Value in this game seems completely biased

My example today being (for instance) Rehydrate in Druid.
2 mana, heal 7 to any target, and if you play it same turn as drawing it, restore mana as as well, so the card costs nothing, (I think).
How is this card not good in any deck you stick it in?
healing touch: 3 mana heal anything for 8. example 2

I wanna’ know where my exclusively mage card that deals 8 damage for 3 mana is as a counter?

I just picked these cards out of thin air.

I could have chosen 20 others in different classes that are so good they work in any deck.

My class does not get cards like this, or if it does, they get hammered.
When mage gets cards that are good in every deck, they get destroyed.
Witness Refreshing Spring Water, or Luna’s Pocket Galaxy, or Incanter’s Flow.

Helen Keller could see the blatant favoritism.

If you want “fair” go live in a kibbutz :smiley:

“Rehydrate hate thread” was not on my bingo card for today

What I want is an explanation.
There is no real reason for Wild to be moderated at all, as evidenced by Team5 's own claims regarding Rogue recently when they said: “Wild is Wild” and bounce is a “rogue thing”.
If Wild is Wild, then why have so few mage cards been reverted from the nerfs they were given in Standard?
Seems to me, that double standard is the only language Team5 speaks anymore.

I don’t hate rehydrate. I want to know why it can exist when a 2 mana deal 7 damage mage card would never be allowed.

I’m sorry, are you new to HS ? it’s been several years and 2 outcomes have come so far, either they lie and know about it, or they don’t lie and they are delusional … now pick your poison :smiley:

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Well. We agree on one thing. Possibly two.

I suspect there is no real reason for the lack of parity other than Team 5’s own personal likes and dislikes.

Healing has ALWAYS had more effect for less mana because damage is more powerful.

I’m not entirely sure what the issue is?

4 mana deal 6
4 mana heal 12

It’s almost always been 2:1 ratio and I don’t understand why this is a problem all of a sudden?

Perhaps because no one has ever explained that reasoning to me.
And I don’t understand it at all in a format where everything is allowed, unless you play mage.

the 2:1 parity has always been there, there are several cards that do both, and the parity is always 2:1.

ok. Can you explain why that is the rule? I am not you guys, and I don’t have the same knowledge that you do.

That rule has been since the beggining of HS, and just a hunch, due to the fact that players only have 30 hp, and its pretty decent to assume that theres way too much dmg compared to healing.Also not all classes have access to easy healing.
Take Forbidden Fruit for example, Atk. equal to mana, Armor equal to double the mana.

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Healing is always valued more in every game because healing doesn’t end games.

If I’m at full health, I can’t heal.

You can always do damage and damage directly ends games.

If a minion has 6 health and 12 max, 6 damage kills it.
If that same minion is healed for 12, it doesn’t go over the max so it’s really only a heal 6.

Healing doesn’t counter armor. If I’m at full health and 5 armor, I can’t heal until I lose armor.
Damage doesn’t care. It goes through anything.

Furthermore, healing doesn’t stack on board or build up.
Damage constantly builds on board if the minion is removed.
So, when you deal damage to a minion, you’re essentially healing yourself in a way because you’re preventing that damage from hitting you.

Damage is far, far superior and that’s why it’s at a 2:1 ratio for healing to damage.

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Thank you both. I have never played another card game, and so I do not know the reasoning behind card stats.

I still maintain that team 5 purposely cripples mage.
If mage had a 2 mana heal seven card it would get killed immediately.

You dont know because you either didnt play the early years or you didnt play other classes.
One of the reason that frustrates people is the loss of class identity, which in early years were pretty well defined :
Priests and Paladins could heal, Hunter / Mage were nukers, Druid was ramper, Warrior was armoring up and those were general archtypes.
Right now, all classes can do all of the above due to discovers and power creeping, which makes diversity almost non existant.That;s the old players rant.

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I have only ever played mage and I have never played another card game.
The only explanations and lessons I have ever gotten are from this forum.
And yeah. Watching another class heal for 7 while spending zero mana, when it costs me 4 mana to deal 6 seems a little wanky.

Have you ever played Dungeons and Dragons or any game that has healing?

Healing has to be more powerful because there is way more sources of damage.

If every single minion had lifesteal, then you’d have a valid concern where damage is equal to healing.

Imagine a DnD party where healing equals damage. For entry single warrior, Rogue, Mage or whatever you’d have to have a single Priest or Cleric for each one to keep them alive. It wouldn’t make sense. So, instead, you have healing that can support and offset the damage of several players.

For HS, a simple 2/3 minion is a constant two damage for 2 mana.
If you had a healing spell that heals 2 for 2 mana it would make zero sense. Why would you ever play that instead of just playing a minion that’s infinite damage instead of healing?
Or, you can run a damage spell and remove it and never have to heal at all ever because the removal prevents all future damage of that minion and is better than healing.

Healing always has to be stronger than damage.

And the reason you wouldn’t get healing in Mage that’s 2 mana is because a Mage isn’t a healing class so it should get nerfed, rightfully so.

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Health is not worth much nowadays, never has been

Healing is extremely cheap.

Healing also doesn’t have synergy with anything else Druid can play. Compare that to 0 mana gain 6 armor which Warrior has, which is overbroken because:

a) unlike heal, it can go to infinity/it can make your total health over 30
b) it has synergy with removal cards.

It’s not a big deal, really. Quickdraw cards ARE supposed to be tempo-gaining cards, and this one is not different (actually, it’s neutral tempo, so it’s even worse than most of the other quickdraw cards xD)

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no. I have never played anything like that.
I was a poker and a chess player.
I have played video games, but never card or dice games like D and D.

great. then lets take burn out of all the healing classes.

Have YOU played D&D 5e? I mean, I understand what you’re trying to say from a game design perspective, but I feel like you’re just assuming that a game you’re not playing is a good example of your point, when it is anything but.

Why do you say this? Is D and D not a good example?