Blizzard Shuts Down World of Warcraft Trading Card Game in Preparation for Hearthstone
32 replies, posted
[QUOTE=Fangz;41966682]So wait, you want unbalanced cards that make you auto win if you have a deck over over 200 cards, color restrictions, and tons of gimmicks that would heavily complicate the rules from a game that hasn't even been officially released?[/QUOTE]
Auto win? Gimmicks? Have you ever played magic? Have you ever played it in a somewhat serious low end tournament? What about something more serious?
Tell me. How are you going to win in an actual tournament with battle of wits? Remember you can only have 4 of them in your deck. You don't have the luxury of just sitting there for 30 turns drawing cards and playing cards to draw more cards to either find the card or find other cards to find the card. You will be dead in as few as 3-5 turns against most aggro decks in standard. Even valakut ramp from a few blocks ago could effortlessly lock the board down and win by turn 5-7 if you actually tried to shut it down, and that's assuming it wasn't allowed to swing very hard with it's [URL="http://gatherer.wizards.com/pages/Card/Details.aspx?multiverseid=241832"]considerably powerful creatures[/URL]. Hell, battle of wits doesn't even win the game until you start your next turn. That gives an opponent a full turn to deal with it, assuming you somehow didn't get leveled in 7 turns because your deck isn't statistically capable of drawing a good hand due to its crushing size and diversity.
Color restrictions exist for a reason. It adds diversity to decks. Do you want to accelerate into larger threats? Play green. Direct damage and cheap creatures? Red. Kill spells and reanimation? Black. Card manipulation and counter magic? Blue. Field control and defensive effects? White. You can't make a deck do everything. That's the entire point. Any deck that tries to do too many things ends up floundering about and doing nothing reliably. That adds depth to deck creation. Without such restrictions forcing variety, every deck ends up being strikingly similar.
You sound like one of the people that think this is actually an overpowered card.
[IMG]http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=206329&type=card[/IMG]
I'll clue you in on something. It's utterly worthless.
[QUOTE=Zephyrs;41967013]
Color restrictions exist for a reason. It adds diversity to decks. Do you want to accelerate into larger threats? Play green. Direct damage and cheap creatures? Red. Kill spells and reanimation? Black. Card manipulation and counter magic? Blue. Field control and defensive effects? White. You can't make a deck do everything. That's the entire point. Any deck that tries to do too many things ends up floundering about and doing nothing reliably. That adds depth to deck creation. Without such restrictions forcing variety, every deck ends up being strikingly similar.[/QUOTE]
I assume your friend didn't show you class cards then.
The class cards lock you into one specific set of stuff from what I've seen, and even then the variety is still mostly just tied to more flavors of direct damage or card draw and you still can't mix and match.
Take what I said further. Green has lots of ramp spells. What are you going to pour that mana into? Creatures? Damage? Card draw? More land? The answer is "what do you want to do?" In hearthstone it's very locked down and predetermined, and almost every thing relates to combat tricks.
I just don't see that being an interesting game long term. I don't see how its possible to have more than 2-3 "meta" decks that are the supreme choices in an environment like that.
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