I don’t know most here but at the point we are RN decks are complex enough to deal with it.
Dragon priest for example:
Still a powerful deck who fights for the board.
Drunk paladin still pulls big amounts of tempo without ursol.
So we can let the damm game evolve a little?
2 Likes
I would rather not.
That card is a bridge too far for my taste.
Card sucks at 6 mana, let’s just get some new disruption for like 4 classes and 2 neutrals as options instead in this year.
2 Likes
No we can’t have disruption. It will make people cry about being countered all the time one day and the next day they cry that such and such has no counter because they cried until the counters they give us get nerfed away. So there is no winning. Damned if they do. Damned if they don’t.
1 Like
Better no.
At this point either something that Works across the board or better not waste slots with it.
Like seriously…
This game is more than 10 years old and people still can’t get over getting one card take from the hand.
It is not asking a lot for people to grow up a little with it so we can have Fun instead of pretend.
Still refusing to accept the truth, I see
I already explained to you it’s impossible to “Not waste card space with bad cards”, because in a fixed, constant number of cards, one of them is bound to be the best, and one of them is bound to be the worst. and that’s just nature of ordinal numbers and hierarchy.
It’s impossible to “not waste card space” when only X number of cards will be played out of possible Y, where X < Y, meaning, bad cards are guaranteed by the nature of human language and understanding.
1 Like
I rate Natrhia Castle as one of the best Hearthstone expansions for that step foward they tried to make, it give me the impression that the game was finally turning in the direction of interactivity with a more complex structure that would really make you want to invest in it… that they give you the ability to finally react to any threat and not just shoot blindly to see if you were lucky enough to break the opponents solitaire strategy was a dream come true for me for this game, thats why it was sad to enter the hs communities and see that they were on fire demanding fiercely theotar head…the level of saltiness it caused in the streamers was also hilarious…
1 Like
It is different.
One thing is for you design stuff that ends failing. The other is design stuff to fail.
And i not even being specific on what fail means. If you make a card just to make people laugh and it makes people laugh then it is technically a win even if not metagame viable.
The nature of things isn’t a blank excuse for literally anything that goes wrong even if you’re a reasonable person.
1 Like
It would be nice if they let players vote on cards to return to core. At 6 mana I dont think it would be impactful enough as thats way too late… but at 4 mana again I think that sort of disruption might be too good. Mabye they can try it out at 5 mana.
I’d like to see more cards like loatheb & nerubian whatever that card was that made battlecries cost 1 more. Theres not enough cost disruption for minions (I know loatheb is spells) and of the ones that were around in hearthstones history none of them were good enough to be playable outside of the shudderwock ‘shut down’ combo deck.
2 Likes
Wild is faster than standard. Theotar, even at 6, is a staple inclusion in many remotely “slow” decks.
I dont see how Theo can possibly be too slow for standard when he sees significant play in wild as is.
1 Like
I bet disruption cards are coming soon. Either the mini set this month or next expansion. It seems to be blizzards style to create the need before they address the need.
1 Like
Normally the decks that can afford it are Renathal with 40 health, and even there is a quite annoying brick in faster matches for wich you will lose many games, that’s why i think leaving it at 6 but giving it the tradeable keyword would be enough to tweak it a bit… although I dont see anything wrong with the 5 mana suggestion…This is just to appease the dissatisfied…
1 Like
Not really, even Warrior and DK run it. Even then, with XL decks considered, wild is still quicker than standard is, so there is no reason to change the cost to appease standard players who will just whine until its nerfed again, like they did the first time around.
You chose the same avatar as I did so I 100% agree with all your ideas. Also I play Thief Rogue so hell yea!
Yeah, because Denathrius was such a fun and interactive card, right?
Yes it was, but i think he left a bad impression thanks to druid and because someone thought it was a good idea to put the og brann in standard at that time, but daddy D was a card that promoted board play, it required setup, not like now when you simply come to turn 8, play ursol and gg, he let the games develop until turn 10 or more, it was yhe perfect finisher…
Brann did not promote board play.
1 Like
I’m talking about Denatrhius and that some were left with a toxic concept of the card thanks to be traumatized with the combo with brann…
Same with renathal cool concept cards that were rejected in that expansion, but that seemed to meet the needs of the game, improve it and make it more complex…
1 Like
I am still unclear on what you are trying to tell us.
Brann did not promote board play.
Renathal did nothing to improve the game.
1 Like
Honestly, I wouldn’t put Theotar in any of the decks I play unless it cost 1 mana, as it stands.
In the future, things will change, and I will have to take this back. But right now, when you guys felt the need for this discussion, that card is literally useless and unplayable.
EDIIT: wait. mah bad, didn’t notice the “next year” part. If people liked the card and want it back, why not?
1 Like