Absolutely true of course. The problem though is that not allowing even that basic level of interaction makes the play incredibly shallow (as you note) simply because it has to be.The no instants/interaction during opponents turn is also by design because it allows it to flow better and feel smoother.
doubt it. probably worth arena just for the direct dust.If you don't think you can get at least 4 wins, it's probably more bang for your buck to spend 100 gold on a pack instead of the arena - unless you enjoy the arena experience of course.
You get three+draw if you go first. If you go second you get four+coin+draw. Apparently win rates are pretty close to 50% going first vs second, so even though that seems like a big benefit for going second apparently statistically it is working out.I'm confused by starting hand sizes. Sometimes I watch games where you start with 3 cards, other games with 4 cards. It appears the player going first gets 4 cards + a draw on first turn while the other player only gets 3, so technically on the 1st turn they have 5 cards to 3? Is that right? What is the deal with this?
Well there have been a lot over the course of MTG history, to the point where they have had to ban specific cards in tournaments.I don't remember ever thinking in MTG "I just need to live till my gimmick works and then I auto-win!"
The player going 2nd gets a starts with 4 cards and then draws their card on their turn giving them an opening hand of 5 + they get "the coin" a card that gives you 1 mana crystal for that turn. Player 1 starts with 3 cards and draws their 4th at the start of the game. They do this because going first was/can be a huge advantage because you get that much more mana crystals to spend before your opponent.I'm confused by starting hand sizes. Sometimes I watch games where you start with 3 cards, other games with 4 cards. It appears the player going first gets 4 cards + a draw on first turn while the other player only gets 3, so technically on the 1st turn they have 5 cards to 3? Is that right? What is the deal with this?
@TheMaster yeah damn I'm watching a lot of games and it seems pretty common for a quick 5minute game, where a player can do 15-20 damage in one turn, and in one of the earlier turns at that. Not being able to respond or cast spells during your opponents turn is a damn shame. The surprise cards and traps and things like that are a start, but they need much more. This game has a lot of potential too, I hope it doesn't stay dumbed down.
I wasn't questioning the extra card. I have a lot of CCG/TCG experience, but I didn't realize The Coin was a system card that is given to you outside of your deck. That makes much more sense now.The extra card is identical to MTG (first player in MTG doesn't draw, second player does). The coin is there to compensate for the fact that in Hearthstone, you always get 1 mana per turn, so the player going first is always one mana ahead. In MTG, the player going first is likely to miss a land drop earlier than the player going second due to having 1 less card, so the mana advantage eventually disappears.
Furthermore, being one mana ahead is a more significant deal when creatures can attack eachother at will, since the bigger creature can bully a smaller one off the board before it has a chance to gang up on the big one.
I figured it out, it is the deck sizes. In MTG getting a 5-6 card combo working was pretty unlikely to happen in a given game, just because of having to draw land if nothing else. Whereas in this game you can get some combos working by turn 4. The Miracle Rogue deck on youtube has a couple of games like that, wins by turn 4-5. That and the lack of interrupts to prevent you from getting one-shot by w/e their combo is.Well there have been a lot over the course of MTG history, to the point where they have had to ban specific cards in tournaments.
Yeah I saw that deck too, it's insane. It seems like combos in this game happen much more often and quickly. Lot of top players I watch save so many cards/mana for huge combos, and stall playing anything at all until they can win in one turn. That's not very interactive. Maybe if they added a maximum hand size of like 6 it would help things? or 40 life? More variants of taunt/surprise? Dunno, but I don't like these crazy combos so far.I figured it out, it is the deck sizes. In MTG getting a 5-6 card combo working was pretty unlikely to happen in a given game, just because of having to draw land if nothing else. Whereas in this game you can get some combos working by turn 4. The Miracle Rogue deck on youtube has a couple of games like that, wins by turn 4-5. That and the lack of interrupts to prevent you from getting one-shot by w/e their combo is.
huh? I would assume just reclassifying existing cards that buff/debuff as enchantments. So silence can either be reworded to be more clear(aka working/not working on poly, etc), or reworked, and split between silence(removing text/taunt) and purge(removing buffs/debuffs)There are no enchantment cards in the game yet, we might see that in the future.
GLOBAL_CARDTYPE_ENCHANTMENT Enchantment
GAMEPLAY_PlayErrors_REQ_ENCHANTED_TARGET Select an Enchanted character
which is why alot of people seem to prefer arena over constructedI figured it out, it is the deck sizes. In MTG getting a 5-6 card combo working was pretty unlikely to happen in a given game, just because of having to draw land if nothing else. Whereas in this game you can get some combos working by turn 4. The Miracle Rogue deck on youtube has a couple of games like that, wins by turn 4-5. That and the lack of interrupts to prevent you from getting one-shot by w/e their combo is.
Makes sense. My luck in arena has been pretty bad, either in getting bad cards (Warrior with zero weapons happened once), or RNG screwing me.which is why alot of people seem to prefer arena over constructed