Category Archives: Hearthstone

caRNaGe

There is a lot to be said about the RNG inherent to Hearthstone. A lot of the games can be decided by coinflips, outrageous Discovery choices, and all sorts of random nonsense.

You know what’s infinitely worse IMO? Not drawing your cards.

Jesus Christ, I have had some insanely bad luck in the last four games I played. We’re talking getting to the last 7 cards in my deck, which consisted of four mana-ramping cards, the Malfurion DK Hero, Ultimate Infestation, and Jade Idol. As in, I somehow held on and dug through my deck that far, but not far enough for it to matter. If any of those had been closer to the top of the deck, I might have had a fighting chance. Switched decks to Spiteful Priest, then faced the mirror match wherein my opponent hit both his Spiteful Summoners on Turn 6 & 7, but mine were nowhere to be found.

Do I care that his summoned a 7/14 creature that I had no clean way to counter? Nope. RNG is RNG.

What I care about vastly more is how badly my deck(s) have bricked the last half dozen of games. Your opponent top-decking the exact answer they need, or having a God-Hand that kills you on turn 4 is not something you can really do anything about. Your own deck not giving you anything – literally against all odds – is something else entirely. Give me those 50/50 losses over an improbable streak of 10% failures that leave you with no options.

Except, it’s worse than 10%. Seriously though, look at this:

Hearthstone_RNG1

Sadly, the deck tracker is an overlay that wasn’t captured.

I ended up 14 cards deep into my deck before drawing my first dragon, when there is eight of them in there. According to this Hearthstone calculator, the odds that I should have had at least one in my hand by then is 99.5%. That doesn’t even account for the fact that I mulliganed two cards.

Statistically, 0.5% days happen. But when multiple of them happen in a row, when you only play ~20 games a week… yeah. Let me play against my opponents and lose due to a bad matchup or poor trades. Don’t let me lose to the equivalent of Mana Screw in Magic: the Gathering. That is way worse than losing coin flips, IMO.

Dungeon Run Strategy

I had a much longer article started on the various strategy considerations one needs to ponder in order to clear Hearthstone’s Dungeon Run game mode with all nine classes. Then I realized that perhaps a TL;DR version might be better. So here it is:

Passive Buff:

  • Captured Flag (+1/+1 to your minions)
  • Cloak of Invisibility (permanent Stealth)

Treasure:

  • Wax Rager (5/1 Deathrattle: resummon)
  • The Candle (4 damage to enemy minions, reshuffle into deck)

You can win without this combination of passives and treasures, and you can absolutely lose even if you get all of them. Dungeon Runs are the typical Hearthstone clown fiesta of RNG cranked to 11. But the short version is that giving all your minions +1/+1 allows you to counter a ton of boss gimmicks, permanent Stealth bypasses targeted removal and bad trades, and Wax Rager can usually win the game on the spot with infinite value.

As far as deck composition, you will want two things: creature-based tempo plays and an emergency value generator. Spells are incredibly discouraged in Dungeon Runs, as Boss health generally makes it impossible to kill them before getting overwhelmed yourself, and several Bosses actively punish spell use. At the same time, it’s possible to run out of gas if you’ve been trading all game, and bosses have more cards than you do. In those cases, having an Antonidas or Lyra can pull you from the brink. Those value cards just can’t be your win condition themselves, as they are much too slow versus the bosses that win on Turn 5.

And… that’s basically it.

If you’re looking for tips regarding specific classes, it can basically be summed up as:

  • Shaman/Druid/Rogue: Picks Jades.
  • Everyone Else: RNGesus will guide you home

Priest was by far the worst class for me, although Shaman cut it close. In both cases, the starting deck is just bad, so you have to lean hard on getting good Passives/Treasures and strong card picks after each boss. I had perfect picks in half a dozen of my Priest runs, and it still took a total of 15 attempts before I squeaked by. Even then, the winning run was due Lyra giving me a Power Word: Glory, which I was able to leverage into an incredibly unlikely win versus Waxmancer Sturmi as he repeatedly copied the enchanted Sylvanas.

 

Dungeon Runner

I have spoken about Hearthstone’s Dungeon Run mode before, but these last few weeks I have finally figured it out: Dungeon Run is the mobile version of Hearthstone.

