After the thrashing he got in the reno priest video, Marshfield decided to embrace the Dark side and play cards of all time warlock. Truly a Marshfield moment
Chat continuously giving their opinions on how they’d change a card always makes me thankful they have no control over how cards can get changed. Those were really some of the suggestions of all time. 😭
Ice block cloud turn the other iceblocks into hypothermia (the wow debuff to prevent mages from iceblocking all the time) and hypothermia needs to be played before another ice block can be activated
clumsy stewart make them rage too....got them to discard few key card or force use cards they wanted to save....also thinking to replace my heckle bot by soul seeker.....hecklebot did backfire from time to time by giving opponent exactly what they wanted
who is this popular? does he have more demands? is he holding you captive? play some form of triple krush highlander hunter in your next video if we need to send help!
I think an interesting route to go with ice block is maybe that ice block “melts” overtime which either means it gets worse if it sits in your hand or everytime you play it. I cant think of anything too flavorful for what the melted version/s look like but I think that would be a cool way to do it
Ice Block rework ideas: - "If your Health is at 10 or lower after taking damage, become Immune this turn." - "When your hero takes fatal damage, prevent it, gain Divine Shield and become Elusive this turn." - "When your hero takes fatal damage, prevent it and freeze all enemies." - "When your hero takes fatal damage, prevent it and gain that much Armor instead."
I think the cleanest solution to Ice Block is to just treat it like the Invoke stuff and remove it from random generation pools and discover effects. You get the Ice Blocks you put in your deck and that's it.
Marti I found the perfect solution for iceblock. Change it to "when your hero is attacked freeze every minnion on board until next turn" it still gives that protection mage needs but it stops the abuse.
idea for ice block nerf: "Secret: When your hero takes fatal damage, prevent it. Once per game, become immune this turn." or: "Secret: When your hero takes fatal damage, prevent it and gain (twice?) that much armor."
The transform idea for Ice Block sounds neat, but it's hard to make it concise while still catching all the corner cases. I'm on board with Legendary and only triggering off the first time you'd take lethal. That's clean and simple card text, with just a gem change and an added word. If it also gets the titan treatment and is removed from random and random-discover pools, that covers most of the ways a player could back into getting stuck with multiples. It would still be possible to have one recast in a couple different ways, but I think players could adapt just fine.
Few years back, every time I would say that tickatus was my least favorite card, I'd get someone saying how stupid that opinion was because it wasn't even that good. And I'd have to explain again that we generally hate when fringe Druid decks spend 100 mana on turn 3, but just because that deck's winrate and prevalence were in the gutter doesn't make that experience not miserable. Cards don't have to be good to be obnoxious! (and ticky has since moved up the ranks for me since it left standard)
As a former legend level Faeria legend player I will point out that they moved away from the card pack model and it sort of killed the game. This might be because they didn't start with a different model or it might be because they had other balance issues but I loved the game, especially the board and land aspects, and I miss it dearly. You should check it out
Ice block chat: Introduce a new rarity (call it mythic or something). "You can only run one in the deck and it CAN'T be discovered, or generated (nor can it go in ETC)". I would also make Hero cards the same way
since we're all saying our ice block nerfs heres mine. "Your health cannot be reduced below 1. until the end of your next turn your hero can't be healed." that's it if someone hits you for 30 your at 1 until they start their turn or you take a second turn. it prevents all the stupid calculation on how to take the mage to 1 trigger iceblock then they heal then they ice block recalculating how to get back to one they heal again random ice block. sure they could ice block get blasted to 1 ice block blasted ect. but your not having to deal 90+ damage cause of life steal or whatever
They should simply add a legendary paladin secret 'bubble, lay on hands' - basically the same as ice block, but with a full heal attached! Who could still complain about ice block with that in the game!? No? Not a good logic!? Yeah, thought so ^^
How about this with Iceblock. Once you take fatal damage, become immune and cast Hypothermia. Hypothermia, iceblock cannot activate. Is removed after casting a fire spell
17:40 lol, marshie. I love that you're talking about what is effectively "surveil 1, draw a card" in mtg. Just the effect of of surveil is so good, not even having the draw might still be worth it.
