Hand Disruption?

Where has all the hand disruption mechanics gone???

I cant make my opponent drop that Shudderwock they have held since turn 1, or that Dr Boom since turn 2, or some other OP card that they been with holding for X amount of turns.

It seems with basically no hand disruption mechanics anymore that there is no punish to holding Dr Boom on turn 1, or other key combo cards.

Well maybe 1 punish that you can get faced down by Aggro but really is that the only way people want to beat turtling (I like to call it turtling because all they do is clear boards and hold cards)

Nowhere? We got (not counting cards that simply add cards to your opponent’s hand):

Demonic Project
Wild Bloodstinger
Unseen Saboteur
Blatant Decoy
Mischief Maker (affects top card of the both players’ deck)
Void Contract (destroys half of each player’s deck)

So, we got quite a few cards to mess with opponent’s hand/deck. But they’re very few and limited, admittedly. And you know what, that’s good. You don’t want too much of it in this game.

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But then do we really want to play games where opponents can hold onto cards that give too much value for 20 turns just to use them at the end.

Where you could do nothing about it??

These are not the same as howlfiend which could make you drop 3 out of 5 combo cards that you held onto for 15 turns.

If the other option is to have card(s) that completely shut down combo-decks, making them next to unplayable, yes. I’m quite sure we would. :slight_smile:

I just gave you a list of cards you can try and use to disrupt their combo… They’re not perfectly reliable. But I think that’s a good thing at the end of the day.

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Well this is where i think Howlfiend combo was acceptable as you had enough turns to draw your combo but if left too long the warlock could draw the howlfiend combo and completely disrupt your OTK combo or value plays such as Dr Boom, or Jaina/Guldan ( the amount of times I had a insta concede when the opponent dropped Jaina or Guldan was silly)

Surely this would make the game slightly more interesting than a series of turns that a lot of decks in Standard become.

I almost feel that a lot of meta decks will become very stale very quckly due to the fact that a lot of the turns could become automated due to you can only play what is in your hand and a small calculation of what your draw possibilitys are is required.

Lets face the facts that soooo many turns in sooo many games are the exact same, For example if you watch a Control Warrior against a Nomi Priest once the Warrior has identified the priest drawing cards like crazy they will know its Nomi so they hold Brawls, Warpaths, and other board clears til the end.

Its not a strategy if you can play a routine of cards but I would say a Strategy has be based around on-the-fly and making decisions based upon the cards you have and not the cards you could draw.

The same principle applies to the lotto, Sure I can pick a set of numbers but there is no guarantee which still leaves in a position of “Will my numbers be drawn?”

A prime example of this is someone going “all-in” on an Ediwin Van Cleef on turn 3 and asking “Does my opponent have a way to deal with this” scenario, this is not a split decision but more of a 50/50 case “Did my opponent draw X”

What’s so interesting about destroying your opponent’s win condition reliably every, or at least most of, the time? Because that’s what you’re asking for.

Welcome to card games!

Yeah? So? That’s called smart play and playing around your opponent. What’s wrong with that?

This is the dumbest thing I’ve read in a while.

Strategy is something you’ve planned and built your deck around. Sometimes it goes exactly as you want and draw the right cards. Sometimes you don’t and you have to improvise. Plus you’re have to adjust your playstyle against different decks.

Actually no, I take that back; THIS comparison is the dumbest thing I’ve read now.

Am I understanding this correctly that you just want more randomness to the game? You know, something people have been complaining about in Hearthstone for years.

May I suggest playing Highlander decks? Their decks are way more inconsistent since there can’t be duplicates and they try to win with their class Highlander card and maybe get lethal with Zephrys. They also usually try to generate more value with cards such as Shimmerfly, Marked Shot and Hunter’s Pack in Hunter. Way more unpredictable for your opponent. All they will know is that once you’ve played a card you (most likely) don’t have a second copy of it and plan their next move based on that knowledge.

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So you don’t want players to be able to hold cards but you want to be able to hold cards that disrupt the cards their holding? Doesn’t that seem hypocritical to you?

For the record, I think that any time it’s statistically right to keep a high mana card in your opening hand the majority of the time, then it needs to be looked at, as you should be punished by getting run over more than 50% of the time for doing so.

I also love hand/deck disrupt cards but am well aware that I’m fighting fire with a flamethrower, rather than being a firefighter.

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Well, considering that they effectively had one less playable cards for 20 turns, I do wonder why they even survived that long.
Keeping a powerful 10-mana card off the mulligan is only strong if you live to turn 10. And given that (assuming going first) you now only have two chances at a good 1-drop, only three chances at a good 2-drop, etc. … a lot of opponent will simply kill you before you are at 10 mana.