That is, of course, a pretty silly thing to say considering a feature-complete version of Hearthstone is already an app. In fact, you can only access Dungeon Run from within the regular Hearthstone app. But having played it at work pretty regularly now, consider the following:

  • It requires no prior card collection
  • Randomized bosses/abilities for variety of experiences
  • No Rope, e.g. time limit on turns
  • Relatively fast games
  • No real penalty for losing (or winning)
  • Can stop and start at your leisure

The last point is a bit dubious, as I have had my Run prematurely canceled when I closed the app in the middle of a match and came back hours later. But aside from that, as long as you complete the current match, I have been able to come back and choose my set of cards for the next round.

In short, I have been having a lot of fun with Dungeon Runs on mobile that I was not having playing at home. And that is largely because I wouldn’t play regular Hearthstone at work, because I might have interruptions that would cost me a game (and ranking). Clash Royale has the same issue, honestly, but losing 2v2 is not a big deal, and each round takes a maximum of 4 minutes in any case. And on the flip side, playing Dungeon Run at home feels pointless because there aren’t any rewards or real “reason” to, comparatively.

Not that it would happen, but I honestly think Blizzard should just release Dungeon Run as a standalone app in the future. Hearthstone on mobile is incredible bloated – the latest balance patch was over 700 MB worth of downloads, and the overall install sits at 3.41 GB, which is absurd for an app. Then there are all the 3Dish animations for cards and minions that are not strictly necessary and could be simplified. So, size, CPU usage, patching… all of those things could be scaled back and optimized as a standalone package.

Or, I suppose, I could try finding a good CCG-ish app that already does those things.

Uh… any recommendations? Aside from Shadowverse, of course – I’m looking for more Ascension-esque than a competitive CCG. I’ve heard good things about Slay the Spire, but that’s Steam only.

[Hearthstone] Seriously, Blizzard?

The latest round of Hearthstone nerfs have been announced ahead of the set rotation, and they’re great… if it was 2016.

HS_Patches

The biggest news in there is the nerf to Patches, a card that was released in December 2016 and has been a meta-defining, chase Legendary ever since. Blizzard has acknowledged his power several times, but their explanation for the timing is… well…

As we move closer to the new Hearthstone Year, we had some concerns about allowing Patches to remain in his current state after moving out of Standard. Patches’ strength has caused almost every class to add some Pirates just to benefit from him, and his early game power forces control decks to include a good answer to him. This change should give Wild players more flexibility when building their decks.

What the literal shit, man? Can that be read any other way than “we are fine with Patches’ current state in Standard”? I mean, obviously they were fine with the card’s broken state up to this point as evidenced by a lack of any nerf for over a year. But to me, this just says that Blizzard genuinely believes that card set rotations should be the arbiter of balance in this game. And that’s fucking nuts.

Granted, Corridor Creeper is also getting deleted from the game nerfed in this upcoming patch. That does not particularly make me feel any better though, because A) how they nerfed it, and B) what they didn’t nerf. All Corridor Creeper needed was to only count your minions, rather than every minion. Hell, most of the pros that previewed the card felt like it was Epic trash because they read it that way to begin with. Instead, they turned it into literal garbage that you will be very disappointed to open in a pack after February. Meanwhile, no changes to Cubelock or Ultimate Infestation, etc etc.

Why does any of this matter given the clown fiesta that is Hearthstone’s RNG? Well, I still like playing the game occasionally. And really, the RNG does not particularly bother me – sometimes it’s in your favor, sometimes it’s not. The more fundamental problem is Blizzard’s current balance philosophy undermines any faith I have in the game’s long-term direction. Set rotations are not how you balance a goddamn game… unless the entire goal is pump & dump. Sell those packs to people chasing overpowered Legendaries/Epics and then nerf them later so the next set appears just as OP as the last. Otherwise known as the Supercell Gambit (Clash Royale says Hello).

It’s all cynical, unnecessary bullshit. These are supposed to be games, not vehicles for quarterly profits. I mean, they are that too, but I shouldn’t have to open the latest expense report to understand what the designers are smoking and where they are taking the game’s direction.

The Dungeon Runs

Hearthstone’s latest expansion, Kobolds & Catacombs, introduced a new single-player feature: Dungeon Runs. Designed to emulate roguelikes, it has you face off against a random assortment of bosses – eight in total per run – with each success resulting in selecting between three sets of three cards, which then get added to your current deck. Sometimes you get bonus cards, which can either just be overpowered cards, or passive effects like doubling your starting HP, or having your Battlecry effects trigger twice.