I could see some mtg deck playing 0 mana surveil 1 with some direct synergy, but I just think its funny that all Pokemon decks can run 4 copies of 0 mana surveil 1 draw a card and most dont even run 1, considering every Magic and HS deck would run max copies.
@@MartianBuu funnily enough we actually have a spread of people running lands that surveil 1 but they're nearly all 1-offs. I think I agree that if there was a card that was 0 mana surveil 1 it'd probably be run but I'm not confident they'd figure it out quickly or that when it would be run that people would immediately understand the value of the effect. I see enough of folks misplaying with Leviathan to feel less than confident about it's adoption.
@oompaloompagrande To be clear, I dont think decks would run it without the draw for its own merits, which is why I mentioned direct synergy. Running a land with surveil 1 doesnt surprise me, that has the extra value of being a land.
@@MartianBuu You're probably right, mtg has a graveyard and the value of deck manipulation for mana which makes surveil inherently valuable. Well, the above and our habit of abusing the aforementioned graveyard. In mtg the decks don't need synergy because the benefit is in the information, not necessarily the other cards. Then again, there could reach a point in Wilds existence where a combo deck may just want to junk cards to get to a small number of combo pieces, similar to Togg druid.
My friend loved to play renowarlock especially with Tickatus. But he‘s missing Reno Lone Ranger and Pop‘gar. He is f2p and he only has about 2800 dust. Which of these two would you say is the better one. Reno could be used in other highlanderdecks but he is actually warlock maine. He is just playing aggrodecks for the 10 ranked games because of time. But he really loves playing Renowarlock. May he could dust another cards to get both, but is there a good replacement for them if not?
I just dischanted a golden Tickatus that I used to play in standered from my collectoin bc I didnt see anyone using it in the wild, and now this vid comes out.😭 I thought it was a safe disenchantment.😢
I watched this video across two days and seeing all the Ice Block comments was like, man, that wasn't even in today's video! Shut up about it already! ...oh wait...
What if they added a new keyword "Cooldown" in a future expansion and Ice Block had something like Cooldown 1 or 2, meaning it couldn't be cast (Rommath included) for 1 or 2 turns (idk what'd be a good number). That way if you could somehow survive using armor or heals you could eventually recast Ice Block, probably still annoying but far less of a problem than these decks that just recast every turn at 1 hp.
ice block #1, as is ice lock #2, as is, but gains "after this secret is triggered, lose the game the next time you end your turn." the first one buys you plenty of time and lets you reno to heal if wanted. it already gave you 1 turn at least if you reno maybe more. one ice block doesnt feel that terrible design wise. but with each copy or replay effect it becomes a bit oppressive. giving the second one a one last turn clause imo let's it still be good for stall in decks that need just one more turn to combo and win, but doesnt allow for the the hostage mage style from repeats and extra discovers. also while you could discover an extra one early the ones in your deck become dead since there is never a 3rd ice block since the second kills you. there would also be some counterplay if you suspect your opponent is running a second ice block you might be able to pop it and heal / play some taunts to stall out their last turn and win.
Not once per game, but make it legendary and it can't be triggered by repeating spells or minions like rommath. Keep it discoverable and available through rewind, but not triggered by a rewind cast by rommath.
That demonhunter player in the first game played so bad ... He missed his hero power too much and at the end he missed lethal. If he played the adrenaline fiend before using the location, he would have won.
@@Chimeraeateverything It's purely for the turn it's activated on. It can be played around, and further charges and direct damage can trump it. And it's just an idea I came up with on the spot so... not a joke but not thought about too hard.
