No but REALLY why is Guff STILL a broken card

You break the rules of 10 mana, that all other classes have, 11 now, in my opinion, it is a cheat.

edit:
but let’s change the wording on guff.

“The next turn, your first (4) mana worth of cards cost 0, increase this every turn, up to 10”

is that better?

If you don’t like mana cheat, you really should just stay away from these kind of TCGs altogether. It has been a staple mechanic since MTG in the 90s.

That’s not true, very few ccgs have the amount of mana cheat that hearthstone has. Mtg (usually) doesn’t, force of will doesn’t, mythgard doesn’t, infinity wars doesn’t, duel masters doesn’t, etc. Typically a mana-based ccg will use mana cheat sparingly if at all, as the limitations of mana exist for a reason.

I get that you like hearthstone and want to defend it from criticism, but outright spreading misinformation about other ccgs to normalize hearthstone’s flaws does a lot more harm than good (and is basically how the community opened the door for blizzard to let their design get so bad in the first place).

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I beat ramp druids as shadow priest,pure pally and beast hunter, not every time but a reasonable number

pretty much every deck “cheats” these days, If you dont want to see cheating decks go play classic.

Yes. Because the game ENDS that turn lol.

Was I talking to you? No, I wasn’t. I was clearly addressing the OP.

Potential. Right… Every druid with Guff in their deck has the potential never to draw it. Thus, the card is worthless.

That being said, I, too, dislike mana cheating highrolls no matter the class.

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Welcome to a forum, where we can all voice our opinions.

… while completly missing the point.

Not really, I jumped in on the conversation with my opinion on cheats. which is what a forum is for, you can ignore it if you don’t care.

Okay, sure, if you list minor TCGs that almost nobody plays, I’m sure you can find a few that got rid of mana cheating. But the most popular ones in the world either have mana cheating or did away with mana as a limiter altogether.

I get that you wanna earn internet points for being a debate bro, but kindly f off.

Mana cheat is obviously not a flaw. I will amend my previous statement and say it is a staple mechanic in every successful and popular TCG ever.

Care to list the ones where mana cheating is a prevalent mechanic then?

Yugioh has no mana, but the same concept applies. They have plenty of card draw and other mechanics that allow for very quick big combos and short games, which is WHY people complain about mana cheating.

MTG has ALWAYS had mana cheating. There has not been an MTG set without mana cheat.

Pokemon is just as silly when it comes to Turn One stuff.

That’s the top four TCGs in the world, so they must be doing something right.

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A business can succeed either by being popular or by being good. When you understand that, you’ll understand how those 4 games succeed despite the majority of ccgs that exist being better than they are.

The amount of draw is a problem with HS in general. But you are wrong, with Nourish and Ancient of Lore draw is not what used to be a druid weakness: it was board clears. But with Scales and Flipper Friends that is no longer the case.

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I give this a copium purity rating of 99.1%.

What a meaningless bunch of drivel. What makes a COMPETITIVE MULTIPLAYER game good IS its popularity. The greater the popularity, the greater the skill range of players, and the higher the skill ceiling.

And if you think the majority are better, then f off and go play one of those instead of trolling here.

Well, if we’re talking about mana cheat and power creep, we could always talk about Yugioh. A game that started with humble roots of “you can only summon 1 weak monster a turn, and stronger monsters require sacrificing those weak ones at a later turn”.

Now if you’re not summoning a full board of 3k+ attack monsters per turn, or OTKing your opponent outright, while at the same time having hand traps to disrupt your opponents, you will get OTKed immediately.

Hearthstone feels the same way right now. Every single class can flood the board as early as turn 2 it feels like these days. At the same time, classes feel like they can respond to a turn 2 board flood well these days.

If we really have a problem with guff, we should probably be looking at why he exists in the first place, and the pacing of the game itself is to blame.