darius with Atrocity to win the game. If I use it before they use Vengeance, They counter my Atrocity with Vengeance or other spells that kills Darius or Deny. This interaction and mechanic makes the game more skillful and challenging.
It feels frustrating to lose like that I can feel it because I also experienced that so much times against Ezreal decks but unfortunately it is one of the game's mechanic.
I haven't found it to be oppressive, and it's often a dead card in my hand. I'd be curious to hear about its stats before taking action. I do like someone's point that it bends the meta away from control. I think one thing that would help is clarification on which kinds of ally abilities show up in the spell queue and can be countered. Some "Play" effects go in the queue and others don't. I think a nice way to balance the card would be to give it "refill your opponent's spell mana." That way it punishes big ally "Play" effects (but they still get the big ally), but isn't as devastating when they got nothing off their big spell.
It's "often" a dead card in your hand???? I find that extremely hard to believe. The stats might make it not seem that bad, since everyone has started to avoid running any non-burst spells over 5 mana because of it already. The card needs a change if the devs don't want to make the meta super stale, along with 1/4th of the library being a liability to use in your deck, in the genesis of the game.
For the sake of provoking more discussion, I'm curious what people think of alternative balancing measures, such as:
- Giving the opponent a card draw
- Refunding some or all of the opponent's mana expenditure in casting the countered spell
- Locking you (the Deny player) out of playing any other spells that round
- Stopping you (the Deny player) from banking any spell mana that round
- Can't cast it if you have any non-Ionian allies in play
I could go on. I'm not suggesting any of these are a good idea - just spitballing.
I think I would rather have these type of alternatives than a hard nerf to deny, too. I actually dont think the card is overpowered, it just hard limits the type of spells you can put in your deck, which is annoying. It's also annoying to see everyone use Ionia as a secondary class on the ladder adding the same 9 cards.
After many turns of my Shadow Isles control vs that 4000 IQ Heimerdinger deck thats showing up everywhere we hit the decisive finish, He had 1 HP on nexus I had 3. I swung with my 2 minions that if unblocked would do 10 damage. He had 2 minions to block but instead of blocking he played Get Excited targeting my nexus. I swiftly played Vile Feast in hopes that I could survive with one HP, but of course he had a mystic shot available as well. Then instead of putting up blockers he hit OK and everything went off. My 2 minions struck his nexus leaving him at -9 HP and his mystic shot brought me past the threshold to -1. But when the flashing colors were over it told me I lost, and I assumed it showed him victory.
We both dropped below 0, him even more so that I did. Why the hell did I lose?
I had the same experience: story being too easy and heroic merely requires conditional deck building to exploit obvious weaknesses.
I think we need to go back to the old version of heroic in adventures: blizzard makes the deck and lets you play against an overpowered AI deck (so you cant just stick a couple of Dragonmaw Poachers in your deck and win) or restricted deck building model (no dragons, no epic cards, etc.)
Its the year's worst adventure in terms of game play, in my opinion. You're either laughing your head off or tearing your hair because you don't have a sizable card collection to begin with. They even let you preview the future adventure bosses (we know you fight Galakrond at the end of both sides of the adventure, correct me if I'm wrong). A little disappointing that this is the 'grand finale' of trilogy.
They create a cool mechanic that people enjoy and they just flood the game with it. Discover was really cool until seemingly every other card being released had the mechanic stuck on it. It definitely is different than Discover though since Discover just allowed for lazy design and stupid amounts of RNG whereas Rush at least feels like they have to think twice before putting it on a card.
Thankfully with Discover, Blizzard was able to tone it down by removing the class card bonus which hurt the effect across the entire pool of cards. Not really possible with Rush so they just need to slow down on how many cards get printed with it.
I think as long as they keep it to no more than 7-8 cards with Rush in each of the sets this year, things would feel better and maybe even force the game to slow down a tiny bit.
Also, I agree with KANSAS; They should really add another Charge minion into play. Yeah, Charge is kinda busted but if that really is their stance on it, rotate the rest of it to Wild and get it the hell out of Standard. Leeroy my son, you've grown too old and must go out on your own now.
I for one cannot wait for their announcements on what is happening with Standard this year. I'm really hoping we get some big changes to pull Hearthstone up and remove some of these dark clouds from the sky, paving way for a brighter future.
