Hearthstone is Blizzard's latest project and their first time delving into the world of Collectible Card Games (Can't be called TCG when you can't TRADE :P). What about WoW TCG? The WoW TCG was not developed by Blizzard if my information is correct. They simply licensed the use of their IP to another company.
What's a TCG/CCG you may ask? It is essentially a specially designed set of cards with rules for strategic gameplay.
Your role is usually that of a powerful hero/wizard/planeswalker/pokemon trainer... you get my drift. You play cards and cast spells to bring your opponents life points down to zero.
There is also some sort of resource that you have to manage. Mana, power, energy etc. These are used for you to cast/play your cards. And these cards interact with each other differently based on their abilities.
There are usually phases that are common across all TCGs. For example, Magic: The Gathering has the beginning phase, first main phase, combat phase, beginning of combat phase, declare attackers/blockers, combat damage, second main phase, ending phase. SO MANY PHASES!!!1111!!
However...
For those of you who have had some form of TCG experience, you might notice some things that are different with Hearthstone.
They've simplified many things! This is not necessarily a bad thing I guess. It makes it very casual friendly and easy to pick up.
Phases have been simplified A LOT. You have your turn, and your opponent's turn. And you pretty much cast all your spells and decide on combat targets only during your turn. (unlike MTG, where you can cast spells during your opponents turn).
Resource management is also simplified. Once again, comparing it to MTG, you don't have to manage lands for your mana resource. Instead, you start with 1 mana crystal at turn 1, and gain 1 extra mana crystal every turn until you have a maximum of 10.
So in addition to NOT needing any lands in your deck building, you also don't have to worry about being resource screwed (unable to cast spells due to not having resources) when you play.
So...
In Hearthstone, you play 1 of 9 classes that you may choose from.
Priest, Mage, Warrior, Hunter, Druid, Warlock, Shaman, Paladin and Rogue.
Each have a set of cards and a skill unique only to that class.
Your goal, as stated previously, is to bring your opponent's HP down from 30 to 0. And that is achieved by summoning creatures (or minions as they are called in Hearthstone) and using a wide variety of direct damage spells at your disposal.
Too much to say for this, and can't list them down in a concise manner. Also, please bear with me because I'll be making a lot of MTG comparisons. I understand that they are different games and cater to different target audiences. Ultimately, these are just my opinions and if we disagree. Let's agree to disagree.
So here goes...
I feel that there is very limited interaction due to the simplified nature of the game. You cannot cast spells during your opponent's turn. So you pretty much cannot react to what he does immediately. This makes the game feels like a straight up race. Not being able to fully control the game through spells kinda irks me a little bit.
Creatures are doubly important because board presence seems to be king in Hearthstone. In MTG, having no creatures on the board doesn't necessarily mean you're screwed. There are a ton of abilities and spells that let you lockdown creatures without killing them.
So far in my experience, having no creatures in Hearthstone means I'm dead. And even though there are spells like frost shock or hex. It is almost always better to straight up remove the creatures than try to "control" them
I have no idea how balanced the matchmaking system is. But I would feel very disadvantaged if I search for a constructed game without having spent a single cent on boosters. So I think I'll pretty much only be playing Arena (draft) games
Which brings me to another point. Drafting in MTG, there's an element of luck in it no doubt, but it takes a bit of skill too to read signals and know what cards your opponents are drafting. But because of the class restrictions in Arena, it feels way too luck based for my liking. Getting bad rares or no epics or legendaries while your opponent gets them would be a total blowout in my opinion.
From my understanding, boosters are luck based as well. Unlike MTG where you open a pack of say 15 cards, you'd get 1 rare, 3 uncommons, 10 commons and a land.
There are also minor things like not being able to easily customize your deck from the deck selection screen (you have to go to the "my collection" tab to build your deck) and not being able to play Windowed Full Screen. But these are really minor and can be easily implemented/changed.
Anyways, to sum up. I feel the "bad" points I mentioned aren't really "bad". In the grand scheme of things, these are needed in order to simplify the game and make it a game for the casual crowd.
The Ugly
For impatient people, or people who simply want to get the best constructed deck they can possibly get. Spamming boosters is the only way to go. Although you can disenchant and craft cards (I haven't tried it myself), but from what I've read, it takes quite a bit to get it going.