@@MartianBuu haha you read my mind..and i def still think he's broken XD Theo/Old Illucia > Tickatus personnaly in term of balance......well maybe someday your oppinion would change but i guess its not the time yet...dreading the day they enable him as a 3 mana card "3 mana: draw 2 demons, reduce their cost by 3"..they would def print something like that the way they're headed :S
Ice block should just reduce the damage ur hero takes for that turn to 1. Would be good combo with ice barrier too. OR have iceblock let you gain armor based off how much damage you took during your opponents turn. ORRRRR just make iceblock a gain armor when opponent plays a spell *shrugs*
meow :)....new ice block.....3 mana legendary secret.....once per game: block fatal dmg and become immune untill your turn ... for the rest of the game: freeze minions hitting your hero.....like ? or want to booooo me away ? XD
Regarding outro, i understand the merits you are suggesting, but just for me specifically, i would not play that game. one of the reasons i play wild IS the synergy of old cards with the new ones. be it the new turbo broken tier 1 decks or new rank floor/low mmr garbage synergies just to have fun (pre nerf jailer with bolf ramshield as an example)
16:07 I wonder if something like Iono, Roxanne, Unfair Stamp, Ace Trainer, or N would be an interesting card design in Hearthstone. Not necessarily a super-huge board reversal or anything, but some sort of card that scales with how far ahead your opponent is and targets the HAND specifically. Not sure how good it would be, but I think it'd be interesting to see in today's Hearthstone (as many aggressive decks have easy ways to refill their hand or play minions that Discover or Draw something else). One of the main problems many have with Modern HS is just how explosive it's gotten. Sure, there's something to be said about player agency (as huge blowout turns are never received well by the one on the receiving end), but, in today's HS, if you play a bunch of minions on your turn, you can reasonably expect that, like, 80% of the board won't live to attack, and your opponent builds up a board of their own. I think it's time to see something different besides creating bigger and cheaper board wipes and bigger and cheaper board floods. Converting your opponent's HAND from a bunch of reload into potentially one or two dead cards seems like an interesting mechanic: do I attack with my minions this turn, and run the risk of making an Iono potentially more devastating, or do I build a bigger board and push for lethal on the next turn? HS has always been very, very careful about hand-manipulation in the past (Rat, Theotar, Saboteur, Illucia, etc.), but there's so much in the game right now that replaces itself in your hand when played that I wonder how disruptive it'd actually be. I understand that, at least in Pokemon, card draw is a lot more plentiful, meaning that stuff like Iono doesn't get too "out of hand" (pun intended), but, again, I'm curious to see if "Disrupt your opponent's hand. Gets stronger the less life total you have" would be too strong or too weak. Also, interesting call on Trekking Shoes. Moon and Bolt still sometimes play 4-of, but I hadn't noticed that these lists are cutting that 4th or even 3rd Trekking.
Runeterra failed cause its mechanics didn’t have broad appeal. Its system was slightly different because it wasnt loot boxes but it still gaited individual cards behind time and money, it was not different in the way Im talking about.
@JustDalton Snap has a lot of gameplay innovation, but its monetization model is the same (other than that its greedier). It is not different in any way relevant to the conversation.
@@MartianBuu - I played SNAP for like a year, and HS on and off for many years. With SNAP, I never felt gameplay pressure to buy their packs and still win, whereas some competitive HS decks live and die by singular rare/expensive cards. If someone *wants* to spend $500 on cards I’m fine with that, as long as I don’t have to spend $500 to stay competitive. In that aspect, HS felt much worse. With HS I felt like I was endlessly grinding just to get packs to turn into dust. With SNAP I just found myself with decent cards to make new decks with as I leveled mostly f2p. It’s sort of like the $1,000 sushi roll at a local sushi bar that has gold leaf and a diamond on top. What do I care if it exists when I can just order the roll without that stuff for $20?
@@MartianBuu - I never felt gameplay pressure to buy in SNAP, but in HS decks live or die based on single cards. Weird that it’s “more greedy” but I could play and win without buying anything.
@@MartianBuu Interesting. How about Dar’khan? I imagine a little slow? Looking at upgrading my Reno lock post expansion but I’m liking the look of the new cards.
Love it or hate it, but Marvel Snap has taken a new approach to card releases. Instead of a single big release once every few months, you get 4-5 new cards every month. Put those behind some FOMO tactics and you have a stew going. Now, it does mean that Snap is even less "static" than Hearthstone, but whether that's good or bad is really a matter of personal preference. For my sake, I stopped playing Snap because I was trying to keep up with both Hearthstone and Snap simultaneously.