Can't say I agree that rush have ruined the game. Its basically performing like another spell/weapon in the game. Hearthstone is all about tempo (sticking minions on board) and pressuring face. Unfortunately, that means whomsoever sticks his minions first gets the tempo lead, and in the absence of weapons and spells, this is a truism that is blocked only by taunt minions and better stated minions. That was primarily why Chillwind Yeti back in the day was a card people actually played.
I will agree that the main problem is that rush is being too widespread, but more specifically the ability to rush minions that don't have rush innately. At the same time however, there's only so much you can do with the present mechanics that removing 'rush' as a keyword simply reduces interactivity. I still remember that dropping Mountain Giant or Flamewreathed Faceless on 4 used to be a jaw dropping, winning play. Remove rush minions, and that's one way less in dealing with these kind of plays.
Removing the option to give other minions rush is perhaps for the better in my opinion, not that the mechanic itself that's to blame.
So there are definitely more cards in play than what was coming to mind for you, and honestly the early rotation of all odd/even mechanic cards took some other potential options out of standard play. Specifically things like Daring Fire-Eater, Cinderstorm, Clockwork Automaton, and Jan'alai, the Dragonhawk which were cards I ran in my Odd Mage deck prior to the early odd/even rotation.
But yes, overall the power level of the Year of the Dragon sets was much higher than Year of the Raven and overall a lot of the existing top archetypes will probably exist after rotation and just need some adjustments with the cards they are losing. Whether that comes Year of the Dragon replacements or from the new set(s) of 2020 we'll have to wait and see. One of the few archetypes I can say for certain will become Wild only after this is the Shirvallah Holy Wrath Paladin deck as the mighty Loa and her Banker are going WIld.
As for rotation, it's always whatever came out two year ago. So the first set of 2020 is released, anything from 2018 rotates to Wild. Currently Wild is any set or adventure from 2017 and eariler.
I dont know if its just me, but feels like im playing druid. Hope this deck helps someone its not optimized yet, but you may understand something about this I do not.
Pretty simple to play just do the most optimal thing you can has lots of card draw for a highlander decks so you can likely burn through most people even the druids pretty often.
That is, IF, zephrys decides in all its glory to grant you that card.
Not sure what it takes to get Frost Nova. I think in masters one of the pros was playing to get that and got lightning storm instead. I guess that's still a board clear
It doesn't stop board clears or wide area buffs (Savage Roar, Bloodlust, etc.) so you can't just play this and expect to either win or delay your opponent's win next turn. It can stop a Leeroy Jenkins and that's about it
In simple terms, its not as powerful as Loatheb, not even close. It delays win conditions and blocks tempo (conditionally). Its really good against highlander decks (delaying both Zephrys the Great and Dragonqueen Alexstrasza, and Dinotamer Brann, all very very good cards), and against some rogue and shaman decks. Aside from that, its really not doing much else, but that it counters highlander decks may warrant a slot somewhere.
I also want to add that when a card is returned to play from Detain it is considered a resummon.
I incidentally wiped 2 minions off my board when I returned a Crimson Awakener from its detainee
edit: I want to clarify that cards like Heart of the Fluft that have the keyword 'Play' will not repeat their effects. As that keyword can only be achieved when playing that card from your hand.
Generally after Year of the Mammoth rotated (Un'Goro, Frozen Throne and Kobolds and Catacombs) - there was a BIG drop in card power level...
Low power level cards started at Witchwood, Boomsday got many impactful cards (but not OP cards in my opinion... maybe outside of pre-nerf 7-mana Dr. Boom - Hero card...)... And then we have Rastakhan's Rumble (summary - lol, what a joke expansion... super-low power level and whole concept of Spirit cards (Totem-like minions) FAILED).
So now... My opinion is, current year - Rise of Shadows, Saviors of Uldum, Descent of Dragons - seems to me - just as impactful as Un'Goro, Frozen Throne and Kobolds were... Indeed - Witchwood, Boomsday and Rumble - rotating out - feels like not a big deal.
My personal opinion is - people got bored of oldest expansions (2018 - Witchwood)... and low power level further ensures, we are playing mostly 2019 expansions. Players who like standard, always like NEW cards more :) (unless we have something blatantly OP, remember Guldan - Death-Knight Hero card ?)