Dungeons Runs are the most entertaining addition to Hearthstone in years. And the least rewarding.

Just to be clear, there are NO rewards to Dungeon Runs. Well, unless you count a card back for clearing all the final boss with all nine classes. No daily wins, no quest credit, nothing. “Fun is its own reward!” For now, that is indeed holding my attention steady. However, considering I could be playing on ladder, or casual, or even in a Tavern Brawl (most days) and be getting rewarded while also having (less) fun, I am actively harming my collection progression. And let me tell you, Blizzard has the thumbscrews firmly in place this expansion, as usual – all the staple cards are Epic or Legendary. So, in effect, I am having fun at the expense of my future self.

Beyond that, Dungeons Runs can be extremely frustrating too. Yeah, Hearthstone is always random, sure. But this game mode is about sixteen different layers of RNG, starting from what cards you are offered, which bosses you encounter, what your random effects do, which cards you draw, what cards your boss draws, etc etc etc. Fights that should have been easy are instead lost from a single coin-flip. This isn’t like Binding of Isaac where your reflexes could theoretically save a bad run.

Also, can I just say that Azari is a complete bullshit last boss? I’ve gotten him like 80% of the time, and it essentially means I have to chew through 70 HP with just half my deck – he automatically destroys your top 2 cards each turn. And he starts with 2 mana crystals? And that hero power costs zero? Some of the bosses are unfair, but goddamn.

Perhaps I would be more upset if there was a defined prize at the end. So in that sense, Blizzard might be doing me a favor.

Regardless, I remain fairly surprised at how compelling the game mode can be, and how ingenious in a way. If you are a brand new player with a small collection, Dungeon Runs give you a peek at how powerful older cards could be, or new cards for that matter. In that sense, it can be a pretty good advertisement for buying a few packs and hoping to pull one for everyday play.

I do wonder what Blizzard intends to do in the next expansion. Will Dungeon Runs be supported? Will there be newer cards, newer bosses, or anything else? Most people are saying “No,” but a flood of posts on Reddit got Blizzard to change their mind with DK Rexxar, insofar as his hero power will incorporate newer beasts going forward. Which pretty much ensures that Blizzard won’t be doing that sort of ability ever again, but good on them changing their minds.

Love/Hate the Meta

Metas are interesting things.

In Hearthstone, the latest expansion (Knights of the Frozen Throne) just recently came out. New expansions and nerfs and such destabilize the meta in CCGs pretty well, and this expansion more than most. Whereas the previous Hearthstone meta was all about Pirate Warrior and aggro, the new one is more Control-oriented. Well, that and Jades. And Murlocs. So, basically, Druids and Paladins are 60% of the entire field until people get done experimenting and deck lists get more refined.

I so, so hate this transition period in Hearthstone. Because honestly? Hearthstone isn’t a CCG I especially like to experiment with. I like when the meta is stable, and I have a pretty good idea of which cards my opponent could be playing on any given turn. About to be Turn 7 against a Mage? Better watch out, because he’ll deal 4 damage to my creatures by playing Flamestrike (as a somewhat dated example). In other words, having some knowledge about common net decks allows you the ability to constructively play around cards. When people are throwing everything against the wall to see what sticks, you either have to play around cards they don’t have (and get wrecked), or not play around cards they do have (and get wrecked).

And, to be fair, some of my acrimony is based on the fact that I have so few of the new cards. Crafting Legendaries without a stable meta is extremely risky, as the value of any particular one is dependent on what rises to the top of the heap over time. Craft the “wrong” Legendary and it will take ages to get enough Dust to craft the actually useful one.

Thus, I like a well-seasoned Hearthstone meta over this period of chaos.

Meanwhile, the Clash Royale meta has been stale for almost half a year now, and it’s driving me nuts. Supercell had a balance patch in the last few weeks, and it has definitely caused some cards to go from Hot to Not pretty damn quick (e.g. Night Witch). Some of these changes have had noticeable ripple effects – nerfing Night Witch means that Executioner is less necessary as a hard counter, which then lets cards that were countered by Executioner to flourish, and so on.

…but ultimately the meta is still stale as shit. Win conditions are still Hog Rider, Royal Giant, Golem/Giant beatdown, LavaLoon, Splashyard, and Siege. About the most interesting development in the past few months has been the Bridge Spam strategy, 3 Musketeers + Heal, and maybe Miner + Poison. Now, perhaps nine different win conditions sounds like a lot, but the problem is that these strategies are so oppressive if one doesn’t actively “hate” against them, that you end up needing to use cookie-cutter counters for half (or more) of your deck.