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I love hand disruption, I remember my friend was playing a Hooktusk combo deck. He plays Hooktusk ASAP then used lab recruiter and all that to put more in the deck to spam them on the field. However it doesn’t work when turn 2 you play demonic project to turn it into a blood imp

Haven’t read through the entirity of this thread but howlfiend + treachery is amazing if you can pull it off.

While demonic project can totally screw with minion win conditions (eg hakkar; mechathun and the like), it doesn’t affect spells or heroes like boom.

I just hate how when I play exodia mage warlock just discards my Antonio on 2 with gnomeferatu
What I 'd like is cards like “shuffle their highest cost card into their deck” and things like that which can affect any deck, like Aluneth and Luna’s for mage, Dr. Boom for warrior, Overflow for druid and so on

@Siperos :

What I am asking for is a bit less predictable gameplay due to the fact that nearly every game plays out the same once you have identified your opponents “win-condition”.

Whats the point in having 300 cards to choose from when less than 40% of them are actually used in Standard Decks?

I think that there needs to be more variety for the meta, I mean we have priest with Shadowform (Whens the last time this was played), We have Warlocks with Jaraxxus for 2 examples of cards that are forgotten about and hardly never used, a Cenarius druid style deck.

Thing is if a person dares to step out of the meta the deck created is called a meme deck because its not a simple netdeck.

I would love to see a Shadow Priest style deck, or a Jaraxxus deck which actually works, or a Shaman deck which is not only Murloc or Battlecry,

You understand what I am trying to say that each class needs more valid meta decks because when you only have 1-2 styles of decks per class it becomes old fast as the turns can basically be predicted.

Dying before turn 10 is basically an Aggro rush down, What I was asking is that how could you punish your opponent for holding high-cost cards from low mana without playing Aggro?

Simple you cant.

What I would like to see is a partial Plot Twist you can use against your enemy.

Something like “Shuffle the lowest-cost card in your opponents hand to their deck.” on a 5+ mana thingy. Maybe a 2/2 Epic?

I’m going to call you out on this one. Just because it’s a non-meta deck, it isn’t a meme deck. Anyone that calls a non-meta deck a meme deck is ignorant. Some of the people that post here create decks to counter the meta and they use them successfully. I’ve had one experience like that myself. None of those decks are memes.

My Stalag/Feugen Rez Priest… that’s a meme deck! I know it is, everyone that saw it knows it is. Any deck that is a fun, non-competitive deck is potentially a meme deck. It’s not the meta that defines the meme but the meme itself. My Jade Shaman… nope, that’s not a meme deck. My Katrina decks, nope, not memes! Depending on the meta they are weak or strong, but definitely not memes.

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you people ask for hand disruption now I ask they don’t, enough Gnomeferatu burning my Antonidas in exodia mage on turn 2-3 and 4

Then that’s the risk you play when you play a combo based deck which relies upon 1 card to win, I always thought the whole point of playing a card game was to play cards.

It relies upon multiple cards that used perfectly grant you a clean victory,

I literally play more cards than a control warrior in order to get where I get, combo decks have already enough “risks” of their own
Wrath paladin-aggro decks overdraw and armor
mech’thun warlock-health total rush down overdraw and fatigue
Exodia mage-snowball minions, burn from hand aggro decks in general, huge armor gain, immunity cards (paladin mage and rogue have those and are likely enough to run them) and fatigue

loosing on turn 2 is my problem here, I killed absolute imbeciles who got that with 4 buffed apprentices and discovered burn, it’s hard but it’s proof of my work, the thing is, I work to win and they get lucky, and they win

fucc hand disruption, something like Dirty Rat is acceptable, the 5/6 saboteur too as you can work to beat those, but not demonic project and everything else they’ve been pushing that works like those, there’s no risk for the one using the hand disruption

[quote=“Sheercold-21753, post:17, topic:1874”]
It relies upon multiple cards that used perfectly grant you a clean victory,

This sentence says "If you can stall the game long enough and draw your multiple cards then you win, Its that simple.

In some matches you will be favored and in others you will not"

To me it feels almost like if they added a Legendary “When drawn you win the game” and because it has a 1 in 30 chance to be drawn (Without the mulligan stage, card draw, etc.) It can still produce the same outcome as a OTK Combo deck.

Hand disruption is maybe not the right way to go about it but I am struggling to think of anothe way which might shake up the boredom of predictability in HS.

I just want a mode which has less predictability in it and more actual decisions based on what a player has in their hand instead of what could be drawn next.

Maybe a No RNG/Spells mode, So all cards are base value with no effects / battlecrys etc and the game comes down to how you play those minions through out the game is what wins you the game essentially, Not because you combo,ed your shirvallah with Holy wrath, or managed to flood the board with small minions and your opponent couldnt answer.

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Sounds like you want to play Arena.

We need Gnomsfertu’s cousin in the new meta.