I am wondering now, where they take us next. As in which way they take now:
1) Kobolds into Witchwood way (BIG drop in power level),
2) continuing with SIMILAR power level like in Year of the Dragon (but NOT stronger than Dragons; Dragons as a highest point of power level),
3) continuing with Descent of Dragons power level... or slightly higher (which might mean, Classic set can become way less impactful than ever before).
I just hope it's not 3), as further ramping up power level can mean, Standard becomes... well, "slightly" crazy? (it might also be a annoying clown-fiesta...)
Anyways, I am also becoming more of a Wild fan - the longer I play. I don't dust old cards (maybe some useless ones).
Seeing as Blizzard became FASTER with reacting to Standard meta, this year can be interesting. I am REALLY awaiting next Standard Year announcement and Hall of Fame cards (?) and... maybe Classic Set redesign ? (yes, I feel naive when I say this).
I don't think it has ruined the game, but I would appreciate it if rush were scarcer. It is already hard enough to keep a minion alive for more than a single turn as it is. Rush makes the game feel a bit too fast.
And though this may contradict my previous statement, I wouldn't mind seeing a charge minion here or there. Maybe just one or two new chargers would be nice, they don't have to be big or powerful, but sometimes I want to play a charge minion and I am stuck with just Bluegill Warrior and Leeroy Jenkins.
Hey, so I wanted to make a list of my opinion on the best cards in the game. So i decided to make a video on it. Let me know your guy's opinion on my list and also what cards you think are really really good. Would love to hear your opinions! https://youtu.be/_CfFlzRpO8g
You make fair points. I wouldn't say it's ruined the game, but perhaps we could do with some cards or mechanics that could better counter rush to prevent it from taking over too much.
I started playing this game in late November 2017. Before that, I played Shadowverse, which also featured the rush mechanic - same name and functionality - which was infamous for some decks having a 'remove everything' policy. One reason I found Hearthstone interesting and eventually stopped playing Shadowverse is that this game isn't based around having unpreventable damage from hand, whether that means damage to creatures or damage to face. Being able to actually establish a board, yet not automatically because you've done that, made the game much more appealing to me. It felt more like MTG.
Since being introduced as a keyword in Witchwood, there are currently 64 cards which either have rush, can gain rush or interact with rush some way. Not all of these are viable, I know, but a quick read through the list suggests about 30 are viable or have been viable at some point. Simply put, the mechanic feels too widely distributed and makes the game into a fight of whoever can make their rush creature stick after playing and swinging with it. I have no issue with any deck archetype - except for the extremely non-interactive Quest Priest, which ironically lacks rush creatures - but I'm playing games now with a Highlander Hunter deck which is just turn after turn of slamming rush minions into each other. I suspect that the old coin Chillwind Yeti play wouldn't be viable now because it would just get removed instantly instead of trading.
I've probably written this post poorly but I hope it gets my point across.
Given the provocative language and relatively new account, I'm entirely unconvinced that this isn't just a bait-thread. But for the sake of argument, I'd note that the mechanic is entirely intuitive once you understand and accept the premise. It also ensures that Overwhelm is appropriately powerful - it'd be a lot less impactful as a keyword if the same effect could be reproduced by basically any targeted removal spell.
It also give you a level of complexity: if you start a round with a Mystic Shot, a 4/3 on board, and the attack token, and all I have on board is a 1/1: do you open attack and force the chump-block, or do you shoot the 1/1 and pass? It's a simple question, but the "best" answer will depend on what additional threats I can play on my turn, what additional threats you can play into your attack if you don't open attack, how much health we both have, etc. What if I my unit is 3/2 instead of a 1/1? What if you instead have a 7/7? Does your unit have first strike, overwhelm, or regen? And that's all assuming you're playing the Mystic Shot this turn--you might want to save it for a bigger threat, or rather spend that mana on something else this turn. There's a whole lot of nuance behind your decision whether or not to open attack that would be lost if Mystic Shot was a burst spell.
As a F2P guy with not a lot of wild cards the Heroic was a problem for me. But I made it work with a cheap rogue poison/silence deck, main plan is to Sap, silence or poison the huge buffed minions as they come out, use Shadowstep and Daring Escape on the silence minions and Plaguebringer so you don't run out of answers. You do need Alexstrasza to finish the boss off but other than that it's pretty cheap standard stuff.