For example, you’re going to need something to deal with Beatdown, which consists of stacking a bunch of glass cannons behind a slow-moving tank. Most people go with Inferno Tower, which can melt tanks after a charge-up period. Beatdown decks have counters to this, of course, which often reset the charging, if not blowing the tower up entirely (e.g. Lightning spell). So, you’ll probably need two strategies to counter… but that second strategy can’t be something like the Mini P.E.K.K.A, because Lightning blows him up too. Often, the strategy then becomes to ignore the tank and rush the opposite lane, hoping that the other player drops his glass cannons there instead of behind the tank.

So, in practice, there are really only three kind of decks, not 9+: Beatdown, Cycle, and Chip Damage. Personally, I have always enjoyed Chip Damage decks, as my favorite card in the game is Furnace, which spawns suiciding Fire Spirits every couple of seconds. It’s definitely out of meta, but that hasn’t bothered me too much, up until Beatdown/Cycle decks became refined enough to counter Chip Damage decks by accident.

“Just adapt.” Of course… except in the 4000+ bracket, if your cards aren’t at par (or over-leveled) with everyone else’s, you are at an incredible disadvantage. A level 9 Fireball (4-mana) will one-shot a level 8 Wizard (5-mana), and likely deal some tower damage at the same time; a level 9 Wizard will survive with a sliver of health. These sort of unit interactions are critically important in guiding your strategy, and will make or break games. Thus, I couldn’t change strategies if I tried – unless I wanted to drop down the ladder for months until I scrounged up enough gold to level other cards.

Hmm.

Originally, I thought there was a contradiction between how I felt about the Hearthstone and Clash Royale metas. In Hearthstone, I hated the fluidity of the early expansion meta, whereas in Clash Royale I hated the opposite. But thinking about it, the common denominator is how onerous it is to adapt to either meta. I can’t experiment in either game because I’m not willing to spend more cash. Without cash, my mobility is extremely limited. With low mobility, I cannot adapt to changing metas, which means I effectively get shunted off the playing board when my cards get hard-countered.

It sucks, man. The more you like these “F2P” games, the more punished you get.

Hearthicide

One of the interesting quotes going around the block this weekend:

“Hearthstone is killing itself” – Superdata
GamesIndustry.Biz

The short version of the situation was summed up by GameRant:

In a February report about the worldwide digital games market, SuperData spelled out a not so positive picture for the Blizzard card game. It says that in February, Hearthstone revenues on iOS and Android hit the “lowest” since those versions of the game launched and is “down significantly year-over-year and month-over-month.” The desktop version of the game has also experienced declining revenue but they have been less severe, likely due to the support from more “hardcore” fans.

SuperData blames this fall on recent “unpopular” gameplay changes to the game, which have resulted in a “sharp decrease in conversion on mobile.” Although Blizzard has attempted to fix problems with the game, such as addressing problems with arena drafts and nerfing certain OP (over-powered) cards, this hasn’t been enough. Several professional players have also ditched the game recently, citing the game’s reliance on randomness (rather than actual strategy), as a reason for them to look elsewhere.

I would kinda like to read the Superdata report itself to see if they provided more context, but the paywall is kinda significant.

Think I’ll pass, thanks.

The dire portents are somewhat interesting, because as recently as January the reports were all glowing about Hearthstone had cleared $394.6 million in 2016. Then again, perhaps that was just your sort of standard end-of-year update, and this February news showing a more concerning trend.

The question I always have: is it really randomness that’s the issue here? Certainly for Lifecoach it was an express reason. And perhaps for the pros at the top where the delta between player skill is so razor thin, randomness effectively makes up a disproportionate amount of the outcome.

But, honestly? As I mentioned a month ago, the problem is Team 5’s fucking ass-backwards balance philosophy. Back on January 13th, the devs officially stated that they were “looking into” the Pirate disaster they introduced in Mean Streets of Gadgetzan. You know, the expansion that came out on December 1st? The nerfs themselves did not occur until the very end of February. So we got 1.5 months to acknowledge a problem, then another 1.5 months to move on a solution. Then, even after the nerf, 14 of the 16 players in the HCT Winter Championships brought Pirate Warrior.

