Epic and Legendary cards off of 'Discover'

Can we please reduce the rarity/chance of getting multiples of these?

You can’t even put more than 2 epic or 1 Legendary in your deck but you can ‘discover’ more than that in one game?

I’m specifically looking at SOUL MIRROR and DEVOLVING MISSILES.

Those are above average quality cards yet Priests and Mages (Rogues to a lesser extent) get multiple copies a game beyond what they started with in their deck.

Please address this?

The RNG (is it rng if you can guarantee a find?) hard removal is absurd and incredibly annoying.

I miss the days where you could actually counter your opponents deck with your own cards and not rely on cards that didn’t start in your deck to win the game.

Where is the strategy?

You also can’t put more than 2 rare or common so I fail to see the consistent logic here

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no thanks we dont need this change

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You also can’t put more than 2 rare or common so I fail to see the consistent logic here

Ok, fair point but generally those cards are not good enough to want to put in more than the allowed amount?

I’m not seeing the relevance of your rebuttal.

How are commons and rares comparable to epics and legendaries like Soul Mirror and Devolving missiles.

They aren’t warping the meta.

It’s apples and oranges.

what ? there are plenty of gimmicky epics

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what ? there are plenty of gimmicky epics

Ok, you’re ignoring the point.

I pick earthquake everytime I can when I play control shaman. Also Hagathats scheme.

As spell mage I pick every frostbolt and fireball I can.

The point of my rebuttal is you are retroactively trying to justify your opinion that you shouldn’t be able to discover higher rarity cards with reasons that contradict themselves when it comes to the lower rarity cards.

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I agree on the legendaries. The others I think are fine.

you said epics are warping the meta …

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Specifically Devolving missiles.

But while we’re debating the point.

Let’s talk about Guardian Animals, Braggart, Potion of Illusion etc…

Need I go on?

I’m pretty sure those are warping the meta.

There’s other’s, those just stick out but that’s a completely different topic.

oh
you mean those are really good cards and people are running them
thats nothing new there always be a meta and no idea why you think discovering extra copies is something they should change

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Maybe they should put all the possible cards you can discover on a scale of “drawn win rate” and give the worst cards you can discover the highest chance to be discovered. That would make people happy.

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That’s hilarious :rofl:

You are being sarcastic, right?

How about, anything that add/discover extra cards, should not be able to generate cards that can further add/discover more cards?

That way it’s quite limited?

Is that the idea of this thread?

I don’t agree. If you want to get rid of “add” cards that shouldn’t be able to generate other generation cards, then stuff like (my favorite minion might I add) Spirit of the Dead becomes even worse off because it’s not allowed to add cards to your deck that add other cards (like Spirits can’t add other Spirits, etc).

Not to mention the new Elekk wouldn’t be able to add discover cards people play back to your deck.

There shouldn’t be any restriction on “add” cards. The only logical restriction on discover cards are cards not being able to discover themselves because then you create loops.

Your complaint really is just against card generation in general as far as I can tell and card generation is a backbone of card games. You could make an argument that card generation is out of control, but you’re not making that argument. Your argument is more about WHICH cards are generated, which really just ends up being a complaint about certain cards.

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No. Limits are important for games. Similar to how 0 cost spells/minions should be limited. So too should generation.

Too often these days games are not determined by what’s in your deck, but by how much highrolling you can do to generate things outside it.

I just faced a game vs a mage who generated 2 Evocations and a Malygos outside of his deck.

At the very least Legendaries shouldn’t be generated outside of specific examples. Like the Rogue 1 cost spell that specifically discovers a Legendary, or Brightwing.

Or how about the classic DQA into another 8 drop, into Alex wombo combo? I’ve pulled that off plenty. How does that even make sense?

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Spirit of the Dead is also my favorite minion, but there’s a big difference between the way that and Educated Elekk work and how Discover and Add an X to your hand/deck works. Spirit and Elekk are deterministic, whereas the others are random.

There’s already a set of cards that can’t be generated by random means. It seems reasonable to expand it.

Devolve missles is a crappier devolve which failed to warp the meta and neither mage or shaman is doing well in the meta at the moment. Thonkery. You are playing a genre where chance is ALWAYS a factor. Wth is wrong with you? I just don’t get why people who demand maximum agency play a game where chance is a significant part of the experience and act outraged when luck will always be a factor.

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i dont think he knows what “warping the meta” means
he just added those words because he likes how they sound

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According to the latest VS meta report, the most popular decks currently in the meta (Aggro Rogue, Pure Paladin, Guardian Druid) have very limited resource generation (Lightforged Crusader, Ysera). And among the best performing decks, only Cyclone Mage and (maybe) Miracle Rogue are particularly heavy in terms of resource generation. So while you own experience might suggest a lot of resource generation, current meta trends suggest otherwise.

Is there a lot of potential resource generation currently? No doubt! But the game seems to be moving away from it, both in design terms (compared to the Year of the Dragon expansions, card generation in AoO/SA is both less prevalent and more limited) as well as meta (big resource-generating decks like Galakrond Rogue/Priest have lost popularity since Scholomance launched).

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