And because booster packs are luck based (once again, need confirmation), Blizzard is certainly gonna make a killing from this.
That's pretty much the ugly side of any free-to-play model. Any company that makes something free-to-play must have a way to monetize it. Cosmetics, fast tracking progression and whatever else you can think of.
I feel this is perfectly fine (Valve has taken a lot of my money lolol...) so long as it doesn't fall into the trap of being a pay-to-win game.
Final Thoughts
I'll certainly be playing this game quite a bit. I find it entertaining enough, and am eager to see what else Blizzard can offer in a game with such huge potential. Take note that many others have tried to emulate Magic's success and many have failed trying.
Lastly, feel free to correct any misconceptions or bad information that I have and I'll rectify them. Look forward to playing with you guys and trading ideas.
Home is where the Hearthstone is.
Last edited by Cyanide; Sun, 25th-Aug-2013 at 12:07 AM.
@LennX, I didn't spend a single cent. Yet.... >.> Must resist.
@scSurge, right now it feels balanced to me. I haven't seen anything broken yet. But I have not seen all the cards. So I can't answer that for certain. I think the playstyles are different enough and they reflect their WoW playstyles adequately.
For example, Mage has lotsa burn spells and pings. Warriors have a lot of charge creatures (can attack the turn you cast them). Shaman's has windfury creatures (can attack twice a turn) and totems.
But seeing as I like control in MTG, I find warlock and priest suits my playstyle the most due to some of the card drawing abilities I've played around with.
Last edited by Cyanide; Sun, 25th-Aug-2013 at 2:17 AM.
Granted I don't actually have beta yet so take this with a grain of salt, but I don't think you can compare MTG with hearthstone with any substantial reasoning. It's kind of like comparing fine wine and grape juice, they're just not on the same level.
Yes they're both TCG's but MTG was released in 1993 and has spent 20 years maturing and re-inventing itself, making mistakes and growing. Hearthstone released a closed beta less than a week ago.
There are going to be a lot of things that are going to need tweaking and adapting.
The thing I am most excited for is that if a small team can create some of the synergy that they do have in their decks, and with the folding of the warcraft tcg, the potential for growth is huge.
Anyway, that's probably a little more than my two cents, maybe i have spent too much time on reddit.
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An unashamed plug for myself.
FYI guys Blizzard has been testing this in house for the last 2 years. And they have the MTG guy working for them. It was his idea to create WCS and I think he probably had a big say in this too!
Hearthstone is going to be like what WoW was for MMOPORGS imo. Gonna disrupt the industry and emerge the leader. I cant believe no one even thought of making it online in an easily playable format like this before.
I believe MTG doesn't call it an online trading card game because someone has a patent on the phrase (with MTG they are digital objects I think). I expect Blizzard will be doing a similar thing (although also the not trading thing).
Originally Posted by nirvAnA
***CENSORED*** no leaking cyanide!
Ooops! >.< Sorry boss!
I think the biggest plus, which I admittedly didn't emphasize enough, is how easy it is to pick up and put down.
I compare it to MTG a lot because Wizards of the Coast (WotC) is simply unrivalled in the TCG arena and have been that way for the past 20 years (this year is magic's 20th anniversary!)
I think MTG's biggest strength is their ability to keep things fresh and the vast amount of lore that they have created.
Like I've said before. All the "bad" points that I've raised, are simply the product of keeping things simple. And that is perfectly fine.
And seeing how it is most likely going to be ported on tablets. They will DEFINITELY dominate the smart phone/tablet market for a long long time. Most downloaded app in a single day on release.
Once again, cannot emphasize how straightforward and simple this game is.
Yet, despite that. THERE IS some amount of depth to the gameplay and synergy between cards.
The reason why I was complaining about not being to interact/react more to opponents is because flooding the board with creatures (max 7, anything thing I don't like. But.. SIMPLE, remember that word) seems to be the best way to play.
As opposed to trying to lock down their creatures with spells like hex and polymorph or taunt creatures. Because you won't have enough of such spells to sustain it and having 1 or 2 bombs that can be easily removed is not enough.
Hence I said game play, a lot of times, becomes a straight up race. Where you race to get the most creatures out and just pummel your opponent to death.
I am keen to see how the balance feels between the classes and how long it takes to build a deck if you decide to truly not spend money on it.
