Problem will always be that you can't disrupt what you're opponent is doing. There is every incentive to have the least amount of interactivity possible and just pursue your gameplan while ignoring the opponent.
It's not even remotely the same problem in MTG due to instants and abilities you can use on opponent's turn. Depending on your deck, it's best to simply react to whatever your opponent does in many situations. You don't have that luxury in hearthstone.TBF the same thing applies in MTG (for example) to a large degree. Control has more tools there but Combo, Mid-Tier and Aggro are still all over the place. It is always going to be a viable strategy to go all in on your own approach; that's never going to go away in any game like this. A game where every round is always control vs control would be atrocious.
There are other things HS does better then MTG, but it's the core rules lending themselves to non-interactive play that will always cause tilt. When your opponent plays Rock cards and you just have Scissor cards in hand, you lose and feel like they just got 'lucky'. It rarely feels like anyone ever outplays another person. It's more about playing percentages and guessing correctly.
Exactly this. Well said.
Stuff
...but it's the core rules lending themselves to non-interactive play that will always cause tilt.
When your opponent plays Rock cards and you just have Scissor cards in hand, you lose and feel like they just got 'lucky'.
It rarely feels like anyone ever outplays another person. It's more about playing percentages and guessing correctly.
This game was fucking hilarious
I re-read your post multiple times to try to understand exactly what you're trying to say and while i don't disagree with what you're saying, at the level that you're saying it, i don't think you understood fully what was said in the post that i quoted and why i agreed with it.
I wasn't quoting the post for the reasons you argued. I couldn't care less about meta decks, micro or macro aspects of the game.
The core of the two games is different - among other things - in the sense that:
1.) HS is designed heavily to be a tempo based game as opposed to a control/counter-play game,
2.) HS being a digital game does not have any physical limitations that MTG has.
The second point is particularly powerful as MTG couldn't have random effect cards like Yogg, like Dr.7 bombs, like Flamewaker, like Evolve, like Ysera, etc. This ties into the first point because there is no way for you to affect what effect your opponent will get (and neither can he). And, perhaps more importantly, there is no consistent way for you to counter your opponent's play through the fact that there is no "off-turn" counter play. The majority of HS counter play is not actual counter play, but rather only tempo. Your opponent played a 5/5, you played a 6/6; he played a 7/7 you played an 8/8; he played a 9/9, you played SWand played a 6/6 etc. There are a very few instances of true counter play in HS.
This part ties in to the previous in the sense that: Card draw games will dictate that you will inevitably have a bad run and have scissors for your opponent's rocks. This is part of card draw and can be largely influenced by deck design. However, HS exacerbates this issue through the fact that, a lot of the time, even if you have paper for your opponent's rocks, his rocks will turn into scissors through random effects. This is the part that tilts me the most.
This is the most striking point of the post that i quoted because it ties in all of the elements together. The lack of proper counter play, the fact that counter play is in fact tempo, and the presence of too many RNG elements just make it that the best course of action is to play based on percentages and hope your guesses were correct. Unfortunately, this also turns HS into a solo game a lot of the time.
There's a whole different range of reasons why HS is, at its core, different than MTG, and why it's worse off for it, but i don't want to go off on too many tangents at this point. I will sum up though that if it wasn't for the Warcraft universe, i'd never be playing Hearthstone.
No offense, but then you really shouldn't be making this argument. If you've never even played MTG, I don't think you are qualified to make statements about what is, or isn't, better about the mechanics between the two. I mean this in the most non-flame way possible.The gist of what I'm saying is that I don't think the game mechanics hold it back. And I dont think having "instants" or whatever would actually be an improvement to the game. Granted, I never played mtg, but I just feel like sideboard/instants/etc would require the game having greater than 30 card decks and other stuff.
No offense, but then you really shouldn't be making this argument. If you've never even played MTG, I don't think you are qualified to make statements about what is, or isn't, better about the mechanics between the two. I mean this in the most non-flame way possible.
The difference is that you have options of when to use your instant speed effects for greatest impact. If sw: pain were able to be cast on your opponents turn, and you held up the 2 mana for it, this gives you way more options about how to influence the game. You can have a bigger 'tempo' swing. Imagine if they cast a wolfrider, but before it can trade with your minion you then SWP it, which saves your viscious fledgling to then hit next turn. Now, you had to hold up 2 mana, which means you didn't play a 2 drop or something, but from your end it's worth the risk to potentially save your better minion. There are more decision points overall, which naturally leads to skill being more important to the outcome of the game. Using arena examples here as that's what I play more.
Alternatively, the ability for you to choose your blocks gives more decision points on your opponents turn as well. Do you go down to 1 life to potentially setup a lethal counter attack? Or, do you chump block (letting your minion die for no value, just to save life. sort of like playing a 0/1 taunt into a 10/10) just to stall and hope to find an answer for their board? Do you block with lots of creatures just to take down one big creature you couldn't otherwise deal with?
HS is about thinking ahead and presenting a problem that is hopefully hard for your opponent to deal with. 'Good' HS play is about going 'well, if he has X, I lose, but that's only one card so if he doesn't have it I win'. Then, some % of the time they do have it and you lose. That just feels unfun and not skill testing at all. In MTG, you instead have situations where you say 'if he has X, then I am in a real bad spot but at least I have Y to stall a few turns and hopefully get to Z to try and win again'. The percentages are more gradual and not as swingy as in HS. One card, or play, rarely wins the game by itself. It's instead more about getting small edges that accumulate to an overwhelming advantage at some point. There are exceptions, of course, but speaking in a big picture sense.
The skill in HS coming from evaluating the meta and picking the right decklists is totally true, no argument there, but that same skillset exists in MTG as well. It's just that the in game skill tests are less, and different, in HS. In game decisions are more important, proportionally, in MTG then in HS. If deck/in game skillset is like 80/20 split in HS, it's 50/50 in MTG. When your opponent actually outplays you in MTG, you don't feel as tilted (at least I don't). You have respect for their play and want to improve to not make that kind of mistake again.