Boompistol Bully hype reminds me a little of Rebuke. While I have no doubt its very strong, unlike Loatheb or Rebuke it doesn't necessarily stop board clears from happening, and at best delays your opponent's win condition. Not so sure if that's enough honestly
At the moment, it only hits rogue hard, but does nothing against embiggen druid or token druid.
I need answers! Why wasn't this game a tie?!!
So then in theory specifically:
Spells have more priority when calculating the winner of the game. If a nexus were to die from spell damage before the opposing died from the minions on the board, the spell nexus would 'die first' and the winner would be declared.
So what if both nexus's die of spell damage? is it whichever spell killed a nexus first? If I were to mystic shot someones nexus and they mystic shotted me back would I lose?
I have seen one scenario where there was a tie. It was in one of Scarra's videos and both players drew the exact amount of puffcaps to kill them both instantly
I wonder then if that is the only way to achieve a tie. Because every other scenario has a predetermined order. And if that is the only way to achieve a tie in this game, I gotta say that they made some pretty robust systems. It aggravated me in the moment, but it makes sense once you put it into words
How does the DETAIN mechanic work exactly?
I also want to add that if you use Purify on the unit that detained an enemy. You can destroy that enemy unit.
Also copying the unit that detained another unit with Shady CharacterCardID or NameBADCARDNAME also has a detained unit but interestingly, Just one of them gives the detained minion back or it was just a bug that I have experienced.
So, how long is Deny gonna stay at 3 mana?
Deny is ok and it should keep its "spell mana range".
If you simply are playing The Ruination before you fake your opponent or before make them use their deny, You simply are noob. That's not about card's balance. It is about how you are playing the game.
I need answers! Why wasn't this game a tie?!!
I don't know but this is how it is intended to happen. I mean, they can't fix anything about this interaction because it is one of the mechanics of the game. If you try to change it, you will break all of the game.
For example, While I have a 10/5 Darius on board and Atrocity on my hand, I am waiting them to use their Vengeance first so I can kill my own Darius with Atrocity to win the game. If I use it before they use Vengeance, They counter my Atrocity with Vengeance or other spells that kills Darius or Deny. This interaction and mechanic makes the game more skillful and challenging.
It feels frustrating to lose like that I can feel it because I also experienced that so much times against Ezreal decks but unfortunately it is one of the game's mechanic.
So, how long is Deny gonna stay at 3 mana?
It's "often" a dead card in your hand???? I find that extremely hard to believe. The stats might make it not seem that bad, since everyone has started to avoid running any non-burst spells over 5 mana because of it already. The card needs a change if the devs don't want to make the meta super stale, along with 1/4th of the library being a liability to use in your deck, in the genesis of the game.
So, how long is Deny gonna stay at 3 mana?
I think I would rather have these type of alternatives than a hard nerf to deny, too. I actually dont think the card is overpowered, it just hard limits the type of spells you can put in your deck, which is annoying. It's also annoying to see everyone use Ionia as a secondary class on the ladder adding the same 9 cards.
I need answers! Why wasn't this game a tie?!!
After many turns of my Shadow Isles control vs that 4000 IQ Heimerdinger deck thats showing up everywhere we hit the decisive finish, He had 1 HP on nexus I had 3. I swung with my 2 minions that if unblocked would do 10 damage. He had 2 minions to block but instead of blocking he played Get Excited targeting my nexus. I swiftly played Vile Feast in hopes that I could survive with one HP, but of course he had a mystic shot available as well. Then instead of putting up blockers he hit OK and everything went off. My 2 minions struck his nexus leaving him at -9 HP and his mystic shot brought me past the threshold to -1. But when the flashing colors were over it told me I lost, and I assumed it showed him victory.
We both dropped below 0, him even more so that I did. Why the hell did I lose?
Dissapointing difficulty
I had the same experience: story being too easy and heroic merely requires conditional deck building to exploit obvious weaknesses.
I think we need to go back to the old version of heroic in adventures: blizzard makes the deck and lets you play against an overpowered AI deck (so you cant just stick a couple of Dragonmaw Poachers in your deck and win) or restricted deck building model (no dragons, no epic cards, etc.)
