While I typically don’t know what is going on, I think I know enough to eke by in conversation to get by. In a generation of youngins crawling the World Wide Web, it is important to know some memes, to “speak the language.” Memes come and go, but the very best have long-lasting value. There is no question that my favorite Hearthstone-related meme is the phrase “fun and interactive,” a phrase used to explain a card nerf many moons ago.

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The phrase is often conjured up by Hearthstone players and viewers and used in a facetious manner. When people use “fun and interactive,” they are referring to something that isn’t.

In the spirit of preserving the usage of “fun and interactive” in it’s intended way, I’ve decided to rate the new Hearthstone mechanics in Journey to Un’goro by fun and interactivity. There are a lot of new things done in this expansion, that warrant a deeper look. These ratings are subjective, but I think I’ve been around the block long enough to not be too far off.

My base definitions

  • Fun – How far off a card/mechanic is from Basic cards (vanilla minions, or deal damage spells).
  • Interactive – How well a card/mechanic can be countered by your opponent, through heroes, minions, and spells.

New mechanics/functions

Adapt Mechanic

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One of the new keywords, Adapt, will appear on 14 cards in the new expansion. For a single adapt, there is a 30% chance to pick each 1 of 10 abilities. I would say this falls in the vein of “good RNG,” given the opponent can expect only 10 outcomes. I think it is pretty fun try to figure out what Adapt ability to pick given the game situation to gain the advantage. It is a good test of skill and some luck. On the other hand, it isn’t too far off the regular Discover mechanic. 2 of 10 adapts, the Untargetable and Stealth gains aren’t too interactive, but the other outcomes definitely can be countered. Even Untargetable and Stealth can be interacted upon, depending on the class.

Fun = 6/10, Interactivity = 7/10

Elemental Battlecry Mechanic

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A staggering 24 new minions will be have the Elemental tribe, with an additional 12 other Standard minions gaining the tag. The main Elemental mechanic works in that a minion gains a big buff, if an Elemental was played in the turn before. Some of the battlecry effects are quite strong, like Blazecaller and Tol’vir Stoneshaper. I guess there is a bit of fun and forcing subpar Elemental cards in your deck to activate strong effects. It could also be fun playing strong minions on curve. Well, not really. In terms of interaction, there is no way to stop Elemental effects from activating. Nerub’ar Weblord is a Wild card, and no other card has been printed to offset Battlecry. Sure, you can remove whatever gets boosted by the Elemental Battlecry, but will force a great expenditure of resources. Truthfully, this mechanic isn’t really fun or interactive.

Fun = 3/10, Interactivity = 3/10

Quest Mechanic

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Quests are a new spell type, which hopefully does much to make the game more fun. Everything from deckbuilding and gameplay will hopefully be galvanized. So quests seem fun, just because they are new and will provoke new deckbuilding. In terms of interaction, there isn’t a way to specifically get rid of a quest. I guess the old fashion counter of rushing your opponent down to zero is a valid method.

Fun = 8/10, Interactivity = 3/10

Sherazin, Seed / Nether Portal

These 2 cards are the first in Hearthstone which leave something on the board that isn’t a minion. Both cards could be quite fun, as Sherazin provides an undying minion, and Nether Portal provides eternal tempo on the board. While playing with a new mechanic is fun, they provide fun deckbuilding challenges, along with gameplay. Neither card could be removed from the board by minions or spells. Sherazin could be silenced, preventing the Deathrattle effect from happening. Nether Portal can’t really be countered, and is more of a consequence of the Warlock discarding the right cards.

Fun = 6/10, Interactivity = 3/10

Time Warp

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When this was revealed, it immediately took me to Shadowverse, and the card Dimensional Shift. This was on the minds of many others, as “DSHIFT” spammed the Twitch Chat. Anyhow, this is super fun if you are the Mage, as getting a whole extra turn could be an easy win. You can either cast a bunch of spells or simply outtempo the board. Unfortunately, there is literally no way to interact with this mechanic as the enemy, besides rushing down the Mage before you the Quest. Loatheb can work in a Wild stall tactic, and Ice Block can stall as well. But no way to counter this.

Fun = 6/10, Interactivity = 0/10

Elise the Trailblazer

The new Elise provides the novel joy of opening a booster pack in the middle of a game. So fun! The packs also have a high chance for wacky cards like Legendaries and Epics, and span across all class cards and neutrals. In terms of interactivity, all you can expect are 5 cards from an entire set of 135 cards. There is no way for the opponent to prepare for it really, and it is a “bad RNG” example. I suppose you can try to find some way to fill your opponent’s hand, so they won’t get the 5 cards. Elise is heavy on the fun, not on the interactive side.