Were the nerfed cards absent? Yes. Does Pirate Warrior still consistently kill you on turn 5? Also yes.

Triple threat.

That is the problem. You have pretty much 100% of aggro decks (and some midrange) running a Pirate package. If you aren’t facing Pirates, you are facing Jade Druid, which completely murders Control decks in two different ways (endless threats + zero fatigue). And if you happen to get lucky and aren’t facing Pirates or Jade Druid, you are facing Renolock, which is a match best described as a JRPG boss fight – get them to low HP, they heal to full, get them low again, and then they transform into Jaraxxus. If you aren’t playing one of those three decks, you are blood for the blood god.

Journey to Un’goro is coming out soon, and I am finding it difficult to imagine the meta shifting that much. Pirate Warrior loses Sir Finley, which is a one-drop Legendary that allows the Warrior to switch his hero power into something else. That is a bigger deal than it sounds, but not something that derails a turn 5 win with decent draws. Jade Druid loses a few cute moves with Brann, but is similarly otherwise unscathed. Reno Jackson himself is leaving, which is a big deal to Renolock, of course. Then again, Handlock did fine for years before Mr. “We’re going to be rich.”

You can see the entire new set yourself. What jumped out at me were the vast increase in Taunt cards, which is good. Taunt Warrior with the Rag hero power Quest is probably going to be a thing. Shaman elementals seem pretty powerful as well. I like the Druid cards, for the most part. But again, all that being said, will whatever new decks emerge actually be better in practice than Pirates or Jade?

I have my doubts.

And we haven’t really even gotten to the other parts of Hearthicide, which is doing practically nothing in the face of competitors like Shadowverse throwing out 10 free packs for their latest expansion. We’re getting some free stuff each day for logging in, I guess, but it’s hard to tell. In any case, Team 5 has got to get off their ass and at least put on the appearance of doing something, or Hearthstone is going to be competing with Heroes of the Storm soon. For last place.

Hearthstone RNG and the Future

While he was not exactly a pillar of the Hearthstone streaming community, Lifecoach has effectively “quit” Hearthstone and moved to Gwent. The reason? RNG, of course. Here is a partial transcript:

Because you usually don’t lose that many games that you played perfectly, which is by the pretty much impossible. So, what I’m saying is the games you lose are the games where you blunder, where you did mistakes, which can definitely not be said about any game of Hearthstone. In Hearthstone, just today I have a direct comparison, you play really well, extremely well, and you can lose a lot of games, or you play very crappy and you win a lot of games.

In Gwent, you have nearly 90% that’s nearly unloseable, if you do the same in Hearthstone – 60%. But, the funny thing is, if you play extremely well, you might have 65%, and you if really, really play bad Hearthstone that day, it doesn’t matter, you still have 50-55%. I’m not even kidding here, yeah?

You can play like crap and you can still have 50%, it doesn’t even matter, it’s not even that important how you, it’s like coin flipping with a little bit of strategy. So, maybe how you rotate the coin so that it flies through the air at a specific angle so that you can have a 10% higher chance of having this head outcome or tail outcome.

While I cannot speak for Gwent, what he is saying about Hearthstone is 100% true. And I believe it’s pretty clear at this point that this is not a bug, but a feature.

As I pointed out in 2014 and 2015, the complaint Lifecoach is leveling here is the precise reason RNG exists. Without RNG, games become deterministic – the better player wins. On the face of it, that sounds exactly how things should go. And yet here we all are, not playing Chess 24/7.

Randomness is frustrating, but it can also be exciting, both for the players and also for the audience. Randomness can also lessen the sting from defeat, even if said defeat was inevitable. Especially when the defeat was inevitable, e.g. when facing a better opponent. Because that is really the second edge of the sword when it comes to games like Gwent (presumably) or other 90% skill games: nobody likes inevitable defeats.

Which is a problem if you are trying to cast a wide net and capture a big F2P audience.

For the record, I am not trying to disparage skill-based competitive games. I enjoy some of them, some of the time. Typically, they simply produce more anxiety than I feel like experiencing in my downtime; an anxiety that I do not feel when playing skill-based single-player games. I can lose in embarrassing ways in a roguelike all day, no problem. Losing against a human opponent though, triggers all sorts of monkey brain routines.

