Hearthstone

  • Guest, it's time once again for the massively important and exciting FoH Asshat Tournament!



    Go here and give us your nominations!
    Who's been the biggest Asshat in the last year? Give us your worst ones!

Valishar

Molten Core Raider
766
424
Mages might be a little too strong in this game just due to the fact that you are guaranteed hit your mana every turn. In a burn Deck in MTG it is rare that you ever get enough mana to be able to cast a spell like pyroblast which can do 30 percent of your life in a cast. Perhaps the fix is something akin to just having it do something like eight damage instead. Or maybe I'm just dying too often at 20 life when I am way ahead on board and it makes me bitter.
 
282
0
The absolute minimum they need to do is make pyro cost more than 8 mana. And somehow tone back the freezing they can do.

Another thing they should do is just flat out remove Ice Block from the game. It's retarded.
 

Sinzar

Trakanon Raider
3,149
269
I don't think Ice Block is a problem, but instead the problem is that only 1 class has a way to remove secrets. They just need to add a neutral creature that removes secrets as a battlecry like ooze does for weapons.
 
and Counterspell should be a neutral secret too

and speaking of MTG, there are dumb combos too like this turn 1 kill

It relies on your opponent going first and you having two of these:
XpO4R4d.jpg

in your hand (or one and Spirit Guide, but lets say two to keep it simple). Now you start with two lands in play. That means you can cast Flash:
JdTuD5d.jpg

to put this guy onto the field:
EkAVffG.jpg
.
You won't be able to pay the cost that Flash requires to not sacrifice him, but thats ok, because you want to sacrifice him. He goes to the graveyard, and you grab 4 of these:
icrAmay.jpg

one of these:
PAOpF2H.jpg

and 5 or more 0 costing creatures from your deck. The 0 casting cost creatures are artifacts, so you sacrifice them to the ghoul, and each time you do, you deal 4 damage to your opponent from the disciple. Your opponent takes 20 damage before they even get to lay down a card.
 

Zaphid

Trakanon Raider
5,862
294
Which format is that combo for? Vintage/Type 1/1.5 or whatever it's called these days ?

Force spike, Duress, Force of Will all fuck over the combo so badly. I mean you can bitch about it, but in a game that saw combos like Dark Ritual - Necropotence - Illusions of Grandeur - Donate, Tinker, Oath of Druid or Reanimator decks, this looks rather harmless.
 

Necrath Evilcraft

Golden Knight of the Realm
576
146
Yeah thats a turn zero kill since you never need to take your turn take your turn. Assuming you play a spirit guide or rite of flame and manamorphose.

Also you dont need the sac outlet there are two X CMC creatures that enter and die for the triggers off the disciple.
 

Valishar

Molten Core Raider
766
424
Opponent went first so he obviously laid a land.
Nah Flash is instant, and your land is in play before his main phase. So you can do this combo on his upkeep before he plays a land.

That being said Flash is banned in legacy, so it is a vintage combo. A format nobody plays not the least of which is that decks run into the THOUSANDS of dollars.

Plus this combo has no consistency and loses straight up to force of will. Your opponent will also never let you go second g2, so you better have a backup plan.

Edit: also as described his combo doesn't work in that the gemstone mines would legend rule one of themselves away before he has priority to cast anything.
 

axeman_sl

shitlord
592
0
Mainly the problem with Hearthstone is that there just aren't enough types of answers to threats. The mechanics are too primitive, there's too few ways to deal with something. If your opponent plays a creature that will kill you in a few turns, you can a) take it out with your own creatures or b) take it out with removal. As a result of those being your only options, you just straight up lose the game if your opponent draws more threats than you can deal with. There's a total lack of other ways to protect yourself (or to win the game yourself) so it eventually just becomes a matter of drawing the most threats and/or threat counters. This translates into every deck being some variation of creature rush, with either buffs or burn as the non-creature part of the deck. The game simply lacks anything beyond that, having nothing like Stasis or Smokestack or any other of the plethora of ways to approach the game in MTG.