Its the year's worst adventure in terms of game play, in my opinion. You're either laughing your head off or tearing your hair because you don't have a sizable card collection to begin with. They even let you preview the future adventure bosses (we know you fight Galakrond at the end of both sides of the adventure, correct me if I'm wrong). A little disappointing that this is the 'grand finale' of trilogy.
Does anyone else feel like rush has ruined the game?
Its typical Blizzard design.
They create a cool mechanic that people enjoy and they just flood the game with it. Discover was really cool until seemingly every other card being released had the mechanic stuck on it. It definitely is different than Discover though since Discover just allowed for lazy design and stupid amounts of RNG whereas Rush at least feels like they have to think twice before putting it on a card.
Thankfully with Discover, Blizzard was able to tone it down by removing the class card bonus which hurt the effect across the entire pool of cards. Not really possible with Rush so they just need to slow down on how many cards get printed with it.
Thankfully, we'll be losing 41 cards with the keyword when set rotation happens in April. Almost a quarter of them (10) are Legendary.
https://outof.cards/hearthstone/cards/?collectible=true&card_set=31&card_set=32&card_set=34&has_mechanics=14&display=listing
The Year of the Dragon sets contain a total of 33 Rush cards with 6 of those being Legendary.
https://outof.cards/hearthstone/cards/?collectible=true&card_set=49&card_set=35&card_set=45&card_set=47&has_mechanics=14&display=listing
I think as long as they keep it to no more than 7-8 cards with Rush in each of the sets this year, things would feel better and maybe even force the game to slow down a tiny bit.
Also, I agree with KANSAS; They should really add another Charge minion into play. Yeah, Charge is kinda busted but if that really is their stance on it, rotate the rest of it to Wild and get it the hell out of Standard. Leeroy my son, you've grown too old and must go out on your own now.
I for one cannot wait for their announcements on what is happening with Standard this year. I'm really hoping we get some big changes to pull Hearthstone up and remove some of these dark clouds from the sky, paving way for a brighter future.
Does anyone else feel like rush has ruined the game?
Can't say I agree that rush have ruined the game. Its basically performing like another spell/weapon in the game. Hearthstone is all about tempo (sticking minions on board) and pressuring face. Unfortunately, that means whomsoever sticks his minions first gets the tempo lead, and in the absence of weapons and spells, this is a truism that is blocked only by taunt minions and better stated minions. That was primarily why Chillwind Yeti back in the day was a card people actually played.
I will agree that the main problem is that rush is being too widespread, but more specifically the ability to rush minions that don't have rush innately. At the same time however, there's only so much you can do with the present mechanics that removing 'rush' as a keyword simply reduces interactivity. I still remember that dropping Mountain Giant or Flamewreathed Faceless on 4 used to be a jaw dropping, winning play. Remove rush minions, and that's one way less in dealing with these kind of plays.
Removing the option to give other minions rush is perhaps for the better in my opinion, not that the mechanic itself that's to blame.
Does anyone else feel like rush has ruined the game?
Agreed! Rush is not a bad mechanic, but a bit over used at the moment.
This is such a weird rotation season.
Not all of these are going to be in the top tier meta decks, just saying I've personally played or seen them recently:
WW: Ferocious Howl, Rat Trap, Arcane Keysmith, Blink Fox, Tess Greymane, Zap!, Earthen Might, Hagatha the Witch, Shudderwock, Lord Godfrey, Town Crier, Warpath, Baleful Banker (as part of Holy Wrath Paladin), Lifedrinker, Scaleworm (in some Dragon builds), Witchwood Grizzly
BDP: Floop's Glorious Gloop, Dendrologist, Landscaping, Flobbidinous Floop, Mulchmuncher, Fireworks Tech, Venomizer, Spider Bomb, Stargazer Luna, Luna's Pocket Galaxy, Autodefense Matrix, Crystology, Glow-Tron, Crystalsmith Kangor, Prismatic Lens, Shrink Ray, Necrium Blade, Voltaic Burst, Electra Stormsurge, Thunderhead, The Soularium, Eternium Rover, Weapons Project, Mecharoo, Galvanizer, SN1P-SN4P, Subject 9, Zilliax, Damaged Stegotron, Mechanical Whelp, Missile Launcher, Mecha'thun
RR: Wardruid Loti, Predatory Instincts, Springpaw, Master's Call, Flash of Light, Time Out!, Shirvallah, the Tiger, Seance, Mass Hysteria, Likkim, Spirit of the Frog, Zentimo, Rain of Toads, Grim Rally, Blood Troll Sapper (this is definitely a personal favorite), Dragon Roar, Firetree Witchdoctor
So there are definitely more cards in play than what was coming to mind for you, and honestly the early rotation of all odd/even mechanic cards took some other potential options out of standard play. Specifically things like Daring Fire-Eater, Cinderstorm, Clockwork Automaton, and Jan'alai, the Dragonhawk which were cards I ran in my Odd Mage deck prior to the early odd/even rotation.