I hear most people are suggesting an increase in the gold per win as it is far too slow to progress otherwise, but it is in beta so we will see what roles out over the coming weeks.
I cant say I have ever seen a game role out with such hype before.... but I too have been biten by the bug. Fingers crosses for the next rollout / sweepstakes.
Preface: I've never really gotten into card games like this - I used to play Magic (irl with the cards I mean) back when I was at primary school waaaaaaay back in the mid 90s, but that wasn't even really "playing" we made our own rules for how the game is played.
I'm really struggling to find things I like about this game. I'm not really a fan of how pay-to-win (aka World of Tanks) it is, I don't like a large amount of the luck factor involved - and for the life of me I can't figure out why when you play cards to attack/whatever - WHY DON'T THEY HAVE A LITTLE BATTLE LIKE IN BATTLE-CHESS? (Anyone remember that game?)
The pay-to-win: Sure I can understand why Blizzard wants to FINALLY have a game using a micro-transactions model, but god damn why did it have to be a pay-to-win structure like WoT? I swear if they had a cosmetics thing in SC2 all the people would buy tophats on zealots. ALL OF THEM.
The luck factor: It's not exactly a huge deal, but it's something that messes with my brain when I play this. I know it's "part of the game" what cards you pick up from your deck and "you should make a better deck n00b" (more on that in a moment) but jeez it's frustrating sometimes when you have a couple of really nice cards, and they just never come up. On that; I really hate the "board clear" cards like Consecration and Hellfire. Kinda lame
The deck building: I know it's beta (and this suggestion is all over the beta forums) - but why isn't there something to help a complete noob like myself in how to build a deck? It doesn't have to be a full on guide, but just something. "Here guy, for your warrior deck get... lots of taunt cards so you can lol your armour value up to a ridiculous point - these cards might help x/y/z...". It's something funny for me really; because it took so long to get a nice little tutorial system in sc2 but this "easier" "casual" game has no hinting/tips at all.
The part I like: Using my tablet I can play this very very easily while I'm out in the kitchen/out the back or something. Heh heh heh.
Dingobloo has enlightened me to the "suggest cards" thing - this is nice but it doesn't say *why* we're doing things. Nor does it help with "TAUNT DECK" or those fancy kinda specific decks I see people talking about But I guess it helps a little.
I remember battle-chess. Those combat animations were hilarious haha.
Regarding pay-to-win. Just avoid playing constructed and play drafts. I plan to do that. That's probably the quickest way for you to get boosters without paying. And I believe coupled with dailies and going at least 5-3? (need confirmation) in Arena every time should be enough for you to go infinite.
Last edited by Cyanide; Tue, 27th-Aug-2013 at 9:17 AM.
I really keen to try this out so thank you all for sharing your experiences.
I want to see how it stacks up to Card Hunter and Magic...
Start Shamless plug
If you don't know what Card Hunter is and you like magic and D&D, you should check it out. Its a game lead by Jon Chey the co-founder of Irrational Games is putting out, which has been assisted design wise from some people you may know from Magic: Richard Garfield and Skaff Elias. Its in open beta, you just need to sign up and you'll probably get in within a week. http://www.cardhunter.com/
Apologies for the shamless plug here, but if it wasnt for Jon, I wouldn't of gotten my break into the games industry
I'm in the "coin is OP" camp as well. If given a choice, I'd go 2nd ALL THE TIME.
Here's my reasoning.
1) Coin is a card. This opens up many synergistic qualities. Sure you're a turn behind. But having card advantage + a card that can combo off other cards at 0 mana cost is insane. I believe it combos off rogue decks, not to mention cards like Twilight Drake etc.
2) Sure waiting 10 turns makes your coin (which is suppose to be an equalizer due to Player 1 going first) not as useful as it could have been early game. But it gives you a card draw at 0 cost. I value card draw really really highly.
3) Nothing to do with the Coin. Going 2nd, getting 4 cards with the option to reroll them is surely better than 3. Gives you more options to curve out better.
They just need to make Coin not a card to fix it. But for now, I really do prefer going 2nd any day.
Yu Gi Oh I remember that that was all I did during break and lunch when I lived in Netherlands, like 9 years ago, and my entire grade just sat and talked about that / watched two of us playing, etc.
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Alternates being known as AurA and AxS.Kumo
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