Please reduce the turns limit to 30 turns

While i understand we aren’t exactly in the best momment for control decks overall i think that after barrens it was clear why people hate playing against that archtype.

Games last so long that even if you it did feel like you lost due to the time you wasted.

That way here I am to discuss a change for the game:

  1. Games automatically when the second player finishes their turn 15.(30 turns).

Before each player had to play 45 turns each(90 turns) to turnout a game.

  1. Now instead of declare a draw when the game ends in a turnout (end of turn limit) the game declares the player with more health(only straight health) the winner.

That would open for control decks be slightly better without people wanting to concede on turn 1.

Is this a joke? Because I really don’t get it. With your suggestion, if my deck has a limited amount of draw, I wouldn’t be able to play my whole freaking deck.

Imagine if I built my deck around a few key cards and be unable to use them because I wasn’t lucky enough to draw them and their tutors. How would anyone ever play C’thun? Moreover, you basically force people to play some high cost cards in 5 turns max or the game ends.

And, let’s be honest, your change would only favour hyper aggro decks that would deal as much damage as possible until they run out of steam, then they would pray the enemy has no way to heal back/deal as much damage as them. You wouldn’t just hurt control, you would also kill potential combo decks and weaken slower, mid-range decks.

8 Likes

No one but you wants you to play the whole deck.

I have literally NEVER played a game where I went, “gee, I hope I get to play all the cards!”

This mindset that the only type of control is the kind that plays all the cards is the problem here, not the game itself.

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Let’s just flat out make CThun and slower combo decks unplayable lol. If you aren’t playing a control deck. Then you should know if you win/lose by turn 15 and are able to concede.

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They already are if you not perceived yet.

And no one other than who plays those want they back.

Hearthstone is designed to most matches end on turn 8 so if your deck can’t win by almost the double of the intended time this is an actual issue.

So whoever gets to play Reno last wins?

Also I think discounting armor is really just a huge slam to warrior which seems kinda sad, but then again, under these rules, it would just be a race to out-armor/heal your opponent.

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No.

So basically you strictly run control decks and want an edge in winning the match lolol.

Did I say that I WANT to play my whole deck? No. I just want to be able to play all my key cards. If I can’t theoretically play my whole deck, then I can run into the situations where I can’t play my key cards because, as mentioned before, I didn’t get to draw the right cards. Sorry if I just don’t want to play aggressive decks that don’t care about drawing specific cards.

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Already tried a thing called card draw?

Who says that Hearthstone matches are designed to end on turn 8? Cause damn, the creator of Priest’s quest should be fired asap (and who made the Old Gods too).

And you make it sound like playing 16 turns is a nightmare. If the decks you play lose by getting to that point, just concede.

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Yeah, I guess I can get get enough card draw with all classes for 10+ cards and use them all in 15 turns, my bad.

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If all classes would have card draw ability of mage or DH - powerful undercosted draw, then your argument could be valid indeed.

Its like saying - you wanna play 9+ cost cards? Have you tried playing ramp package?

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Actually no. It’s pretty easy to actually draw the cards with around 4/6 extra cards drew.

And this is pretty much the minimal nowadays.

You not need to draw every damm card for a deck to be consistent.

I’m a little bewildered here. Games are already over, presently, by turn 8. Why is this suggestion even necessary? :face_with_raised_eyebrow:

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  1. Prevention. We already had metas with extreme long and boring matches.

  2. Reality check. People have to understand that decks that literally do nothing most of the entire game aren’t healthy.

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So show me what generaly good draw (mage and DH level as I have mentioned) cards you would use for a shaman deck in standard for example.

3 cards are tutor cards - overload, nature+elemental or weapon - so already you are restricted by these when creating a new deck.

Next is a totem - unplayable one.

Priest is another one great example - even worse than shaman.

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Tutor is deck thinning. Even those actually increase the odds of you draw what you need even if they not draw it directly.

4/6 extra draws in ANY WAY. Is enough in most of the matches.

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Sure, and its a restriction based card draw. I thought you are actually replying to this:

That archetype is dead and you want to add a precaution to further prevent their use?

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Not all classes draw equal but no.

You not need draw in levels of DH and mage for 15 turn games be enough.

Also rogue draws far more than mage but I guess no one remember what isn’t on top.