More observations as I roll my face across the iPad ‘playing’ Hearthstone:
Just like MtG (or basically most card games of this type), Hearthstone is a major Pay-4-Power game. Epic and Legendary cards are silly strong, and as soon as you see someone drop a few on you in a game, you might as well take your participation trophy and move on (unless of course you also have a stacked deck). The fact that you can’t trade cards further pushed Hearthstone into a wallet-warrior game, because smart trading can’t help you catch up; only grinding or cash.
Speaking of participation trophies, Hearthstone has a few major design flaws in its setup. For one, having a bot automate conceding ranked games for you is amazingly effective. You still get XP for your ‘effort’, and you don’t lose anything. Plus, should you run across another concede bot who goes first (roughly 1 in 5-6 games for me currently), you get a free win to grind towards the gold card/character rewards and the 3-win 10 gold reward.
The whole ranked setup is also a bit of a joke. The only reward is at rank 20, and you can’t drop below rank 20 once you get to it. Also you can’t lose progress while working towards rank 20, so that auto-concede bot will eventually (surprisingly quickly) get you to rank 20. At rank 20 things are an expected mess. Concede bot farmers aside, you will also run into a whole bunch of ‘smurf’ decks just looking to smash people, again because Blizzard designed the system to not only allow, but actually made it incredibly easy for them to sit at that level. Safe to say a solid 50% or so of ranked games aren’t competitive (generously calling any relatively even deck game of Hearthstone competition here).
The game is perfect for ‘playing’ while you do something more interesting, because during your opponents turn whether you are looking at the screen or not doesn’t matter; you can’t do anything anyway. On the surface this is just boring while you wait with nothing to do, but go a bit below the surface and this is actually a major, major removal of interesting decisions and strategy.
In MtG you had to always be aware of the status of your opponent. How many cards they have, how much untapped land they have, how much land could they potentially need to use during your attack phase based on the creatures they have out, etc. None of this exists in Hearthstone.
If it’s your turn, whether someone ends their turn with 10 crystals or 0 doesn’t matter. Whether someone has 10 cards in hand or 0 doesn’t matter (overdrawing aside). They can’t have tapped or untapped creatures. There is no regen they need to pay for. No creature abilities they need to pay for. So many tactical player decisions are gone. Not your turn in Hearthstone? Nap time!
Regeneration is one creature ability completely missing currently, as is its counter bury. Flying is another, as is landwalk (landwalk would be impossible since Hearthstone only has one type, not five like in MtG), so is first strike. So are any player-active abilities beyond on-summon stuff. The game does have a whole bunch of dice roll abilities; such as one creature who randomly deals 3 damage to anyone; friend or foe. Sure you can attempt to limit the randomness by having fewer potential targets, but that critical creature you need killed who has one hitpoint might still be standing if Hearthstone randomizes the card not in your favor and decides the damage is all going to go to heroes rather than that card. Super fun when that happens, and a silly amount of cards are designed with such randomization.
Then there are just more general problems. For instance, there are a TON of board-clear cards/combos. A ridiculous amount honestly. On top of this there are even more single-removal cards, and of course none of this can really be countered since when it’s not your turn, you just sit and spin until it is. Imagine if every deck in MtG had 10 copies of Swords to Plowshares (but without the healing aspect, and the card destroying everything) and you get a decent idea of what I mean.
This leads to basically only playing enough cards to gain board advantage, but not ‘too many’ to lose card advantage when the inevitable board-clear happens. Game after game this is the pattern, and because Hearthstone has so few real patterns, it’s just boring. Arena is again a bit better, but only slightly so, and Arena is (or should be, anyway) like the ARAM to the real meat of ranked/SR, to bring this into LoL terms. Imagine if ARAM was the only interesting/balanced version of LoL? That’s Hearthstone in a nutshell, except if you removed 99% of the needed ability from actually playing ARAM and gave every hero a 1m damage Karth ult on a 30sec cooldown.
It really is not only a shockingly shallow game, but a basically flawed game as well, not just by Old Blizzard standards, but just general game design standards. If this was an SOE or EA product, it would still be a sub-par effort from those studios. For Old Blizzard? This is Ghost/Warcraft Adventures, only released instead of rightly aborted.