Fixed Ignite
Cost: 1
Deal 2 damage. If your deck has cards, shuffle an Ignite into it that deals 1 more damage.
If it came back to hand, yes. If I have to draw 10 additional cards through the course of the game, it just dilutes the deck from more important plays.
Runes orb is at best passable, but Mage had really no better options at the two mana slot. Most decks that could slot first flame wouldn’t bother with Runes Orb.
Well…
Anything see play if you remove any better option.
While a card seeing play isn’t a bad metric for power it has it’s flaws.
In this case is the sheer lack of good competitors for it’s slot.
The design adaptations for cards like incanters flow ,sorcerer’s gambit and RSW be passable in game balance made they really need to weak tons of cards during the design process.
Obviously that last one is theory but i find it a reasonable one based on experience.
Runed orb returns the card to your hand. The topic is about Ignite, but i didnt speak about it there.
I think it’s too good. Eliminating the risk of fatigue with a single card is extreme as it is. No other class has that. No need to find combinations.
On top of that it can target face, so you always have a target.
Yet on top of that the card gets stronger and STRONGER as the game goes on. And it gets stronger with ‘increase the damage of spells in your deck/hand’.
I think a 1st Flame → 2nd Flame thing would be a better alternative. “Ignite - Deal 2 dmg, shuffle Ablaze into your deck…”. Even having a series of three separate shuffle ins would be better than the card we have now… well it’d be worse but yknow. More balanced.
I almost thought that ‘deal x damage to a minion’ would suffit, but the fatigue loop is out of bounds.
This. Losing to a Thief Rogue or Mage just because their Rune of the Archmage got them an Ignite felt awful.
Bad take. Infinite resources kills a core part of strategizing certain matchups. It’s one of THE WORST card designs HS has alongside discover and anything RNG
Many other classes have a single card, avoid all fatigue option:
Plus, there are several that require very little set-up to go to turn 45:
Shaman, DK, and maybe DH are the only classes that don’t have a strong ability to expand their deck size significantly, and even they have some limited options. Mage fell clearly in this group before Ignite.
Opinion =/= fact
You’re so insightful
Opinions vary. I have had the most fun playing decks that go infinite over the years. Therefore, your statement of fact that infinite is bad design is instantly wrong.
It doesn’t make it wrong, it makes it contextual. For example, if a movie that costs $100M dollars to make but only makes $48M in revenue, is that not a failure? Sure there are going to be people that like it but that doesn’t discount the reality that most people were either (1) not interested or (2) didn’t like it.
Going off of personal experience knowing people (including myself) who have quit because HS has, at times, not felt competitive because of RNG as well as it being a common forum and YouTube sentiment, I’m going to speculate that the majority of players do not like RNG and many people tolerate it at best so long as it’s not game breaking. You liking it doesn’t trivialize that.
No, that just means you enjoy bad design.
Nothing about your preferences is related to the quality of design decisions.
Bad design is bad no matter how much players want it.
I think it likely a fair assessment.
I think the single best thing they can do for discover is to make cards you discover not playable on the turn they are added to your hand. You can discover things to help on future turns, but you can’t just pull an out from the nether that wins the game.
IMO it’s a bad design. I don’t like cards that circumvent totally mechanics of the game: being mana cost, board control or fatigue. And Ignite is worse than your usual suspects because not only it’s infinite fatigue protection it’s also infinite damage.
Jade Idol: Yes, that was one of the first “delete other control decks” card and the reason we got Geist
Immortal Prelate: Card so slow that even in meme decks it was rarely played.
Student of the Stars: Seriously? Ok, since it looks like legit card I will believe you that it exists.
Mi’da: It got some play both in Standard and Wild but it’s also a very slow card and it might even not prevent the fatigue damage because it has to die to go back into your deck.
Dead Man’s Hand: Ah yes, the meme dream. A very slow card and to go infinite you not only require other cards but since you are copying your hand it’s very awkward to play.
Spirit of the Dead: Haha, yes, look Dead Man’s Hand.
Archbishop: There was a time when it was a playable card but it was not only painfully slow but also there was a decent chance that you are putting bad or even unplayable cards into your deck.
Togwaggle, Gang Up, Lab Recruiter: None of those was a one card infinite tho all of those cards were decent and playable when they were in standard.
So to sum it up: Other than Jade Idol, Mi’da and Student of the Stars none of the cards you listed were one card infinite. And of those 3 Student was never played, Mi’da was pretty slow and only Jade Idol created the inevitability of a loss both trough mounting stats of the Idols and infinite fatigue protection.
Compare that with direct damage from Ignite. Even more funny when you can draw it couple of times a turn.
So yeah, I say pass on Ignite in the Core Set. Or put it there with Shudderwock and Warlock Questline and… oh I don’t know, unnerfed Kealthas and let’s be done with this travesty
By all means, show me the internationally recognised standard for card design.
No, your opinion is not fact.
You not liking a mechanic doesnt make it bad design by default.
You need to stop passing your opinion off as fact.
You are the weakest link, goodbye.
You liking a mechanic does not make it good by default.
You need to see the irony in your post.
It wouldn’t matter because you would just tell them why they were wrong, too, when they don’t match your opinion.
And you are the goodest troll! Ignore.
Maybe back then. But given how much draw & mana reduction we have these days, it’d probably be stupid in current HS.
I’ve never been a big fan of “go infinite” decks. I think ignite is particularly bad because it’s “thing” in practice is not actually going infinite, but greedily drawing your deck to spam increasingly strong ignites. A strategy like that shouldn’t be infinitely sustainable.
If you want to race to reach your wincon like that fine, but you need to run out of steam after that.
It’s humorous how you recognize they did this with something of worth/monetary value but border on defending them by saying they didn’t do that same exact thing in game with bad decisions.
Yes it is a good design. It’s a balanced and slow damage card, which gets stronger over time, but since the game isn’t oriented by fatique, so I don’t see a problem with that design at all. Fatique gameplan is boring.
You disliking it doesnt make it bad either. All you do is cry about mechanics you dont like and state they are bad for the game or bad design. NO, you just dont like them. That is perfectly fine. Declaring everything you dont like as bad design is factually wrong. If it were right we’d still be rocking Yetis as a generic, insta-include, 4 drop with all the things you hate in the game.