Not only is the buff welcomed, but the fact that there is so much back up for Silver Hand Recruits now this is a happy addition to the standard family... again
Not only is the buff welcomed, but the fact that there is so much back up for Silver Hand Recruits now this is a happy addition to the standard family... again
I was recently going through the cards set for the 2021 Core set and something dawned on me... This is adding a level of complexity to the game that I for one am glad is there. Magic doesn't always mean universal. There are those of us that have been playing Hearthstone since it was originally envisioned as the physical CCG years and years ago and watched it transition away from the physical CCG to an online format. With that in mind, nearly all games of this nature start to develop more and intricate rules for the game to enhance it's ability to be played on competitive levels. Now that Hearthstone is inching closer and closer to the decade old line, I have a question for those that love to play this game... With the update to Magic getting types, shouldn't it also stand to be that there be introduced weaknesses and invulnerabilities?
This can stem from the talent trees that were in World of Warcraft and a how it influenced the play of that character. Mage for example. Frost was typically weaker in power and impact but added other elements of control. Fire was just raw beating, but cost more mana to drop the beats. Arcane was the universal power buff and added smaller bonuses to Frost and Fire spells. The caveats to focusing on any one type of elemental damage meant that there was a lack of power on other ones, and this also meant that while your Fire spells destroyed icy minions, but you dealt substantially less damage to fire based minions.
Now the question I have, since the magic types are going to be a part of Hearthstone going forward.. would anyone else like to see it interact appropriately with minions of opposing and like types? Let's take Consecration for example. It is labeled as Holy type magic. If you look at other fantasy ideologies, Holy magic would decimate undead and evil creatures, while having minimal if any impact on like-types creatures like good Priests. On those lines, if someone casts [Hearthstone Card (consecrate) Not Found] against a Shadow Priest and they have a Flesheating Ghoul on the board, I think it should deal more damage to those enemies because of the Holy type.
The other side of the coin would be that if played against another Paladin with an Aldor Peacekeeper on the board, it should do less damage or be negated entirely because a Paladin is a Holy warrior and the peacekeeper is an extension of their link to the divine.
I understand that making a change like this may have a lot of coding that would cause most developers to have surplus of apathy, especially to cover all typed minions and heroes appropriately.... (think of the fun that could be had with the Hero cards from KotFT).
Just my thoughts as I was going through the cards is all and wonder what the community thinks.
With the emphasis of updating the types of magic used, I wonder if we will start seeing weaknesses represented as well. For example, Consecration mythos would lead this spell to deal more damage to undead. Would anyone else want to see that?
With the emphasis of updating the types of magic used, I wonder if we will start seeing weaknesses represented as well. For example, Consecration mythos would lead this spell to deal more damage to undead. Would anyone else want to see that?
With Pure Paladin on it's way out of the standard meta, I still think this will see play given that we are reduced to 4 sets + Core to play with vs 6 + core
With Pure Paladin on it's way out of the standard meta, I still think this will see play given that we are reduced to 4 sets + Core to play with vs 6 + core
The full embodiment of Paladin... sacrifice
A constant staple in every non-even paladin deck gets it's resurgence !!!! YAY!!!
A constant staple in every non-even paladin deck gets it's resurgence !!!! YAY!!!
Before it was awesome, but now with the buff, it makes this card much more playable in my opinion
Before it was awesome, but now with the buff, it makes this card much more playable in my opinion
Not only is the buff welcomed, but the fact that there is so much back up for Silver Hand Recruits now this is a happy addition to the standard family... again
Not only is the buff welcomed, but the fact that there is so much back up for Silver Hand Recruits now this is a happy addition to the standard family... again
I was recently going through the cards set for the 2021 Core set and something dawned on me... This is adding a level of complexity to the game that I for one am glad is there. Magic doesn't always mean universal. There are those of us that have been playing Hearthstone since it was originally envisioned as the physical CCG years and years ago and watched it transition away from the physical CCG to an online format. With that in mind, nearly all games of this nature start to develop more and intricate rules for the game to enhance it's ability to be played on competitive levels. Now that Hearthstone is inching closer and closer to the decade old line, I have a question for those that love to play this game... With the update to Magic getting types, shouldn't it also stand to be that there be introduced weaknesses and invulnerabilities?
This can stem from the talent trees that were in World of Warcraft and a how it influenced the play of that character. Mage for example. Frost was typically weaker in power and impact but added other elements of control. Fire was just raw beating, but cost more mana to drop the beats. Arcane was the universal power buff and added smaller bonuses to Frost and Fire spells. The caveats to focusing on any one type of elemental damage meant that there was a lack of power on other ones, and this also meant that while your Fire spells destroyed icy minions, but you dealt substantially less damage to fire based minions.
Now the question I have, since the magic types are going to be a part of Hearthstone going forward.. would anyone else like to see it interact appropriately with minions of opposing and like types? Let's take Consecration for example. It is labeled as Holy type magic. If you look at other fantasy ideologies, Holy magic would decimate undead and evil creatures, while having minimal if any impact on like-types creatures like good Priests. On those lines, if someone casts [Hearthstone Card (consecrate) Not Found] against a Shadow Priest and they have a Flesheating Ghoul on the board, I think it should deal more damage to those enemies because of the Holy type.
The other side of the coin would be that if played against another Paladin with an Aldor Peacekeeper on the board, it should do less damage or be negated entirely because a Paladin is a Holy warrior and the peacekeeper is an extension of their link to the divine.
I understand that making a change like this may have a lot of coding that would cause most developers to have surplus of apathy, especially to cover all typed minions and heroes appropriately.... (think of the fun that could be had with the Hero cards from KotFT).
Just my thoughts as I was going through the cards is all and wonder what the community thinks.
Tried, tested, and True... pun intended
Tried, tested, and True... pun intended
With the emphasis of updating the types of magic used, I wonder if we will start seeing weaknesses represented as well. For example, Consecration mythos would lead this spell to deal more damage to undead. Would anyone else want to see that?
With the emphasis of updating the types of magic used, I wonder if we will start seeing weaknesses represented as well. For example, Consecration mythos would lead this spell to deal more damage to undead. Would anyone else want to see that?
With Pure Paladin on it's way out of the standard meta, I still think this will see play given that we are reduced to 4 sets + Core to play with vs 6 + core
With Pure Paladin on it's way out of the standard meta, I still think this will see play given that we are reduced to 4 sets + Core to play with vs 6 + core
NOt saying that this card alone is great, but with things in the current meta (cough cough Pursuit of Justice) this card gets a lot better.
NOt saying that this card alone is great, but with things in the current meta (cough cough Pursuit of Justice) this card gets a lot better.
This makes lot better sense given the premise of Paladin mythos. Glad that it got buffed up
This makes lot better sense given the premise of Paladin mythos. Glad that it got buffed up
This card has made me make a sad face more times than I can count. I hope that there is a future for Control Paladin
This card has made me make a sad face more times than I can count. I hope that there is a future for Control Paladin