Fun = 9/10, Interactivity = 1/10

Elemental Invocation

This isn’t really a new mechanic at all, but just a spin on an old one. Kalimos allows the player to get 1 of 4 invocations, and it isn’t random at all. This is really just Discover with a 4th option. This makes you think about cards with Spare Parts and Xaril, which are random draws. Anyhow, this isn’t really fun, as they are very basic abilities granted by the invocation. But, as you can only expect 4 outcomes, the opponent shouldn’t be blown away by what happens.

Fun = 3/10, Interactivity = 5/10

Explore Un’Goro

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In typical wacky epic card fashion, this replaces your whole deck with 1-cost cards, to Discover random cards. This is another card like Elise, in that it is all fun and no interaction. Unlike Elise, this card will almost guarantee you have no chance of winning the game through conventional methods. Elise is a card that isn’t too bad statwise, and provides card advantage. This card is just for fun, and that only.

Fun = 10/10, Interactivity = 0/10

Curious Glimmerroot

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This is an extremely fun spin on Discover, which creates a guessing game of what your opponent is playing. I suppose this effect is less fun when the meta is stabilized, and you know what your opponent is playing. Additionally, there will likely be a big split of getting the right guess on Constructed vs Arena. You can really get anything in the Arena, where as you can tell bad from good in Constructed. It also can be interacted upon, as you know what is in your deck, and can calculate the probability of your opponent getting something. It isn’t too different from previous Priest steal mechanics.

Fun = 9/10, Interactivity = 7/10

Primalfin Champion

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This is a completely new mechanic, which can allow a Paladin to replenish their hand with buffs, after this guy bites the dust. As this provides an avenue for the Galvadon quest completion, and provides card advantage, it could be fun for the user. There are plenty of ways to interact with this card through silence, and bounce effects. You can also try to get rid of the board, so that no minions that remain can be buffed.

Fun = 4/10, Interactivity = 8/10

Tar Creeper/Lurker/Lord

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The new tar creatures were created solely for defense, all possessing taunt, tons of health, low attack, and counterattacking enemies only.  One could figure these cards were designed specifically to satisfy the fanbase’s general hatred for aggro in the game. While these cards are great, they pretty much are not fun in anyway. They are boring as heck, and don’t even represent fun on offense, as they hit for 1. They can be interacted by the opponent through spells and attacks as well as any minion in the game.

Fun = 1/10, Interactivity = 10/10

Living Mana

For the first time, mana crystals come to life! This is a card that could set up combos with Savage Roar and Mark of the Lotus. Cool and fun deckbuilding around it. I guess the concept of bring your mana to life is fun, but really it is just making a bunch of 2/2’s. Your opponent can also interact with the board well, or just deny you getting your mana back. Silences with Mass Dispel will ensure a loss.

Fun = 5/10, Interactivity = 10/10

Dinomancy

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Control Hunter was always not a thing, as the Hero Power is all about damage. That is no more, as Dinomancy allows the Hunter to build their board and minions for the first time. This is honestly revolutionary, as it opens an entire library of cards and deckbuilding possibilities for a class that was all aggro. Just amazing. Additionally, this hero power is more interactive than the standard one. Plus points for fun and interactivity.

Fun = 9/10, Interactivity = 9/10

Envenom Weapon

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No, Envenom won’t make Blade Flurry playable again. But it is a novel mechanic. Rogues still don’t Taunt or Heal, so a lot of face-tanking will continue to occur. In a way, it is bringing back the days of Blade Flurry, where Rogues held on to the weapon. So it will be fun picking what to destroy. There are numerous ways for the enemy to counter Envenom, including weapon removal, playing taunts, playing high attack guys, etc.

Fun = 4/10, Interactivity = 10/10

Razorpetals

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This is a new token spell, which is 1-mana, deal 1 damage. A bit over-costed for what it does, but Rogue mechanics have always been a bit janky. Also, they are still cheap spells. Mostly, this is fun in that it represents a deck building challenge with the new plant cards. Most likely it will circle back to how Auctioneer could be used. It might even have consequences in a Malygos deck. Otherwise, 1-mana and 1-damage doesn’t represent anything new. In terms of interaction, the opponent knows how many Razorpetals you get. There isn’t really anything to do to counter a 1-cost, 1 damage card.

Fun = 4/10, Interactivity = 5/10

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