Stop talking about iceblock and nerf fucking Demon Seed. They already killed quest mage, that was the only deck that consistently fucked with demon seed. Most cancer interaction in the games history.
i started playing hearthstone back when it came out and there were literally just standard and Goblins/Gnomes expansion. Iceblock was always the most frustrating to play against, oh you habe full board? well fuck you i can use 2 iceblocks and still do fireballs into your fucking face hahaha. No not funny at all, its just way too powerful even if it would cost 3 mana more. i always wished for it to be deleted, so yes, either regulate it to just make it one, or just fucking nerf it to the ground, 10 mana cost or something
Iceblock should be “whenever you take fatal damage, take x-1 damage instead and become immune for this turn” where x is the times you used iceblock, so the first time you take 0 dmg, second 1, ecc.
You cant get bounce around from random discovers, but you could for example produce more of it with volume up and rewind, and recast it with Rommath which are the problems with Ice Block. They could make a new rule just for that, but I think playing a card like Varden or Rommath and it not recasting Ice Block will appear like a bug and make bad gameplay experiences. I prefer many other solutions over this one.
After the thrashing he got in the reno priest video, Marshfield decided to embrace the Dark side and play cards of all time warlock. Truly a Marshfield moment
Iceblock should just be once per game... of Hearthstone. All of it.
It can be played once, by one person. For the rest of eternity.
It's like a hall pass that gets hands to a new person each day
Chat continuously giving their opinions on how they’d change a card always makes me thankful they have no control over how cards can get changed. Those were really some of the suggestions of all time. 😭
Imo the cleanest ice block nerf is making it
“when your hero takes fatal damage, prevent it
Once per game: and become immune this turn”
Nah "if this card didn't start in your deck, destroy your hero instead" 😂 or.. "do nothing"
I prefer the first one 😅
Ice block cloud turn the other iceblocks into hypothermia (the wow debuff to prevent mages from iceblocking all the time) and hypothermia needs to be played before another ice block can be activated
Nothing butters my biscuit more than that turn 1 altar of fire lethal against charge druid
clumsy stewart make them rage too....got them to discard few key card or force use cards they wanted to save....also thinking to replace my heckle bot by soul seeker.....hecklebot did backfire from time to time by giving opponent exactly what they wanted
10 years and Ice Block still angers a vast number of players. Oh, Hearthstone.
Ice Block: When your hero takes fatal damage, prevent it, and lose 1000 Dust and 2000 Gold.
This is the all time video of all time that contains Martian Buu playing Reno Warlock. Fascinating!
who is this popular? does he have more demands? is he holding you captive? play some form of triple krush highlander hunter in your next video if we need to send help!
I think an interesting route to go with ice block is maybe that ice block “melts” overtime which either means it gets worse if it sits in your hand or everytime you play it. I cant think of anything too flavorful for what the melted version/s look like but I think that would be a cool way to do it
ice block turns into rising waves after 3 turns
Video titled Reno Warlock
Look inside
Ice Block
Ice Block rework ideas:
- "If your Health is at 10 or lower after taking damage, become Immune this turn."
- "When your hero takes fatal damage, prevent it, gain Divine Shield and become Elusive this turn."
- "When your hero takes fatal damage, prevent it and freeze all enemies."
- "When your hero takes fatal damage, prevent it and gain that much Armor instead."
My Ice Block nerf suggestion is "Secret: When your hero takes fatal damage for the first time this game, prevent it and become Immune this turn."
the editing with the opposing tickatus montage was amazing
I think the cleanest solution to Ice Block is to just treat it like the Invoke stuff and remove it from random generation pools and discover effects. You get the Ice Blocks you put in your deck and that's it.
But you can still loop the Ice Blocks from your deck. I believe "Once per game" is the only true solution.
@@KrivitskyM why not twice per game because its an epic?
What if you just straight up ban ice block?
As a representative of chat, I am happy you played Renolock.
Marti I found the perfect solution for iceblock. Change it to "when your hero is attacked freeze every minnion on board until next turn" it still gives that protection mage needs but it stops the abuse.
