• Ech@lemm.ee
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    8 months ago

    I think Ward is a pretty elegant solution to the problems of shroud and hexproof. The dev complexity it adds could be an issue, but the calibration options it provides are great. I especially dig when non-mana ward is on a permanent (e.g Discard a card, Pay 3 life, etc). I think that has some really interesting possibilities.

    • Evu
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      8 months ago

      For real. Shroud and Ward are interesting because they make you make decisions. With Shroud you’re making trade-offs during deckbuilding and with Ward it’s during the games. But Hexproof doesn’t force any decisions. It just says “sorry, no interacting”. I can sort of see Hexproof being okay on instants like [[Tamiyo’s Safekeeping]], but even then, what percentage of games would actually play out differently if that card granted Shroud instead?

  • Worx@lemmynsfw.com
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    8 months ago

    It’s insane to me that “Ward: You lose the game” is worse than hexproof. Really puts how good hexproof is in perspective