Constructed idea new rule 1 mana lower limit

Are you a Paladin player?

Why do you want to buff OMY so that the coin doesn’t interact with it?

No thanks.

0 cost reductions have been problematic for years. He is right. Yes, exceptions can exist, but not less than 1 should be the rule

1 Like

OMY is a more recent thing, people have wanted coin to not be a spell for a long time because some decks can get way more out of an on demand 0 mana spell than others, even in classic, teacher druids, miracle rogue and wyrm rush mages get far more milage out of coin simply because its a spell.

This is why I don’t believe in giving you an inch.

You don’t have a bottom if you’re even considering nerfing the coin.

I never said I wanted coin nerfed, I was just saying the coin being a spell thing had been around a lot longer than OMY and why the reasoning of the imbalance.

  • Maximum of 5 cards drawn per turn.
  • Each specific minion can only be resurrected 3 times per game unless stated otherwise on the card.
  • Each specific spell can only be used 3 times per game unless stated otherwise on the card.
  • Cards can’t go below the cost of 1 at any time unless they start at 0.
  • All minions deal 1 attack damage regardless of the attack stat on the minion until turn 3.
  • Attack buffs can’t be used on minions until turn 3.
  • Maximum of 3 minions on the board for each player before turn 4.
  • Maximum of 20 damage to a hero at any time per turn.
  • Maximum armor stack of 60.

What about all of the native 0 mana cost spells/minions? Do we just delete those?

Fixed.

20 characters.

What’s up with people on these forums and plausible deniability.

Yeah, I’m reeeeeeeeeeeealy interested in how the meta would turn out if all these cards that are costed at 0 because their effects are worth less than 1ana would turn out if they were to cost one.

No I don’t think it’s, a nerf, lmao. Especially to mage, even though it’s the only class relying on several 0 mama discounted cards to stay afloat.

Just say what you’re aiming for man, no one’s getting fooled

1 Like

In other posts it was said, except cards designed to be 0.

2 Likes

While I can appreciate the sentiment, this set would introduce a LOT of rules to the game (which are mostly un-intuitive) meaning they would need to completely overhaul the introduction/tutorial, create one for returning players and one that would essentially delete a huge portion of players’ deck lists.

This seems arbitrary and lazy on the dev’s part when you could just re-work/remove the problematic cards (i.e., Auctioneer). There is nothing inherently wrong with Malygos drawing 5+ spells, for example.

This one I don’t quite get but I assume this is targeting old Rez Priest? In standard, a slight tweak of Raise Dead would solve for this. Otherwise, we’re just deleting a bunch of cards from people’s decks in wild with is a bad look for the devs and not really fair to the players.

Similar to the above, I think this is targeting priest (perhaps Ice Block with Mage too) but more generally, this seems to be indirectly targeting the keyword Discover which again, feels arbitrary when we could just limit the amount of discovers in the game. IMO, Discover is a good equalizer and gives F2P folks a chance to find cards they cannot afford to craft and have not received, but I understand why people find it frustrating.

Of all the bullets, this is probably the most reasonable and solves my post below about cards that are native 0 mana cost but I still think these things should be spelled out on cards if they are applicable. There is no logical reason why a Solar Eclipse should cost 1 when a Druid has Anacondra on board - these should be spelled out on the cards (which they already have done in the past and are capable of doing).

This makes no sense to me, seems ripe for abuse and simultaneously deletes countless decks and strategies and would promote even more decks that run direct from hand to face damage since minions are even more worthless. This is not the direction I think the game should go after our current meta.

Similar to the above, I just don’t understand this one. We’re crippling aggro decks and also creating a meta with huge/burst swing turns on t4 which is odd.

Makes even less sense than the two bullets above. Why are we artificially limiting what people can do with their cards? If they have the mana and the card in hand, they should be able to play it whenever they want to.

This gives every deck a free Ice Block which seems terrible to me (and would give priests with burst heal and warrior with armor potentially several de-facto Ice Blocks). This one seems to target OTKs indirectly, when the problematic OTKs should be directly dealt with.

I don’t feel strongly about this one, but I think this is easily curtailed by smartly designing cards that grant armor and if armor becomes problematic, introducing cards like Platebreaker.

Just play another game at this point.

I’m sure other people want to play “Texastone, classy heroes with manners” with you.

it is already a different game when they deleted control.

1 Like

Most of these are arbitrary and would redefine the game entirely, I like the idea of making cards that can reduce the cost of something not reduce it below 1 as it would stop decks that just dump their whole hand and draw it all back all in the same turn as cards no longer seem to be designed with other cards in mind. Ideally they just design less cards that mass reduce costs as if you look in Rogues wild catalogue of spells, they have a lot of mediocre mid range spells all designed with prep in mind.