11:07 well, there was that time that living roots became an epic for a while. Hysteria too, no?
idea for ice block nerf:
"Secret: When your hero takes fatal damage, prevent it. Once per game, become immune this turn."
or:
"Secret: When your hero takes fatal damage, prevent it and gain (twice?) that much armor."
Vibe check Marshie, are you chillin rn?
Ye 🤙
What’s it like talking about Ice Block every day?
I believe he records several videos on the same day. So this Is continuing the conversation of the same stream.
So many feelings about ice block
The transform idea for Ice Block sounds neat, but it's hard to make it concise while still catching all the corner cases.
I'm on board with Legendary and only triggering off the first time you'd take lethal. That's clean and simple card text, with just a gem change and an added word.
If it also gets the titan treatment and is removed from random and random-discover pools, that covers most of the ways a player could back into getting stuck with multiples.
It would still be possible to have one recast in a couple different ways, but I think players could adapt just fine.
i got my eye away when you used reno against the DH an then after like a second i looked back and you were barely surviving at 1 health wth happened?
I love Warlock as much as dunking on those lame ahh combo decks. This seems like a perfect one for me. Great one.
You know it's a good deck when two of the games are opponents missing lethal.
I don’t have Tickatus and Lord Godfrey. What are good replacements for these cards?
Godfrey replacement is whatever card you want really, but without Tickatus Id build the deck completely different.
Few years back, every time I would say that tickatus was my least favorite card, I'd get someone saying how stupid that opinion was because it wasn't even that good. And I'd have to explain again that we generally hate when fringe Druid decks spend 100 mana on turn 3, but just because that deck's winrate and prevalence were in the gutter doesn't make that experience not miserable.
Cards don't have to be good to be obnoxious! (and ticky has since moved up the ranks for me since it left standard)
As a former legend level Faeria legend player I will point out that they moved away from the card pack model and it sort of killed the game. This might be because they didn't start with a different model or it might be because they had other balance issues but I loved the game, especially the board and land aspects, and I miss it dearly. You should check it out
Making future Ice block become like a shield block after the first one activates
im up wayyyy to early today glad to have this accompany me until the sunrises :)
Secret: When your hero takes fatal damage, prevent it and become Immune this turn. Your opponent's hero is immune next turn.
Ice block chat:
Introduce a new rarity (call it mythic or something). "You can only run one in the deck and it CAN'T be discovered, or generated (nor can it go in ETC)".
I would also make Hero cards the same way
Maestea crying in the corner
Why would you ruin the hero cards this way? Other that Reno, Lone Ranger there isn't any hero card that is broken when you copy it multiple times.
since we're all saying our ice block nerfs heres mine. "Your health cannot be reduced below 1. until the end of your next turn your hero can't be healed." that's it if someone hits you for 30 your at 1 until they start their turn or you take a second turn. it prevents all the stupid calculation on how to take the mage to 1 trigger iceblock then they heal then they ice block recalculating how to get back to one they heal again random ice block. sure they could ice block get blasted to 1 ice block blasted ect. but your not having to deal 90+ damage cause of life steal or whatever
Personally I’m a big fan of at least starting with twice per game but transforming does sound interesting
why not playing zeph to get twisting nether and removing the locations to deny spell damage?
They should simply add a legendary paladin secret 'bubble, lay on hands' - basically the same as ice block, but with a full heal attached! Who could still complain about ice block with that in the game!?
No? Not a good logic!? Yeah, thought so ^^
How about this with Iceblock.
Once you take fatal damage, become immune and cast Hypothermia.
Hypothermia, iceblock cannot activate. Is removed after casting a fire spell
Dear Lord Godfrey, might this be the pile of cards of all time?
what if ice block couldn't trigger more than one turn in a row? so every other turn it won't trigger.
marshie villian laugh to start the video
17:40 lol, marshie. I love that you're talking about what is effectively "surveil 1, draw a card" in mtg. Just the effect of of surveil is so good, not even having the draw might still be worth it.
I could see some mtg deck playing 0 mana surveil 1 with some direct synergy, but I just think its funny that all Pokemon decks can run 4 copies of 0 mana surveil 1 draw a card and most dont even run 1, considering every Magic and HS deck would run max copies.
