Implementing "instant" cards

If you ever played the tcg you would know what ‘instant’ cards are. If not here you go. Instants were cards that could be played like the name implies, instantly, as long as you had the mana to pay for it. Start of turn, during, end, start of opponent’s turn, end of opponent’s, during an attack. They are secrets only better. Secrets rely on the opponent making an action. Instants YOU choose when to use it.

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Sorry still not understand .

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It’s a fine idea, but it’s a different game.

Back in the day, the lack of instants meant that you had to proactively prepare for what your opponent could do, and then choose what you thought they would do and set up for it.

Now, you can’t know what randomly generated cards they have, so that preparation value is gone.

I’d rather have that back than have instants. MTG Arena has done a decent job with handling the dozen “are you sure you want to do nothing” checks that instants force, at a technical level, but it’s still not something I’d like to see in Hearthstone.

There’s value in having different kinds of games within a genre.

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Understandable. Just figured that it would maybe have people start thinking during games now rather than following a netdeck floorplan.
drops DT bran and charges KC at 7/7 taunt
KC gets nerfed down to a 4/4 because opponent had mana left over to use an instant
Crush is now dead.

while the idea is acceptable on paper it would change the game at its core. several card games have included it piece by piece, the issue is that it eventually takes over the game.

in yugioh you in most metas play ~ 10 handtraps, which are similar to the cards you suggested, and they are mostly auto include and reduces the space for deck building. an other consequence is that when your opponent easily can interact with and stop your plays that leaves design space open to create even stronger cards as there are way to interact on your opponents turn, which in turn enables the creation of even stronger handtraps, and so on in an neverending spiral. and we honestly dont want hearthstone to go down that spiral.

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Go play LoR 20 characters

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Instant-heavy netdecks are quite prevalent in other games. It’s just as simple a floorplan, and the responses no more or less complicated.

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You mean reactive cards that can be played during opponents turn like in legends of Runeterra with burst and fast spells? No sorry, devs want rng casinostone. Play LoR instead.

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If you’re willing to pass priority back and forth ever time there happens to be an opportunity (be forced to either play an instant or click a button that says you choose not to), which means MANY more opportunities for the opponent to grief you via roping, then…

Play MTG. HS is superior to MTG for only two reasons:

  1. gaining a mana every turn versus hoping to draw mana cards from your deck
  2. far less clicking yes/no whenever you are able to cast an instant

Otherwise, MTG is a far better game, period. If you make HS just as complex as MTG, might as well play MTG.

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I used to play Magic Online, and it had match timers if I remember right. I think you lost if your timer went to zero. Hearthstone would have to do something like this if there were chances for the off-turn player to cast spells.

They should consider secrets for all classes and allow for different mana costs on the secrets within a class. That wouldn’t change the core game play but would increase strategy for all classes.

If I wanted to be told that I couldn’t play the game on my own turn, I’d just head over to Yu-Gi-Oh.

Edit: Ever hear of this fancy little card they have, Utopic Zexal? Has an effect that just prevents your opponent from activating cards or effects for the entire turn? Just printed a set of support cards to make bringing it out even easier? I don’t want anything near that in Hs.

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Aren’t we then going to need another type of card to stop the opponent’s instants? One that resolves before the instants, why don’t we call it an “interrupt”.

Then won’t we need another kind of card which has an effect that resolves before the opponent can play an interrupt? Let’s call it “burst”.

Then aren’t we going to need mana to be given on the opponent’s turn so the opponent can’t play around afk opponents holding a bunch of instants? Or maybe we create an unused mana pool that’s only for spells…

Or maybe you can just play LOR.

I play this to respond your end turn. Oh you respond it, okay. Im gonna respond your respond on my cards. After that last card resolve, im gonna respond it with this before the one next to it resolve. No not the one next to it. The new trigger because that creature dead, thats what i wanna respond to. Oh, you want to respond to it? Ok, i got something for it too.

Blue permittion mirror. Classic.

Now imagine if every one of it with maxed ropes.

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Different mana costs on Secrets within a single class actually detracts from the effectiveness of Secrets overall, because it allows the opponent to narrow down which Secrets they might need to play around based on the mana cost.

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arent all hs cards already instant.

They’re pretty much just talking about implementing cards like Hand Traps from Yu-Gi-Oh, or the instants from MTG.

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we had posters asking for this game to use another card game mechanics for years
and something i like about this game is not being asked if i want to activate something after every card my opponent plays

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I do not want this at all. I specifically left competitive yugioh because of hand traps. Its a neat concept for Hearthstone and I can see it being used just how it is in Magic. Still do not want it here, just my opinion.

Despite what I may have said about Hand Traps here, I do think they are healthy for Yu-Gi-Oh, but only because a lot more insane stuff can be done there. While people whine about someone spending the entire game to build an OTK and forward that gameplan here in HS, in Yu-Gi-Oh that could probably be done on the first turn without Hand Traps and the banning of cards used in degenerate combos.

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