Holy Wrath exploit with Ceaseless Expanse

Its a start. My other suggestions could help account for non legendary cards.

Also, why ?

Some legendaries have extremely powerful battlecry effects. Like if you use deepminer brann then Lorthemar every minion in your deck gets their stats trippled. And you can repeat this if you pull Lorthemar back into the deck. And there is basically no way to stop this from happening unless you destroy one of the cards in their deck before they are able to play it or take it with Thoetar, but this is not consistent and reliable and card destruction mechanics are another problem in an of themselves.

Imbue is a slow mechanic, even more so in wild. The only thing that makes imbue a threat is not an imbue card. Why nerf imbue then ? that’s the whole point of dedicating half of your deck to it.

Imbue is far from the worst thing, but everything should have some kind of cap on it. Imbues are permanent effects that cannot be reversed. And they can be really deadly when you combine them with cards the reduce the cost of your hero power or refresh it. I’ve seen mages with 15 damage hero powers and druids that can summon 15/15 golems with 0 zero cost that periodically get refreshed with other hero power altering cards.

Legendaries HAVE to give a serious effect if you plan for a game of more than 9 turns, otherwise they wouldn’t be played…

I understand, but Lorthemar is absolutely ridiculous levels of power. With a lot of legendaries you can destroy or stop their effect by killing them. When I first ran into Lorthemar my first instinct was to try to silence it. But nope. Once you play Lorthemar the entire effect is permanent with practically no reliable way to stop it. And Lorthemar itself as a minion doesn’t even have that bad stats. Its 7/7 minion. For a minion with such a powerful you’d at least think it would be weak up front. At least with Therazane you can silence her possibly.

I kinda agree for KJ but Sargeras is something else entirely so I don’t understand that part.

I am glad we can agree Kj, but why do you disagree with Sargeras? Sargeras puts a bunch of irremovable portals that continually spawn demons on the field for the rest of the game.

Hand disruption is a good thing mechanically speaking, why wanting to remove it ?

I think that they should focus on designing cards that are both fun to play and play against. And I think that cards which destroy cards before you have a chance to play them are too anti fun for the people who have to play against them. Also cards like this punish people for the game has supposed to be played. Coming up with good combos to use to defeat the opponent.

Why ?

Regarding the armor cap. I saw a druid use a combination of cards to give himself 600 armor in one turn. There has been cards nerfed for less then this before.

Why ?

Regarding the minion stat cap. Gives the opponent time to react. Prevents potentially sudden game ending combos that don’t give the opponent a chance to react. However the numbers may need to be adjusted here a bit.

Why the

Regarding deathrattles and similar effects. Like above. Prevents potentially broken and sudden and swift combos that don’t give enough time for the opponent to react to it.

So no more Relic of Kings for example ?

Just reduced power. Its about capping stuff so that the values don’t swing around so crazily. The mana cost of relics of the kings can be adjusted accordingly.

So players are not punished anymore for bad hand-space management ?

No. They get set on fire then get destroyed in 2 rounds which forces you to play them at a possibly not ideal time so there is still a punishment. But this is basically to cut down on milling strategies. The general philosophy I am going with here is that cards should be both fun for person to play them and for the person they are being used on. Most people would agree that having a bunch of cards forcefully burned by the opponent is not fun.

Why ? different cards, different effects

Healing to maximum health stalls out the game. Story of Amara is particularly bad because its not even a legendary, You can have two of these in your deck. And this punishes players to heavily for attrition based decks.

As for cards like Alextrazsa. Most heroic solo adventures don’t allow you to use this card for a reason. It bypasses a lot of normal gameplay and can swing fights too heavily.

So you no longer get punished for going all-in on a big minion ?

A lot of games have limits on how many stuns you can use on a player in a row. I don’t see providing freeze immunity after 2 freezes in a row as unreasonable. Especially given that the minion could probably be just killed within those two turns.

The fact that you are not adressing specific cards but instead entire game rules that imply changing at least hundreds of cards feels like what you actually want to play is not Herthstone

Thats because one singular card is not the problem. They are going to continue adding more cards to wild and unless start adding rules like this, its only going to continue to get worse. A lot of what I am suggesting are fairly common balance measures that would happen in other games.

There is a lot things I love about this game, but the balance leaves a lot to be desired. I just would like some better guardrails put in place for a smoother experience in Wild.