This makes Hearthstone pretty much entirely a game of drawing better cards, and with so much of the creature pool being neutrals, most decks are largely identical in that department which further increases the impact of drawing luck. The entire game plays like variations of the same deck, making the RNG factor fuckingenormousbecause there's almost no element of trying to establish a combo or resolving a series of spells for your win condition. You just hope to draw better board control, with your class mostly just determining whether the secondary element of your deck is buffs or burn -- all different ways to accomplish the exact same thing. It also means that the best class is the class whose flavor cards best accomplish board control. It's currently overwhelmingly obvious which classes have the upper hand there. Giving certain classes better board control than the others is only going to lead to one thing in a game where board control is pretty much the sole win condition.

A big part of the issue is the lack of any actions outside your own turn, and the fact that blockers are assigned by the attacker. Where MTG plays like a fencing match, Hearthstone, with each turn being an isolated sequence of unanswered events, plays like a pair of gunships rolling up side by side and taking turns shooting their broadsides until one or the other sinks. Every spell resolves, every creature is succesfully summoned and usually attacks every single turn, and every attack is met by what in MTG would have been the worst possible choice of blockers if it had been up to the defender instead of the attacker. This means that board control is almost exclusively what determines the outcome of the match rather than one of several ways to win, and it means that board control is determined entirely by who has the luck of the draw. With so few possible choices and so few ways to use your cards, the element of correct decisionmaking is negligible and the optimal play is usually not just obvious but actually the only possible option. As such, almost every match is simply a matter of drawing better cards.

Only when both players draw equally well can skill consistently determine the outcome, and the odds of both players drawing the same general quality of cards is statistically tiny. The game just lacks card types and mechanics that emphasise skill and decisionmaking. Hearthstone is more a test of mathematics with victory accomplished by arriving at the highest number after calculating your creatures and removal/buffs versus your opponent's.
 
282
0
If you think hs is only about rush/aggro decks you haven't watched much top-level constructed lately. Hearthstone is at least 50% about metagaming.
 

Northerner

N00b
921
9
Oh, the metagame is still quite complex and the mathematics are actually quite interesting if you are into that sort of thing. It becomes a question of shaving percentages of course but it is there and it is non-trivial. Naturally it is open for netdecking though and there's really no reason at all to work through it yourself. Hell, with present card options I think you could fully model the game even.

Sadly though, as long as there is no way to respond to an action (or have multiple land types, or blockers, or whatever...), it devolves to a situation where the masses will choose win-mores and the min-maxers choose win-oftens. That's fine of course but the winning choices tend to make incredibly boring decks and to me *that* is the flaw.
 

Pyros

<Silver Donator>
11,219
2,365
Against a hunter?
There's a bug/exploit with Tracking - report him.
Tracking bug's been fixed since last patch last week, but this shit still randomly happens, or might be caused by something else similar. Also apparently losing before you even pick cards, but apparently those don't count.
 

Mist

REEEEeyore
<Gold Donor>
31,202
23,387
and Counterspell should be a neutral secret too

and speaking of MTG, there are dumb combos too like this turn 1 kill
There's a lot more possible turn 1 combo decks that people actually play in legacy. But if though its possible to get turn 1 draws, they still don't usually combo out until turn 3 or 4.

And yet, because MTG is such an interactive game, these aren't even the best decks. Well, not usually.
 

Morrow

Trakanon Raider
3,341
948
Lol I just opened my 4th legendary (Ysera + Leeroy in the same pack and then Al'kilor in another and now Grom) in under ten packs on my new account. Good times. I have 1 epic and 4 legendaries. Neat.

First Shaman draft. Hex vs Fire Elemental??
 

Pyros

<Silver Donator>
11,219
2,365
Yeah pretty much fire elemental over everything else. Hex is ok but the fact it can still taunt can really screw you up sometimes, still top tier though as far as shaman cards go. I think the only shaman cards I don't like are Alakir, Totemic Might and Frost Shock. Mixed feelings about a few others too I generally wouldn't draft(Dust Devil for example which can win or lose you the game on turn 1 depending on wether or not your opponent has a counter) but they're not necessarily terrible when compared to some other stuff.
 

Sinzar

Trakanon Raider
3,149
269
Had a bunch of gold saved up so spent 1000 on packs. 10 packs opened, no legendaries and only 1 bad epic (patient assassin). Makes me sad.