Theres nothing wrong with drawing a bunch of cards if you’re doing nothing with them. It’s when cards like gadetzan enable you to keep refilling your hand while spamming spells.

Resurrection isn’t the problem with resurrect priest, it’s their ability to cheat out 1/1 8 manas and then resurrect them as 7/7s or 8/8s on loop. I wouldn’t mind resurrect effects either summon the minion with only 1 health or effects that make minion stats static be remembered on death.

This wouldn’t stop rush just promote a different style that profits minion spam.

Why?

If this was in place it would counter my point about the minion spam decks but also mean no minion decks are twice the problem and triple the frustration they are to play against than they already are as you’re stuck with a useless board of lil dudes while they spam spells and do whatever they like.

OTK decks have rarely been a problem for hearthstone, most were slow, memey and inconsistent. Even the best performing ones like Un’goro quest mage had to run a lot of stall and draw cards and one too many bad draws killed them outright as part of an OTK deck is running combo cards that you don’t wanna play until the OT so you can K.

Very few classes have ways to generate armor, even less have ways to generate abundant armor, this is mostly a Warrior nerf if anything. Armor is rarely a problem as priest has shown being a consistently bad deck for most it’s life that gaining more health doesn’t help you win just makes you lose slower. I know wild has cards and combos that allow druids to generate 2k+ armor but that’s not a problem with armor that’s a problem with specific cards that need looking into.

To the posts above:

  1. Rogue, mage, warlock nerf.
  2. Wild priest nerf.
  3. Mage, rogue, priest nerf.
  4. Mage, rogue, priest nerf.
  5. Hunter, demon hunter, warlock, druid nerf.
  6. Paladin, druid nerf.
  7. Hunter, warlock, druid nerf.
  8. OTK decks nerf.
  9. Warrior adjustment based upon point 8.

Specifically, I’d like to almost eradicate aggro from the game while making sure that super slow combo decks don’t rule the roost as a replacement of the meta.

I’m a particular opponent of token druid, face hunter and zoolock and would like to practically destroy those archetypes.

I acknowledge that I have a priest bias and I have played priest pretty much non-stop since 2014 so the nerfs towards resurrect priest and discover priest are based upon acknowledging my own bias and compensating accordingly.

1 Like

Nerfing every play style forcing everyone to only play slow control buff based decks will not be good for the game, most if not all card games I’ve played are built on the trifecta of Aggro - Control - Combo. This will make Hunter unplayable, ruin mage’s gimmick of having insane burst turns they build up to, and I’m sure plenty other unforeseen neuters. Aggro deserves a place in HS just as every other play style and this comes from someone that greatly enjoys playing slow control decks. The problem with the game isn’t people drawing half their deck in one turn, people playing OTK decks, people being able to spam their hand and swinging face mindlessly with DH and pally right now. It’s that the game has facilitated this with hyper consistency and twice the speed.
All these play styles have existed in hearthstone for years usually with a caveat. Aggro running out of steam, Combo having dead draws and hands, Control lacking finishers that they don’t end up using as control tools as well. I remember when people hated Face Hunter during Old Gods, it was only good because most the meta decks at the time were slow combo decks, Warriors could curb stomp Face Hunters however but waiting them out until they just ran out of cards to play.
The problem with standard and wild right now is that almost all the counter play people have to offer are to just win faster than them or trying to utilise niche 7 mana cards and pray you aren’t slaughtered before then. Why is that? Because every deck can fill their hand often and consistently, constantly apply pressure and deal immense burst damage either directly from the hand or with minions that can’t be targeted.

specific cards
not every single one they ever added to the game
otherwise you are saying imprisoned satyr is “problematic”

Respect.

20 characterssssss

Imprisoned Satyr saw limited use in big druid, to cheat high cost minions, so in this case the card wouldn’t even be effected by the change as changing N’zoth from 9 to 4 mana doesn’t change anything, if it wiffs and hits your Twilight Runner or Teachers pet the difference between 0 and 1 isn’t going to spoil the deck as you still played a 5 mana card for significantly less mana and more importantly it wiffed anyways not hitting one of the more favourable targets. Nerfs have even shown that just increasing a cards cost by 1 mana rarely ruins the deck and makes it unplayable, just slower and less favoured on ladder. You’re picking random cards that happen to reduce cost and giving no context to their actual usage if any in a deck.

1 Like

nothing random about it

they can make a card cost 0 so its uncluded in the list of cards people here call here want nerfed