@@MartianBuu funnily enough we actually have a spread of people running lands that surveil 1 but they're nearly all 1-offs.
I think I agree that if there was a card that was 0 mana surveil 1 it'd probably be run but I'm not confident they'd figure it out quickly or that when it would be run that people would immediately understand the value of the effect. I see enough of folks misplaying with Leviathan to feel less than confident about it's adoption.
@oompaloompagrande To be clear, I dont think decks would run it without the draw for its own merits, which is why I mentioned direct synergy.
Running a land with surveil 1 doesnt surprise me, that has the extra value of being a land.
@@MartianBuu You're probably right, mtg has a graveyard and the value of deck manipulation for mana which makes surveil inherently valuable. Well, the above and our habit of abusing the aforementioned graveyard. In mtg the decks don't need synergy because the benefit is in the information, not necessarily the other cards.
Then again, there could reach a point in Wilds existence where a combo deck may just want to junk cards to get to a small number of combo pieces, similar to Togg druid.
My friend loved to play renowarlock especially with Tickatus. But he‘s missing Reno Lone Ranger and Pop‘gar. He is f2p and he only has about 2800 dust. Which of these two would you say is the better one. Reno could be used in other highlanderdecks but he is actually warlock maine. He is just playing aggrodecks for the 10 ranked games because of time. But he really loves playing Renowarlock. May he could dust another cards to get both, but is there a good replacement for them if not?
I think popgar is just a decent card to have for this, not essential. Reno hero is essential.
I just dischanted a golden Tickatus that I used to play in standered from my collectoin bc I didnt see anyone using it in the wild, and now this vid comes out.😭 I thought it was a safe disenchantment.😢
If it helps this deck is for funnies and not for results.
@MartianBuu it does help. Thanks lol
I watched this video across two days and seeing all the Ice Block comments was like, man, that wasn't even in today's video! Shut up about it already! ...oh wait...
that diamond zeph looks sick. mr richy rich over here.
I think iceblock should just be like once every 3 turns o once every 5 turns to remain its flavor and balance it
Couldn't they make it so you can't discover/generate time warp and ice block like they did with triple rune cards or titans?
I think the most viable solution to Ice Block is to make it melt once global temperatures increase by +2C
What if they added a new keyword "Cooldown" in a future expansion and Ice Block had something like Cooldown 1 or 2, meaning it couldn't be cast (Rommath included) for 1 or 2 turns (idk what'd be a good number). That way if you could somehow survive using armor or heals you could eventually recast Ice Block, probably still annoying but far less of a problem than these decks that just recast every turn at 1 hp.
ice block #1, as is
ice lock #2, as is, but gains "after this secret is triggered, lose the game the next time you end your turn."
the first one buys you plenty of time and lets you reno to heal if wanted. it already gave you 1 turn at least if you reno maybe more. one ice block doesnt feel that terrible design wise. but with each copy or replay effect it becomes a bit oppressive. giving the second one a one last turn clause imo let's it still be good for stall in decks that need just one more turn to combo and win, but doesnt allow for the the hostage mage style from repeats and extra discovers. also while you could discover an extra one early the ones in your deck become dead since there is never a 3rd ice block since the second kills you. there would also be some counterplay if you suspect your opponent is running a second ice block you might be able to pop it and heal / play some taunts to stall out their last turn and win.
They really need to buff ice block. Im worried about how little its played and how ineffective it is.
What if they buffed ice block to giving scaling immunity turns per use
I like mage pls dont hurt my beloved ice block (its the most frustrating card in the game)
The sheer amount of burst that that DH had was absurd
He also had lethal, but aggro players don't know math (thankfully)
Could u make this deck for poor man like me. Maybe just 30 card with core leg? Bc i like this deck so much but it has lots of leg. Tks u
"if you can't beat him, ally with him!"
Could turn subsequent iceblocks into excess mana type cards like what wild growth on 10 does
Not once per game, but make it legendary and it can't be triggered by repeating spells or minions like rommath. Keep it discoverable and available through rewind, but not triggered by a rewind cast by rommath.
i don't follow all the news as close as most diehard players. why did renathal get re-introduced?
