One of my biggest pet peeves in this game is that the VAST majority of cards require the same amount of supplies to cast as the level of the card. There are cards that accelerate resource production, and if a little more balance was given to the resource cost of playing cards, it would bring some more strategy back into the game. As it currently stands - if you pit two well built decks against each other, certain low level cards make recovering impossible because they impart a huge advantage while allowing you to multi-drop cards in a single turn too easily due to low resource cost.
This gives certain factions a MASSIVE advantage early in the game.
One faction that benefits from this extensively is the Inferno faction. HOUSE OF MADNESS is ridiculously overpowered. for a T2 fortune card costing only 2 supplies to cast, it can pretty much obliterate any kind of defense early on in the game. I'm sure you'll say "easy just wait a turn and it goes away"... Well, waiting a turn is just as devastating as having to chuck your hand away on turn number 3, to the point that you put yourself in a position that can't be recovered from. It also bugged out against me and caused me to discard when I ATTACKED with my enraged Cyclops one game - but that's not the point of this post.
TWIST OF FATE is also a little bit much. for two supply the opponent gets to see my entire hand AND chooses which card goes in my graveyard?? That's B.S. The opponent should get to pick a card, but NOT see my hand. I would consider that a fair play.
I will say this - at least the devs got CHAOS IMP right!
Necro faction also benefits from this greatly. ARIANA'S LAIR only requiring 2 fortune and 2 resource to play is crazy.
These are just a few examples - Don't get me wrong, I love the different strategies that can be employed with these cards, but some thought needs to be put into the resource cost. Just because a card is a T2 or T3, doesn't mean it should automatically cost the same amount of resources. I could go on and on...
You guys get the point - upping the Tier of the card isn't always necessary, sometimes just making the resource cost hurt the player is the way to go.
Havent seen any 1 use it effectivly. Usually i am more interested for enemy to waste 2 resources than to keep a card.HOUSE OF MADNESS is ridiculously overpowered
Discarding is weak mechanic at the moment.
Chaos imp is useless, for a 4 might and resource creature which can be killed using 0 resources (hero abilites).
Originally Posted by Harmbringer Go to original post
Well at least House of madness MAY be usefull sometimes. For example, against Ariana or other control deck. But definetely not in turn 2.
As for other cards... I had to check mmdoc card list to remember what Ariana's Lair is about![]()
Agreed, especially about the hero ability part. Thats what makes a big difference.Originally Posted by mate0377 Go to original post
Every single hero in this game has the option to draw 2 cards a turn. More if they bring the proper events.
There are rare cases where discard is good, usually this involves right before a crucial turn. My first deck I made in this game(inferno rush) used the random discard card, but it did not do well, i never found a chance to cast it. I took them out after a day. But here is the real thing, This game simply resolves way more about board presence then MTG does. The reason this is true(same for SE, Solforge etc) Is that in MTG you attack, and then they choose to block. You can't attack their creatures directly in MTG(barring things like taunt and provoke). In this game and the other lane based games, you can directly attack the creature across from you, well you have too, you can'y bypass the creatures in this game(like you can in SE for example). This means whoever gets their guys down first will get the first swing at the opponents creatures, making them weak our outright killing them. So taking a turn to discard cards, really sets you behind in board presence, and it's not really a card advantage war, since players can use their hero abilities to get back in to it.
I think Chaos Imp can actually be good in certain match ups in certain decks, I used 1 of him in my first deck(my first rare/epic card), and it forced people in to uncomfortable positions and lines of play, which seems to be it's purpose. It's not the best card , but it has its uses. Would not consider it broken.
You clearly don't understand the mechanics of card advantage vs field advantage.Originally Posted by bbrunetti Go to original post
Yes, early game is dominated by low resource cards. However, if you can survive until late game, then the game is entirely dependant on your ability to draw high-level cards that can give you a lot more bang for your buck than some cheap-o level 3.
It's your job to decide which part of the game you mean to take advantage of. If you find it impossible to survive the first few rounds, then adjust your deck appropriately.
None of the cards you mentioned are overpowered, let me explain why.
House of madness costs 2 resources and a card.
When someone plays house of madness, if you play ONE CARD, then you're only losing ONE CARD. Your opponent lost a card when he played it, and you lost a card because of it. The only difference is that he had pay 2 resources to use it whereas you spent nothing.
If you absolutely need to play more than one card despite the fact that house of madness is on the board, then that means your opponent is dominating the board too heavily and took advantage of it. That means the card was well-played, not overpowered. Try not to fall so far behind next time.
Twist of fate is another card that costs 2 resources, and you and your opponent are only trading a card for a card. Granted, they can see your hand, and they will more than likely choose a card that is vital to you. They are paying for this small advantage by using a card that costs them 2 resources but has NO immediate effect on the field. If you have a stronger field than your opponent and he's foolish enough to waste 2 resources just so both of you lose a card, then he'll suffer for not investing those resources on the board.
If your deck has such a weak early game that your board doesn't pose a threat to him, then who's fault is that?
Ariana's lair. Seriously?
Think about it.
If I use ariana's lair, I'm trading TWO CARDS and TWO RESOURCES for One card in return. Do I have to explain to you why that's not the least bit overpowered? Just because your opponent uses the card intelligently by picking a strong creature that can compensate for the card's disadvantages does not make the card unbalanced.
There are plenty of unbalanced things in this game. Nothing you mentioned is among them.