Does the game Game needs more cards that disrupt combos

I mean I dunno I guess the endless games of endless OTKs gets a little dull, I can’t do anything to stop them other than just win on turn 3. Some actual counter play to OTKs and combos would be good for the game I think.

Unfortunately don’t will help unless they release completed overbusted disruptions cards, like 1 mana 1/1 look in the opponent hand, choose a card to destroy and all copies in his deck.

Anything less powerful than that don’t will have time to disrupt anything.

New cards or making some of the old ones Standard-compliant, either way. But if neither also not a big deal.

As someone who generally hates combos, I would love to have more disruption. If we had a dirty ray style effect that let you discover the minion to summon from your opponent’s hand, that would go a long way to helping break up some of the degenerate decks.

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Haven’t played after the patch and likely won’t. But here are my thoughts on how they could start addressing the “from hand damage” issue.

First of, you have to agree that from hand damage direct to face, ignoring the board is an issue.

Second, the context around otk decks is nuanced as Hearthstone has a rich history dotted with many strong otk decks. I would argue that not all of them are bad, and when balanced properly, actually add depth to this game.

Third, here is my simple recommendations to the dev team. Just get rid of direct hand to face damage, make it extremely rare or non existent.

Change every card that can go hand to face to not be allowed to do so.

Change charge to read: “can attack enemy minions the turn it enters the battlefield, if there are no minions, can attack the enemy hero.”

Change "deal x damage to an enemy " to mean, deal x damage to a minion, if no minion is on board, deal x damage to the enemy hero.

Have every effect in this game be tempered by the presence of minions. Then board development and state will be critical.

I am fully aware this may lead to long games, but at least there will be more agency in the game and what you play matters, even in otk games.

Every minion should have taunt, with a few minions missing taunt as a detractor, justifying a stronger effect or lower cost.

I am not against OTK decks as long they required a setup justifing a victory from hand without a board.

Old druid Malygos, Mecha’tunn, Exodia mage, are all fine decks.

The problem is having OTK decks where one single card can consume half of the opponent life or a cheap combinarion can kill in turn 5, sometimes OUTRUNNING aggro decks.

That is where they drop the ball hard.

They should learned the lessons at this point, instead they prefer keep pushing this nonsense “strategies”, killing the more important aspect of the game, the board.

they could always add a few cards to the core set whenever they want
my 2 suggestions are
Legendary · Minion · Curse of Naxxramas · Battlecry: Enemy spells cost (5) more next turn.

Epic · Minion · Knights of the Frozen Throne · Battlecry: Destroy all 1-Cost spells in both hands and decks.

They could always go back to making the combo decks more involved and take more than just drawing a single card to pull off the combo like now.