I've been having a lot of fun in Hearthstone. I saw the potential for more fun and decided to pay actual money to buy a lot of packs. This increased the fun.
With a flood of cards I was able to fill in a lot of decks, and create a lot of possibilities for new ones. These are no mere Lots of Powerful Cards decks. They have themes, ideas, goals. The cards are meant to work together. While certainly some of the increased fun comes from having a generally more powerful set of cards to draw from, at least as much comes from the greater complexity as I can call on a wider variety of mechanics and find new ways for them to fit together.
At the simple end this just means a rogue Combo mechanic: play one card and the next is more powerful. This creates some same-turn order of operations to consider. Throw in something like a Gadgetzan Auctioner and Violet Teacher and it turns into a spellcasting deck. Alternatively, I could have tried for a weapon-based deck, filled with daggers, poisons, and some minions and affect or are affected by weapons. The latter isn't as much fun for me; it's too direct.
Somewhere in the middle is my warrior deck based on enrage mechanics. It has a lot of minions with enrage and a lot of abilities that cause minor amounts of damage. This makes attacking a delicate matter for both me and my enemy. The minions don't have a great deal of health, so the line between enraged and dead is very thin. Frankly, this deck doesn't work particularly well; I need to get more charge effects in so minions don't just get knocked out after they enter. But it can be a bit of fun.
At the extreme other end is my priest. By itself it isn't particularly powerful. I don't have any cards in it that will win a game. Instead, it's based entirely on stealing my opponent's power. I copy their cards, I mind-control their minions, I clone them, and then I kill them. This gives it an element of unpredictability as I could steal great cards, or terrible ones. As for cloning, I don't know what my opponent might play, let alone when, so I have to guess based on what is on the board and what strategy they might be using. It also means that I have to play two heroes at once: my priest and whoever I stole from.
I love my priest deck. It's an absolute blast, at least for me. I suspect my opponents hate it, because so much of it consists of stealing anything good they have and turning it against them. But that just makes it their own fault. I don't even have Velen, let alone two, so it's not my fault if I cast a Holy Nova for 8 damage and healing.
With a flood of cards I was able to fill in a lot of decks, and create a lot of possibilities for new ones. These are no mere Lots of Powerful Cards decks. They have themes, ideas, goals. The cards are meant to work together. While certainly some of the increased fun comes from having a generally more powerful set of cards to draw from, at least as much comes from the greater complexity as I can call on a wider variety of mechanics and find new ways for them to fit together.
At the simple end this just means a rogue Combo mechanic: play one card and the next is more powerful. This creates some same-turn order of operations to consider. Throw in something like a Gadgetzan Auctioner and Violet Teacher and it turns into a spellcasting deck. Alternatively, I could have tried for a weapon-based deck, filled with daggers, poisons, and some minions and affect or are affected by weapons. The latter isn't as much fun for me; it's too direct.
Somewhere in the middle is my warrior deck based on enrage mechanics. It has a lot of minions with enrage and a lot of abilities that cause minor amounts of damage. This makes attacking a delicate matter for both me and my enemy. The minions don't have a great deal of health, so the line between enraged and dead is very thin. Frankly, this deck doesn't work particularly well; I need to get more charge effects in so minions don't just get knocked out after they enter. But it can be a bit of fun.
At the extreme other end is my priest. By itself it isn't particularly powerful. I don't have any cards in it that will win a game. Instead, it's based entirely on stealing my opponent's power. I copy their cards, I mind-control their minions, I clone them, and then I kill them. This gives it an element of unpredictability as I could steal great cards, or terrible ones. As for cloning, I don't know what my opponent might play, let alone when, so I have to guess based on what is on the board and what strategy they might be using. It also means that I have to play two heroes at once: my priest and whoever I stole from.
I love my priest deck. It's an absolute blast, at least for me. I suspect my opponents hate it, because so much of it consists of stealing anything good they have and turning it against them. But that just makes it their own fault. I don't even have Velen, let alone two, so it's not my fault if I cast a Holy Nova for 8 damage and healing.
2 comments:
I really enjoy my murloc decks. At the moment I'm playing a Mage Murloc deck that is brutal. Nothing like swarming them with a sea of murlocs then just as they manage to contain them fireballing for the win.
Mrrrrgggglllll!
I've tried a few murloc decks. They can be fun, but to me they feel too luck-based. If I don't get good draw or I face a particular class, then it's a lot of trouble. Those 1 health murlocs don't fare well against mages and druids, so if I don't get the +2 health battlecry, then I'm in a tough spot. Then the low-damage AoEs come out...
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