Shadowverse Gameplay
Posted by Azuriel
I have talked around Shadowverse quite a bit over the past month or two. The reason is that I haven’t bothered really playing the competitive aspects of the game; I have instead been clearing the “story” mode against the AI. Oh, and logging in every day, because of the rather generous log-in rewards.
Actually, let’s get that out of the way first: one of the biggest draws of Shadowverse is its generosity in the reward department. New accounts receive the same bonus card packs that were awarded to people when new expansions are released, which means you can expect to crack open 30+ packs right after signing in for the first time. On top of that, there are the aforementioned log-in rewards, which ends up being two free packs, a free Arena run, and increasing amounts of gold on 15-day basis. Maintenance at 3am? Have some more card packs. Then there are also Achievements that reward gold/dust. Oh, and three daily quests a day.
In short, there are a LOT of freebies. Especially compared to the misery Hearthstone.
For the most part though, the freebies are kinda required. Decks in Shadowverse are 40 cards, compared to Hearthstone’s 30. Additionally, instead of there being a 1 Legendary limit, Shadowverse lets you stuff three of the same kind of Legendary into a deck. And just as in Hearthstone, getting a Legendary to a class (or Craft, in this case) that you don’t care about is effectively wasted (you can still dust it though). This is why it is important to reroll, as I talked about before.
In terms of gameplay itself, things are remarkably similar to Hearthstone. Players gain 1 mana crystal per turn. There is no interaction on your opponent’s turn, and they can choose to attack you or your minions. There are 5 slots on the board for creatures/amulets (instead of 7). Creatures can have Taunt (Ward), Deathrattles (Last Word), Battlecry (Fanfare), and so on. One interesting wrinkle is Charge, which Shadowverse splits into Rush vs Storm. Rush allows a creature to attack other creatures (not players) as soon as its played, whereas Storm has no restrictions. Given how many issues Hearthstone has had over the years with OTK (one-turn kill) combos via Charge, I feel like Shadowverse’s dual take it superior.
A lot has been said online about how Shadowverse is a deeper game already than Hearthstone. In some ways this is accurate. Amulets are a type of card that can stick around on the game board (taking up a creature slot), having constant or triggered effects. We really haven’t see that design space explored in Hearthstone beyond Tavern Brawls. And while there are some random effects, there certainly aren’t nearly a fraction of the kind in Hearthstone.
One of the bigger deals in every Shadowverse match is Evolve. Starting around Turn 5/6, players can spend 1 Evolve point per turn to beef up a minion on the board and possibly trigger extra effects. The default bonus is giving the minion +2/+2 stats and Rush. Sometimes it’s those stats plus something else. Sometimes the minion doesn’t get buffed at all, and instead a powerful effect occurs. Regardless, knowing when you must Evolve and when to hold it is a tremendously important part of every game. And given that you can Evolve any creature, the dilemma comes up in each match.
Beyond that though… I’m not actually certain how much deeper Shadowverse’s gameplay actually is in practice. There are certainly way more mechanics than Hearthstone already, including ones that would be “too confusing” for people unable to handle more than 9 deck slots. But when you look at the top meta decks in Shadowverse as of 3rd week of March…
- Daria Tempo Rune 9.54%
- Midrange Sword 9.15%
- D-Shift Rune 7.37%
- Face/Aggro Sword 6.45%
- Aggro Blood 6.28%
Runecraft decks account for nearly 17% of the meta, with Swordcraft bringing up 15.6% (technically 20% in top 10). In other words, nearly a third of the meta consists of two classes, just looking at the top 5 decks. Looking at the top 10, nearly 30% of the meta is made up as aggro/tempo. Is that worse than Hearthstone’s current Pirate meta? Nope. But when you look at these top decks, it is not as though there are particularly deep interactions going on with convoluted cards. Even with D-Shift Rune, you are basically stalling the game long enough to drop a 7/7 and a few “take another turn after this one” spells. The average Renolock in Hearthstone has more turn-to-turn decisions to make.
What you can give credit to the Shadowverse devs for is their dedication to relative balance. Three weeks ago, Daria Tempo Rune was a whopping 19.31% of the entire meta by itself. Roach Tempo Forest was 10.59% by itself. Key cards in those decks were nerfed, and the meta shifted over the past few weeks to its current situation. Compare that to Hearthstone, where Ben Brode and company sit on their asses in the hope that the problem goes away on its own, or that the next expansion (months from now) fixes it. Because… reasons.
In any case, we’ll see how things go. Shadowverse is apparently the #2 digital CCG on the market out there, although it is facing competition from Gwent, the Elder Scrolls one, and other such games. I haven’t played those others, but I will say that at a minimum, Shadowverse is about 1000x times better than Hearthstone on mobile. Which makes sense, as Shadowverse was originally a mobile game that was brought to PC, whereas Hearthstone is the opposite. If you’re just looking for a CCG to play on PC though…
…well, let’s see where Journey to Un’goro goes. If the meta is still pirates/Jade, we’ll have issues.
Posted on March 31, 2017, in Impressions and tagged Aggro, CCG, Game Design, Hearthstone, Meta, Shadowverse. Bookmark the permalink. 2 Comments.
Hearthstone was notably generous compared to it’s TCG ancestors when it released, but it seems to have lost quite a bit of ground in this regard. In one sense, the scrappy upstarts have to play it riskier where the market leader can be stingy, call it the DOTA2 effect. But honestly HS already seems generous enough; I’m totally f2p and I could have every meta card in the game if I crafted them.
On balance, I wonder what the correct answer is. How long should they wait for experimentation to come up with counters to decks? HS has actually seen it take several weeks in some cases. And to be fair they are getting more willing to nerf. The vast majority of the nerfs in the released game have taken place over the last year.
I fully expect pirate warrior in un’goro though. Aggro shaman gets knocked down a couple of pegs, but pirate warrior only loses sir finley. Jades can be tempo’d out, but nothing seen so far from un’goro makes me think “pirate warrior definitely loses to that”. I think they might have to nerf again.
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Yeah, unless there is a neutral minion that deals 1 damage to everything when it comes into play, Pirates are going to continue to be cancer. And not just “aggro cancer,” but “this is why we can’t have good things” cancer. One of the new cards revealed is:
Ravasaur Runt, 2 mana 2/2 Beast, neutral / common
Battlecry: If you control at least 2 other minions, Adapt
Seemed interesting… up until someone pointed out the obvious “hey, pirate + patches on Turn 1 is already a thing.” And then someone else pointed out that Pirate Warrior might not even run that new card because it’s too slow. A potential 5/2 on Turn 2 is too slow. What a time to be alive, amirite?
But honestly HS already seems generous enough; I’m totally f2p and I could have every meta card in the game if I crafted them.
Right, but could you have fun on ladder if you were a brand new player starting today? How long would it take to get back to reasonable F2P-ness? The fundamental problem is the lack of catch-up mechanisms, especially now that they’re going for three expansions a year.
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