Its back in standard as a temporary event
Lol at the two first opponents that missed lethals :D
Came here with a Sus take on Ice Block, but I see that literally EVERYONE else had the same idea
🤣
That demonhunter player in the first game played so bad ... He missed his hero power too much and at the end he missed lethal. If he played the adrenaline fiend before using the location, he would have won.
New ice block: when you would receive fatal damage, reduce it to 0 and freeze the enemy board and hero.
I get that it’s a joke but freezing their minions would just unfreeze them the next turn
@@Chimeraeateverything It's purely for the turn it's activated on. It can be played around, and further charges and direct damage can trump it. And it's just an idea I came up with on the spot so... not a joke but not thought about too hard.
@@Sephiko oh mb
Idk why, but tech pile warlock seems more fun to play then tech pile priest
Loved the editing of the Tickatus montage 😂
ppl back then....Tickatus is not a broken card its fine !....ppl today.....argh....why T_T
@bllllood getting wrekt by Tickatus is good content, I still think its not broken and is fine 😁
@@MartianBuu haha you read my mind..and i def still think he's broken XD Theo/Old Illucia > Tickatus personnaly in term of balance......well maybe someday your oppinion would change but i guess its not the time yet...dreading the day they enable him as a 3 mana card "3 mana: draw 2 demons, reduce their cost by 3"..they would def print something like that the way they're headed :S
Ice block should just reduce the damage ur hero takes for that turn to 1. Would be good combo with ice barrier too. OR have iceblock let you gain armor based off how much damage you took during your opponents turn. ORRRRR just make iceblock a gain armor when opponent plays a spell *shrugs*
arnt card packs basically loot boxes?
That was my point, yes
@@MartianBuu I did the classic RUclipsr comment thing where I made a comment 1 sec after hearing the beginning of the discussion
Oh my, its the dreaded milllock 😂
meow :)....new ice block.....3 mana legendary secret.....once per game: block fatal dmg and become immune untill your turn ... for the rest of the game: freeze minions hitting your hero.....like ? or want to booooo me away ? XD
Just make Iceblock evasion for mages... Evasion is decent but it doesn't prevent lethal damage at least.
I don't think the iceblock is the problem It's just the cards that enable playing it infinitely *cough* romath *cough*.
I missed he saying ''fragile minds''
Regarding outro, i understand the merits you are suggesting, but just for me specifically, i would not play that game. one of the reasons i play wild IS the synergy of old cards with the new ones. be it the new turbo broken tier 1 decks or new rank floor/low mmr garbage synergies just to have fun (pre nerf jailer with bolf ramshield as an example)
A wild Marshi appears
16:07 I wonder if something like Iono, Roxanne, Unfair Stamp, Ace Trainer, or N would be an interesting card design in Hearthstone. Not necessarily a super-huge board reversal or anything, but some sort of card that scales with how far ahead your opponent is and targets the HAND specifically. Not sure how good it would be, but I think it'd be interesting to see in today's Hearthstone (as many aggressive decks have easy ways to refill their hand or play minions that Discover or Draw something else).
One of the main problems many have with Modern HS is just how explosive it's gotten. Sure, there's something to be said about player agency (as huge blowout turns are never received well by the one on the receiving end), but, in today's HS, if you play a bunch of minions on your turn, you can reasonably expect that, like, 80% of the board won't live to attack, and your opponent builds up a board of their own. I think it's time to see something different besides creating bigger and cheaper board wipes and bigger and cheaper board floods. Converting your opponent's HAND from a bunch of reload into potentially one or two dead cards seems like an interesting mechanic: do I attack with my minions this turn, and run the risk of making an Iono potentially more devastating, or do I build a bigger board and push for lethal on the next turn? HS has always been very, very careful about hand-manipulation in the past (Rat, Theotar, Saboteur, Illucia, etc.), but there's so much in the game right now that replaces itself in your hand when played that I wonder how disruptive it'd actually be.
I understand that, at least in Pokemon, card draw is a lot more plentiful, meaning that stuff like Iono doesn't get too "out of hand" (pun intended), but, again, I'm curious to see if "Disrupt your opponent's hand. Gets stronger the less life total you have" would be too strong or too weak.
