Why the hunter and shaman honorable kill spells are only two manas with extremely strong advantages if the condition are met but the pathetic weak for rogue cost 3 manas?
It is because Preparation? Really? If this is the case then please, send the cursed card for Wild forever and stop making every single spell for rogue insanely overcosted because of it.
on average, a blank 3/3 is worth 2 mana. For deliverance, it’s a bit higher than that because you often get an effect on the 3/3 and not just a blank one.
on average, discover a spell is worth 1 mana. For the rogue spell, it’s a bit higher because there’s out of class value.
So, on average, even the priest spell (which by no means it’s great) is better for it’s cost compared to the rogue one.
Preparation? No
All of Rogue’s currently playable cards in standard? Yes
Context matters.
Rogue has more ways than just Preparation to discount the cost of cards atm. This should be (and thankfully is) taken into consideration when designing cards. You shouldn’t just design every card, while ignoring every other card it will likely be played alongside.
that is just illogical.
if you overprice stuff because it can be made cheaper you effectively force very fixed combinations and there´s zero upside to cheapening your stuff just to get to the base level of other classes (kinda the mage spell problem).
So it´s just really bad design. Either you want stuff to get reduced and feel good - or you don´t, and then you don´t f*** print stuff to reduce cost.
OP is asking why a rogue spell that has the same keyword as other class spells doesn’t cost the same (as just some of them). My answer is context matters.
Not just mana reduction. Current available mana reduction may have had zero impact on this cards cost, idk. The card does cost 1 more mana for a reason though and that reason is absolutely tied to something with the rogue class.
I hate mana reduction effects. I think it’s impossible to balance a game with so much mana cheating as Hearthstone currently has. I agree it’s bad design.
Expansions are not designed with the intention of creating an open format with endless variety because all the cards are so damn flexible. Mechanics and archetypes are made. They are meant to see play and Team 5 does their best to balance the design for this goal while not breaking anything (they often fail). Hearthstone constantly designs cards for fixed combinations because that’s how you get new decks. When they don’t, the best decks just get better because a new really good/flexible card takes the place of the worst card.
Except the hero card gives you prep every turn and not just on spells, which is priced into standard.
I fully agree, it is poor (and lazy) design that artificially limits games but also makes for situations where you feel really unlucky if your discounts don’t come down.
The mage analogy is a good one. I would rather they just drop IF entirely and reprice/balance the whole mage class accordingly so their games are straight instead of always crooked.
Basically everything 4-5 mana and above is over costed for the effect. Since the release of Incanter’s Flow they have made the mana cost on spells higher than needed bc they assume people will play that card to reduce costs and bring them in line with where they should be. It’s stupid and lazy design. That new 5 mana cost spell from the mini set as well as the 10 mana spell are perfect examples.
Neither of those are over costed… Deep Breath does up to 10 damage across 3 targets (regularly 7-8). That’s worth 5 mana. Two dragons are definitely worth 10 mana (the median cost of a dragon is 8 mana). Especially if you get to pick which ones you get.
Incanter’s Flow’s biggest power is that it turns all your 2 cost spells into 1 cost and your 1 cost spells into 0 cost spells. Which makes them extremely under costed. Which makes up for Mage’s general inability to make big mid-late game tempo plays reliably.