Drawing cards, when your deck is empty

Card draw should stop once the deck is empty instead of Causing fatigue damage.
The punishment should simply be a reduced hand size, this is one way to weaken Warlock Quest.

In MtG it is instant defeat. With some exceptions.

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What? Thats one of the worst suggestions i have heard. Almost every Control matchup (if control becomes a thing again) will end as a tie. Fatigue is very important for the game, because it makes the game finally end after some time.

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Fatigue would still happen just not from spells or minion’s with card draw. Once you’re out of cards in your deck.

That makes it so there is no down side to running out of cards with draw. if a rouge, mage or druid were to not calculate their draw right, they would not be punished under your stated method.

I think you are trying to nerf the class so hard you would buff the mechanics for other classes to an unbearable level.

If you want to nerf the quest make you would want the quest to be damage taken from your cards vs damage taken on your turn. This will give control a chance against them, because fatigue does not count as cards and cards that damage a player’s opponent on the opponent’s turn can actually be played again.

I like to play control hunter and one of the cards that is helpful for that class to be more of a control deck is explosive trap. How the quest is currently worded it becomes a card you just don’t want to play.

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Like I just said you would still get fatigue damage at the start of your turn. But you won’t get fatigue damage when your deck is empty and you play a minion or spell that wants to draw a card.

If your deck is empty then the draw a card affect should be dead!!!

I will try and refine what I just said. when extra draw does not affect the deck you give miracle decks an out when they run into overdraw situations. If you have seen some of the C’thun druids they cycle though their deck at extreme speed. when you take away the negative of overdrawing they might be able to go more all out in the draw because nothing bad will happen.

with that said your solution might instead of fixing one class having no negative in having to much draw all classes would have that and especially miracle style decks.

Also it would completely destroy mil decks. But many people would probably count this as a plus

Could blizzard make Fatigue a Keyword.
So selected cards with draw also have “Fatigue” Damage.
This way my ideas and Miracle decks are optional?

Just my two cents (and I am not very good at the game, keep that in mind): I think those cards would be awkward (for lack of a better word): Theywould either be “must have” cards in the warlock deck (if you meant, that player would have to use them), in which case it may not change much. Or the other person would have to put them in their deck (which means no one would, and decks like mill etc would still be dead.

Fatigue is fine. They just have to fix the crazy strong Warlockquest. I see two ways:

1.) Take fatigue damage out of it.

or

2.) Both players take the damage of the Warlockplayer.

This post was approved by hostage shaman and Aluneth mage

I would add “damage from your cards”, so both heropower and fatigue are out; it would also mean cards like explosive runes and explosive trap will damage you when they trigger, which I am not really a fun of, but that could be avoided by making it “damage from cards” in general

After watching a recording of a game, I realized even this change “damage from cards” might have some challenges. The progress of the quest could still happen on the opponents turn, which could have an interesting effect to the questline.

I meant “damage from cards during your turn”, so like it is now but without the heropower and the fatigue damage.

I would also add this condition to the various steps needed to complete it: the heropower is already very convenient to not be used, if it also helps to advance the quest then I have no choice but to press it

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