But yes, overall the power level of the Year of the Dragon sets was much higher than Year of the Raven and overall a lot of the existing top archetypes will probably exist after rotation and just need some adjustments with the cards they are losing. Whether that comes Year of the Dragon replacements or from the new set(s) of 2020 we'll have to wait and see. One of the few archetypes I can say for certain will become Wild only after this is the Shirvallah Holy Wrath Paladin deck as the mighty Loa and her Banker are going WIld.
As for rotation, it's always whatever came out two year ago. So the first set of 2020 is released, anything from 2018 rotates to Wild. Currently Wild is any set or adventure from 2017 and eariler.
Highlander Elemental Mage
I dont know if its just me, but feels like im playing druid. Hope this deck helps someone its not optimized yet, but you may understand something about this I do not.
Pretty simple to play just do the most optimal thing you can has lots of card draw for a highlander decks so you can likely burn through most people even the druids pretty often.
Wild · Highlander Mage · by Millergram · 6 years, 7 months ago
The Galakrond's Awakening Hearthstone Adventure Week 3 Cards - Air Battle Over Dragonblight
yes
The Galakrond's Awakening Hearthstone Adventure Week 3 Cards - Air Battle Over Dragonblight
That is, IF, zephrys decides in all its glory to grant you that card.
Not sure what it takes to get Frost Nova. I think in masters one of the pros was playing to get that and got lightning storm instead. I guess that's still a board clear
The Galakrond's Awakening Hearthstone Adventure Week 3 Cards - Air Battle Over Dragonblight
It doesn't stop board clears or wide area buffs (Savage Roar, Bloodlust, etc.) so you can't just play this and expect to either win or delay your opponent's win next turn. It can stop a Leeroy Jenkins and that's about it
In simple terms, its not as powerful as Loatheb, not even close. It delays win conditions and blocks tempo (conditionally). Its really good against highlander decks (delaying both Zephrys the Great and Dragonqueen Alexstrasza, and Dinotamer Brann, all very very good cards), and against some rogue and shaman decks. Aside from that, its really not doing much else, but that it counters highlander decks may warrant a slot somewhere.
How does the DETAIN mechanic work exactly?
I also want to add that when a card is returned to play from Detain it is considered a resummon.
I incidentally wiped 2 minions off my board when I returned a Crimson Awakener from its detainee
edit: I want to clarify that cards like Heart of the Fluft that have the keyword 'Play' will not repeat their effects. As that keyword can only be achieved when playing that card from your hand.
This is such a weird rotation season.
I get what you are saying.
Generally after Year of the Mammoth rotated (Un'Goro, Frozen Throne and Kobolds and Catacombs) - there was a BIG drop in card power level...
Low power level cards started at Witchwood, Boomsday got many impactful cards (but not OP cards in my opinion... maybe outside of pre-nerf 7-mana Dr. Boom - Hero card...)... And then we have Rastakhan's Rumble (summary - lol, what a joke expansion... super-low power level and whole concept of Spirit cards (Totem-like minions) FAILED).
So now... My opinion is, current year - Rise of Shadows, Saviors of Uldum, Descent of Dragons - seems to me - just as impactful as Un'Goro, Frozen Throne and Kobolds were... Indeed - Witchwood, Boomsday and Rumble - rotating out - feels like not a big deal.
My personal opinion is - people got bored of oldest expansions (2018 - Witchwood)... and low power level further ensures, we are playing mostly 2019 expansions. Players who like standard, always like NEW cards more :) (unless we have something blatantly OP, remember Guldan - Death-Knight Hero card ?)
