Its perfectly fine t be lost with whizbang deck, as you dont know what you;ll get, you dont know what they’ll get. Its like the many tavern brawls where the deck is premade and you arent allowed to know your class going in. lol. Its perfectly fine. Ive climbed the ladder this month to Silver 7 so far using it. ME! If I can climb using random deck each match you can enjoy some friendly matches doing the same.
we are gonna’ give it a go tomorrow morning:)
It was DK/Mage with my Legendary being the Horseman. The only thing i can remember as a stand out was 4 copies of Obsidian Revenant and 2 Northern Navigation that would fish out the head from the horseman. Oh yeah and 4 copies of Mining Casualties. The rest was just removal and DD spells or discovery.
Forget trading, positioning, and all that nonsense… I miss when cards cost mana. When everything became 0 mana the game lost its charm
Agreed, as covered in the: “among other things” portion of my header.
Zero mana used to be a rare and powerful thing.
Now we see what making it commonplace has done.
Like all else they touch, the current team 5 has destroyed the idea by making every single ability, including zero mana, far too available to select classes.
The attempt to move away from reactive gameplay has slowly made the game less appealing. I know there’s plenty of aggro fans, but control is the kind of deck I will always play if I can. Everything is a pseudo-OTK it seems, especially this expansion.
In Wild everything is OTK or uber aggro, with the occasional uber armor thrown in. It seems like Standard is heading this way too
You lose rewards you would have gotten by playing ranked, since this game requires unlocking things to build diversity then you are missing out on fun.
Although you could technically band together and play some limited form of wild format, but you wouldn’t have access to newer cards. It is something I considered heavily before I quit.
The custom mode is really difficult to implement maybe, sounds great though, like a series of inclusions (sets) and exclusions (individual cards of a set aka ban list)
I know you are just explaining what the other guy was saying, but this is a crazy position to have IMO. It’s a game, not a job.
Even back in the day people would shove little OTK combos into their decks. They were harder to assemble and often required a specific board state (e.g. less than 20 life and no taunt), but they were still there.
I’m also not sure it’s the design that’s the problem, but the implementation. Each class gets a theme every expansion, fine. Some of those themes have this “inevitability” feature, also fine IMO. However, to combat this the other themes still need a win condition if they aren’t strictly aggressive. They also like to print neutral win condition cards that are often very strong and appear frequently. So now every theme tends to get it’s own finisher.
There is also the question of what the point of inevitability actually is. The easy answer is when the deck wins of course, but it won’t always be the same against every deck. Sure, if the collective pieces mean instant death regardless of board state it’s pretty clear. While there are far too many of those for my liking, most revolve around a very strong turn that requires an immediate specific response. I honestly don’t have a problem with these since they can be countered, even though many people would complain because the deck or class they currently play doesn’t have a valid counter.
While I do think they make too many of these “inevitability” decks, I personally would be sad to see them all disappear. It’s a valid strategy that can counter other valid strategies.
People exagerate a lot but the nowadays druid decks are probably more brutal than anyone would like.
With that said this game needs actual fundamentals and honestity to it’s players.
Just the fact that someone still believe some stuff that is read on patch notes nowadays is of a level of cognitive bias that makes some people here look like normal people.
The fundamentals as the actual direction and the honestity to just tell it out loud. If it does not pay that price it will never get better.
Lets break that down a little:
This is assuming one is playing the game for said awards. True, prizes area great stimulus and can be a source of that dopamine drip to keep you doing it chasing that high.
I guess one can argue this but I dont see the relevance to needing a diversity of cards to have fun. The two are not exclusive to each other.
And this is where your argument falls apart. This part is assuming the only way to have fun in the game is to play for the prizes that yield your diversity you spoke of. Again, fun is not dictated by one approach to the game. The ability to enjoy the game with a friend where no prizes are involved should be an obvious avenue for any individual to have fun, not only the paths that involve rewards.