Devs: Every class gets 30 card slots except mage, they get 50+ a game

The real problem is that mages have 14 1-mana cost spells in standard and have a single minion that makes all those spells cost 0.

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I can’t stand the OP’s posts, but in this case, there is at least partial truth involved. I just played a game against mage where he played 78 cards by the time I conceded. Still had 4 cards in hand, all free from cyclone and 5 cards in their deck. There is the potential with those remaining cards of easily crossing the 100 card threshold based on the game to that point.

edited: Also, they had played 5 evocations so far.

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Value is important, not just the amount of cards. Like a 10 card hand can be less valuable than a 4 card hand.
This mage deck is build around card generation, but to do that it has to play many low value cards.
The only problem seems to be Evocation -> card generation -> Evocation + Solarian -> etc. -> infinite value. While i don’t think that Evocation is a problem, but generated legendaries in general.

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i think the value is also that they can play the millions of cards at zero costs, and then get to summon giants for free, or play two turns.

I just got spammed with multiple 1 cost Cloud Prince, which made a nice change from having to sit a turn out due to Time Warp whilst taking multiple elementals to the face.

I suggest there should be consequences for playing the same card over and over, perhaps a minion or secret but something that all classes could get access too, that activates after so many repeat plays and removes all instances of that card from existence (including graveyards).

Correct. If the value in your deck is not limited cause it generates infinite cards, the total amount of value you can play within a game will mostly depend on tempo.