I am wondering now, where they take us next. As in which way they take now:
1) Kobolds into Witchwood way (BIG drop in power level),
2) continuing with SIMILAR power level like in Year of the Dragon (but NOT stronger than Dragons; Dragons as a highest point of power level),
3) continuing with Descent of Dragons power level... or slightly higher (which might mean, Classic set can become way less impactful than ever before).
I just hope it's not 3), as further ramping up power level can mean, Standard becomes... well, "slightly" crazy? (it might also be a annoying clown-fiesta...)
Anyways, I am also becoming more of a Wild fan - the longer I play. I don't dust old cards (maybe some useless ones).
Seeing as Blizzard became FASTER with reacting to Standard meta, this year can be interesting. I am REALLY awaiting next Standard Year announcement and Hall of Fame cards (?) and... maybe Classic Set redesign ? (yes, I feel naive when I say this).
Does anyone else feel like rush has ruined the game?
I don't think it has ruined the game, but I would appreciate it if rush were scarcer. It is already hard enough to keep a minion alive for more than a single turn as it is. Rush makes the game feel a bit too fast.
And though this may contradict my previous statement, I wouldn't mind seeing a charge minion here or there. Maybe just one or two new chargers would be nice, they don't have to be big or powerful, but sometimes I want to play a charge minion and I am stuck with just Bluegill Warrior and Leeroy Jenkins.
Best Cards In Legends Of Runeterra?
Hey, so I wanted to make a list of my opinion on the best cards in the game. So i decided to make a video on it. Let me know your guy's opinion on my list and also what cards you think are really really good. Would love to hear your opinions!
https://youtu.be/_CfFlzRpO8g
Does anyone else feel like rush has ruined the game?
You make fair points. I wouldn't say it's ruined the game, but perhaps we could do with some cards or mechanics that could better counter rush to prevent it from taking over too much.
Does anyone else feel like rush has ruined the game?
I started playing this game in late November 2017. Before that, I played Shadowverse, which also featured the rush mechanic - same name and functionality - which was infamous for some decks having a 'remove everything' policy. One reason I found Hearthstone interesting and eventually stopped playing Shadowverse is that this game isn't based around having unpreventable damage from hand, whether that means damage to creatures or damage to face. Being able to actually establish a board, yet not automatically because you've done that, made the game much more appealing to me. It felt more like MTG.
Since being introduced as a keyword in Witchwood, there are currently 64 cards which either have rush, can gain rush or interact with rush some way. Not all of these are viable, I know, but a quick read through the list suggests about 30 are viable or have been viable at some point. Simply put, the mechanic feels too widely distributed and makes the game into a fight of whoever can make their rush creature stick after playing and swinging with it. I have no issue with any deck archetype - except for the extremely non-interactive Quest Priest, which ironically lacks rush creatures - but I'm playing games now with a Highlander Hunter deck which is just turn after turn of slamming rush minions into each other. I suspect that the old coin Chillwind Yeti play wouldn't be viable now because it would just get removed instantly instead of trading.
I've probably written this post poorly but I hope it gets my point across.
what's with the mechanic of units not being able to attack after blockers have been removed from in front of them?
It also give you a level of complexity: if you start a round with a Mystic Shot, a 4/3 on board, and the attack token, and all I have on board is a 1/1: do you open attack and force the chump-block, or do you shoot the 1/1 and pass? It's a simple question, but the "best" answer will depend on what additional threats I can play on my turn, what additional threats you can play into your attack if you don't open attack, how much health we both have, etc. What if I my unit is 3/2 instead of a 1/1? What if you instead have a 7/7? Does your unit have first strike, overwhelm, or regen? And that's all assuming you're playing the Mystic Shot this turn--you might want to save it for a bigger threat, or rather spend that mana on something else this turn. There's a whole lot of nuance behind your decision whether or not to open attack that would be lost if Mystic Shot was a burst spell.
How to beat heroic Skruk?
Props on putting Plaguebringer to work!
The Galakrond's Awakening Hearthstone Adventure Week 3 Cards - Air Battle Over Dragonblight
Boompistol Bully hype reminds me a little of Rebuke. While I have no doubt its very strong, unlike Loatheb or Rebuke it doesn't necessarily stop board clears from happening, and at best delays your opponent's win condition. Not so sure if that's enough honestly
At the moment, it only hits rogue hard, but does nothing against embiggen druid or token druid.