Tons of cards in the new expansion have the “If you played this while holding that"…"If you cast a spell while holding”…condition…
Is this actually fun? I think it’s pretty lame to base so many cards around this condition.
There have been cards like this in the past, and I find it annoying to have to constantly take into account what you did this turn or what you’re holding.
It results in being restricted in which cards you can actually play each turn. Instead of looking at the board, you’re constantly looking at your hand and playing a type of solitaire.
To have so many cards use these mechanics seems very lame…eh.
yes.
to start with, it’s the tribal theme of Nagas, similarly how the tribal theme of Elementals is sequencing them round after round.
As for why I like it: it makes you think how to sequence your plays, adding an extra degree of thought to the game.
It’s also much less punishing that Elementals. So, overall, i think that it sounds fun.
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What do you mean, maximum greed isn’t always the optimal play?
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You generally have multiple open paths towards a victory.
But when you introduce many cards where the power is unlocked only after having played a specific other card, you block off many of those paths.
You’re locking the win condition behind a chain of cards that need to be played in a very specific order.
that doesnt really add up at all.
having to think how to play your cards and planning ahead is much better than simply playing the best card for the mana cost each turn.
one is kinda braindead, the other is not.
in a sense: “If you want your cards to matter, make them matter” is much better than “i drew a good card, i plop it down.”
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Having to think which card would be a good play, is something very different from a hard lock where the power of a card is only unlocked after playing a very specific other card.
The former is much less restrictive than the latter.
and this is why this particular mechanic, where it persists through several turns doesnt suffer from that (unlike elementals).
do you have to plan ahead?
yes you do.
is this a bad thing?
no it’s not.
You are free to dislike something that requires you to think ahead and plan your turns, but tht doesnt make it a bad mechanic, just something that you personally dont like. And that’s ok. Everyone has preferances on the decks they like to play.
but your thread asked a question if others like planning more than topdecking, and for me, it is a yes.
I guess for people who are constantly present in the game this might not feel restrictive.
When I had “If you played X the previous turn”, in my deck, I hated it.
I don’t just sit there focused 100% on the game, I look away between turns, I check messages, I might be on the train at times.
Having to keep track of these chains is to me, annoying, I feel it locks you in.
The "having played this turn" are less annoying than the “having played last turn”, but still.
Honestly it’s the only new thing about this expansion(other than certain cards I do not look forward to facing lol) that I really don’t care for; I mostly play control warlock, I’m already accustomed to having to play spells JUST to make room in my hand; it’s not exactly engaging. Leave when to play my spells to ME, don’t force me to waste cards just to activate others!
But it’s a minor gripe and I can live with it tbh
You don’t have to play these naga cards then. I prefer not to play Demon Hunter because I don’t enjoy their left/right most card mechanic.
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It’s a whole lot more fun than crap like frostbite or devolving missiles.
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If the effect is decent, I like it. Better than braindead “deal damage to opponent face based on your spells”…
Being mindful of these types of effects and building your deck appropriately is part of the challenge of the game. Holding a spell in case you draw a Naga is something to think about.
Curvestone is more boring to me.
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Fun to me anyway, adds a layer of strategy to the game.
It’s a new thing that introduces a new theme, so I like it.
Sure, it’s not a very deep mechanic and naga could have been more interesting, but I think it’s better than having a tribe that has 0 flavour on it.
For example, I like the tribe beast.
Why? Apparently for no reason, since they don’t have any theme at all.
But I like to think that one day I’ll see something that synergieses with all the wild cards I have(instead they are pretty random minions with disconnected themes)
Worst case scenario, you “waste” one effect to chain the others. I think the way they made them is definitely better compared to elementals, where you had to play almost every turn at least an elemental and if you didn’t, you would get rlly limited options in some turns.
Last thing I want to mention is that, from what we’ve seem so far, the Naga cards have pretty good effects for how simple the condition is. They definitely could be run in almost any deck that has spells.
The only question mark are the Naga spells. Those are hard locked to Naga decks and if Nagas aren’t good enough of an Archetype by themselves, then the spells won’t be either.
We’ll have to wait and see.
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I think those types of cards are bad unless they’re good by themselves and the “if you…” is just for an extra effect.
Solitaire…how is that different than quests? If the cards end up being trash they will not get played.
I actually think it will be fun, but I play a bunch of rogue so working with combo cards is second nature to me now. This new mechanic is just an extension of that, except that you don’t have to play it the same turn.
it way more restrictive then combo, combo can be any card