A long standing thought I've had
Something that has really just bothered me with Hearthstone is consistency of word text.
What I mean by this is how the phrasing of cards would drastically change the usage of the card. First example I like to think on and use is
Knight of the Wild vs. Thing From Below.
Knight of the Wild 7 Mana 6/6 Whenever you summon a beast, reduce the cost of this card by (1)
Thing From Below 6 Mana 5/5 (Taunt) costs (1) less for each totem you summon this game.
Now the biggest difference is the phrase "this game" now my mind does understand that since these two texts are so similar that Knight was the beta version of this idea and then Hearthstone saw it wasn't right so they changed it for Thing. But with thing I don't really get why they made it this game, with both the hero power and the minions shaman has getting it reduces was ridiculously easier than Knight. And Arguably, better due to thing having some board impact.
If they would had applied the same text as Knight of the Wild to Thing from Below, it would have been such an, odd card in shaman card, maybe during a typical game you could get Thing discounted by.. 2 or 3 but again I don't see it would have seen so much play. And during the time Shaman with Spirit claws, totem golem, tuskcarr totemic. It was a hard thing to beat
Alternatively, if Knight of the Wild had Thing's text, a over costed version with less impact on the board would have probably seen some play? And I would like to believe that the Beast Druid archtype would have been attempted with a much more "serious" deck, or at least concept?
Another two I love to discuss is Ancient Harbinger and Emperor Thurissan and Ysera.
Ancient Harbinger (6) 4/6 At the start of your turn, put a 10-cost minion from your deck to your hand.
Emperor Thurissan (6) 5/5 At the end of your turn, reduce the cost of all cards in your hand by (1)
Ysera (9) 4/12 At the end of your turn add a dream card to your hand.
Now I understand that these three are on completely polar opposites and I don't understand why, from a card text stand point. We all know that with emperor there was nothing we could do against him. You always got value from him and your combo's were unstoppable. And that for me personally made the game kind of... Not unfun but definitely like well I just lose now. And that is cause it said at the end of your turn.
With Ysera, back in the early days of the game countering the Dream Cards and those type of combos really hard, with it's stat line, made it a tough body to remove.
Ancient Harbinger I wanted to be good, I really did. But it is never meant to be cause to the simple "at the start of your turn" which I do not get. Drawing a 10-cost minion does not have the same impact as a dream card and comparing it to emperor is like, McDonald's to Five Guys(or something like it) it's in a. Completely different league and it's kind of gross. With Whispers being old god focused why did they make a fairly important card like Harbinger into something so... Disappointing? Why was making sure you had your finisher such a bad thing? Even if you drew your C'Thun or N'Zoth with it, we all wanted our maximum value with it so typically we wouldn't even play it till turn 15?
Imagine if Emperor was at the start of your turn? It would give the player a chance to affect your game. To help prevent the po+Leroy+faceless, or the Grim Patron, and put a much needed emphasis on how important and crucial Emperor is as a card. I think it is important that emperor existed as a card so the future ideas of cost reduction can be more thoroughly examined and graded but just during the time of the emperor, we all knew how ridiculous it was.
It's just curious to me how Hearthstone values certain card effects and texts and thinks how they need to be adjusted. And what is definitively crucial.
Posted Jul 31, 2017, 2:37 PM UTC