Permanent effects have ruined the game imo

You don’t have to agree with me, but in my opinion, I believe permanent effects ruined the game. I am a warrior player (On top of other things) And I have complained many times about cards like brann. There’s no reason for something to have a permanent effect throughout the entire game. Druid’s for instance having that dragon, that’s a permanent effect that discovers and discounts a dragon at the start of their turn (I forget the name) or dk Having a death rattle, minion that permanently increases attack of all their minions for the rest of the game, and the list goes on. Idk I just don’t see the point of such cards. Now, if you make it for a couple of turns or something that makes sense to me, but for the rest of the game, that’s crazy. (To me)

6 Likes

I agree. It is one the fundamental frustrations plaguing the current meta, among others, such as Titans and mana cheats.

4 Likes

Honestly? I wish I had written this.
I wish every card that says: “for the rest of the game” did not exist.
Some permanent effects are ok in that they don’t completely flip the game on it’s ear, but the cards printed lately that say: “for the rest of the game”? All are busted imo.

4 Likes

its easy
they are fun cards
this is a game
we play for fun

and if you hate them so much you should stay away from MTG they have for the rest of the game effects too!

The only “for the rest of the game” card that didn’t suck to go against was the one that wasn’t oppressive enough for people to memorize. Good old Dark Pharoh Tekhan “For the rest of the game your lackeys are 4/4”

the only reason nobody complained about it is because it was given to warlock instead of rogue…the class with with lackey generator galakrond

no idea why was made for warlock
the text makes so it cant be stacked ( meaning you can shadowstep it to add more buffs to lackeys) so there was no way to abuse it

i disagree.

I mean, you rarely agree with me anyway, so that’s no surprise. You agreeing with me is akin to an in-game rare event :joy:

How would you feel about utilizing this feature as a drawback?

“Draw 5 cards. For the rest of the game, your maximum mana is capped at 6.”

“Deal 14 damage to a minion. For the rest of the game, your direct damage spells and abilities are affected by Taunt.”

etc.

1 Like

Wildfire? Your favorite card would be gone.

2 Likes

While yes Rogue had lackey galakrond, Warlock had sinister deal which let you choose which lackey you could get, and (yogg willing) ethereal lackey could discover more Sinister deals. Buut I don’t wanna start the spells vs hero power ease of use argument cuz that’s how you invoke the wrath of horsey paladins

I have to spend two mana every turn thereafter for WF, whereas other classes have cards that grant permanent effects for a one time cost.
But, I would live with that if it meant getting rid of all of those.

The only ones that are ongoing that don’t require any mana anymore are Morgraine that I know of. Everything else still requires you to spend mana to take advantage of it.

For example, Dragon Druid you still have to pay mana to play the dragon you discover. Brann still requires you to pay mana to play the battlecry. The mana cheat is when you are taking advantage of the forever effect. So you play 2 wildfires for 2 mana. Every time you play your hero power, you are cheating 4 mana. Everyone’s cheating mana somewhere.

I don’t think there is anything wrong with the forever or rest of the game stuff as long as it’s not TOO strong or warping.

1 Like

I still dislike the cards. If it meant giving up Wf to see them flushed, then so be it.

3 Likes

But wouldn’t you agree that WF is a balanced “rest of game” effect and some other effects like that are balanced as well (like Jaina and Dark Pharaoh Tekahn) but some others are utterly broken?

That means they can make the effects and they can be ok, but it’s the broken stuff that needs to go.

2 Likes

I won’t disagree with you on this, not having your expertise.
If cards could be balanced, then by all means.

2 Likes

Yeah, that’s my only point. I don’t want to see fun and balanced “permanent” effects go away, they can be fun (aka Wildfire) but I don’t want to see broken and polarized permanent effects.

2 Likes

That’s honestly what I think is missing from the game. I feel like most cards have become too powerful, but there’s no drawbacks to those effects. So yes, I would absolutely be on board with something like that.

2 Likes

Wildfire is a very balanced effect. Corpsicle runs off of the same idea. This is the proper way to do a permanent effect. If it becomes too powerful, we start entering the realm of odd and even decks, and they should start from the beginning of the game. This would leave you with a lacklustre draw of one moderately statted card that stayed more or less on par for its cost (things like yeti - the basic core minions)

1 Like

Another typical complaint that does the typical mistake; it only looks at INDIVIDUAL cards and calls for nerfs on cards; the balancing though is done on DECKS.

A card that does something extremely powerful like that doesn’t have to make a deck overpowered; the deck may even be weak; it depends on context.

E.g. recently they gave those cards to warriors; warriors took 20 minutes to have a chance to be lethal; they often lost before having the chance.

1 Like