Also, interesting call on Trekking Shoes. Moon and Bolt still sometimes play 4-of, but I hadn't noticed that these lists are cutting that 4th or even 3rd Trekking.
Another riveting game of Chumbostone
As for your outro, legends of runterra has no packs at all, it probably failed because of it though
Runeterra failed cause its mechanics didn’t have broad appeal.
Its system was slightly different because it wasnt loot boxes but it still gaited individual cards behind time and money, it was not different in the way Im talking about.
the opressed becomes the opressor
As usual nice outro comment!
I am very happy!
SNAP has a different (non- card pack) model.
Surface level difference, base level same. Still loot box.
@@MartianBuu - I agree that it’s a variation, but it’s at least an attempt to do something new/different.
@JustDalton Snap has a lot of gameplay innovation, but its monetization model is the same (other than that its greedier). It is not different in any way relevant to the conversation.
@@MartianBuu - I played SNAP for like a year, and HS on and off for many years.
With SNAP, I never felt gameplay pressure to buy their packs and still win, whereas some competitive HS decks live and die by singular rare/expensive cards.
If someone *wants* to spend $500 on cards I’m fine with that, as long as I don’t have to spend $500 to stay competitive. In that aspect, HS felt much worse. With HS I felt like I was endlessly grinding just to get packs to turn into dust. With SNAP I just found myself with decent cards to make new decks with as I leveled mostly f2p.
It’s sort of like the $1,000 sushi roll at a local sushi bar that has gold leaf and a diamond on top. What do I care if it exists when I can just order the roll without that stuff for $20?
@@MartianBuu - I never felt gameplay pressure to buy in SNAP, but in HS decks live or die based on single cards. Weird that it’s “more greedy” but I could play and win without buying anything.
No Dark Skies?
Its fine but also not great
@@MartianBuu Interesting. How about Dar’khan? I imagine a little slow? Looking at upgrading my Reno lock post expansion but I’m liking the look of the new cards.
Make ice block every other turn
Love it or hate it, but Marvel Snap has taken a new approach to card releases. Instead of a single big release once every few months, you get 4-5 new cards every month. Put those behind some FOMO tactics and you have a stew going. Now, it does mean that Snap is even less "static" than Hearthstone, but whether that's good or bad is really a matter of personal preference. For my sake, I stopped playing Snap because I was trying to keep up with both Hearthstone and Snap simultaneously.
Surface level differences, base level the same, primary game I had in mind when I said that.
Stop talking about iceblock and nerf fucking Demon Seed. They already killed quest mage, that was the only deck that consistently fucked with demon seed. Most cancer interaction in the games history.
i started playing hearthstone back when it came out and there were literally just standard and Goblins/Gnomes expansion. Iceblock was always the most frustrating to play against, oh you habe full board? well fuck you i can use 2 iceblocks and still do fireballs into your fucking face hahaha. No not funny at all, its just way too powerful even if it would cost 3 mana more. i always wished for it to be deleted, so yes, either regulate it to just make it one, or just fucking nerf it to the ground, 10 mana cost or something
That romath burn was superb 😂😂😂
Iceblock should be “whenever you take fatal damage, take x-1 damage instead and become immune for this turn” where x is the times you used iceblock, so the first time you take 0 dmg, second 1, ecc.
Oh my god, the entire time this guy is just whining about ice block. Its a strong card, get over it man
They’ve made up a rule where you can’t generate bounce around, I don’t see why they don’t do the same for ice block along side the once per game
You cant get bounce around from random discovers, but you could for example produce more of it with volume up and rewind, and recast it with Rommath which are the problems with Ice Block. They could make a new rule just for that, but I think playing a card like Varden or Rommath and it not recasting Ice Block will appear like a bug and make bad gameplay experiences. I prefer many other solutions over this one.
Verliere hart wegen schlechtem Spiel, Klau das Deck, hau den Clickbait rein und Abfahrt. Das kannste dir alles nicht mehr ausdenken.
Iceblock twice per game just like world of warcraft. Any discovered after that don't work, no need to do any weird changes.