Incidentally, this is why I prefer games like the Battlefield series to, say, Counter-Strike. Skill matters a bit in the various Battlefield games, but you aren’t going to be single-handedly responsible for your team losing a match. Tank rolls by and blasts you. Oh well. Terrorist pops out and AWPs you. Rage.

Now, in regards to Hearthstone, I will admit that it is in its worst shape since the Goblins vs Gnomes expansion. As Lifecoach points out later on, Team 5 has gone on record as stating that they don’t like combo decks and are trying to tone down direct damage as well. The goal is to force more interaction with minions on the board, rather than One-Turn-Killing someone from your hand. But this is the same design team that thought Small-Time Buccaneer was balanced, and otherwise created an environment where dying on turn 5 is pretty much assured.

The real problem, IMO, is more fundamental: Team 5 is way too laissez-faire when it comes to balancing a digital card game. If there are cards and decks out there that are straight-up broken, Team 5 will wait to see if things balance themselves out. And if that doesn’t work out, they will wait until the next Adventure/Expansion to see if some new cards shift the metagame enough that the original problem goes away on its own. Only when the problem has been festering for months and turned into full-blown sepsis will they deign to nerf an absurdly powerful card. It’s maddening.

I get it. Sorta. Supercell has monthly balance patches for Clash Royale, in which they pick winners and losers based on usage and win rates. This works, but sometimes feels heavy-handed, as usually a buff means that particular unit becomes Flavor of the Month. Not that Team 5 would ever buff a card, because it’s way better to just create (and sell!) a new card instead. But we can imagine a scenario in which Pirates are too strong (they are), Team 5 nerfs a few pirates a month later, then has to nerf the ascendant Jade Druid a month after that, and so on.

At the same time, three months is too long. Especially since Blizzard doesn’t have to worry about errata, or reprinting physical cards, or anything of the sort. There are already proven mechanisms of reimbursement – full Arcane Dust for disenchanting – that can be further juiced if necessary. There is no good reason to wait so long, and every reason to act.

Because it doesn’t take all that long to ruin a good thing. Especially if it’s already borderline.

P2Setup

Although I did not mention it beforehand, I spent all of last week vacationing in Florida.

While I was gone, Hearthstone released its third expansion, Whispers of the Old Gods. As with the expansions prior, Blizzard ran a “sale” in which $50 bought you 50 packs instead of the usual $1.25/pack price. I had decided to not take advantage of this deal before the vacation, as at that time there still wasn’t a full spoiler. So I passed on the deal, which ended before I returned.

As it turns out, I really didn’t need it:

Hearthstone_Whispers.jpg

That’s a lot of eyeballs.

I ended up purchasing around 55 packs with gold alone (100g apiece), and received another 13 packs via the quests everyone gets for playing during the expansion release. And this reminded me that I had also purchased the League of Explorers expansion last November solely with gold too, for around 2800g, I believe. In fact, given my (casual) playing habits, there’s a good chance I never have to spend real dollars on Hearthstone ever again.

What playing habits? Hearthstone gives you one daily quest each day, and you can bank up to three. Most reward 40g, but the average payout is actually closer to 50g. I typically play twice a week or so, usually in Tavern Brawl mode (which also gives you a free pack once a week), for 1-2 hours each time to complete quests. If you do that consistently, as I have, that means you are banking 1200g-1400g a month just for dicking around.

You can grind more gold via wins (+100g each day) or Arena (+infinite/skill), but I like my method.

Thus, even if Blizzard releases two expansions and an Adventure each year as they plan to, I can afford to purchase the Adventure and 58 packs of each expansion via in-game gold playing just twice a week and completing 6 quests. Will that give me all the uber-cards necessary to be competitive in the Standard format? Well… depends on the deck. If you aren’t above playing Aggro, it’s entirely possible to hit Legend on a budget, just as it’s always been. Wallet Warrior? Not so much.

Having said all that, I’ve both been playing Hearthstone for a while and dropped some cash for packs early on. I have all the staple Legendary cards from the base set, at least for the classes that I routinely play. There are some clever catch-up mechanisms in place (Tavern Brawl pack, end of month rewards), but I don’t want to give the impression that Hearthstone is a pleasant experience for the die-hard F2P player. In fact, I imagine it sucks, perhaps more than ever.

However. Now that I’m all set up? I’m good to go. And even if there were some chase Legendary that I really felt I needed – there doesn’t seem to be an obvious Doctor Boom this time around – I accumulate a minimum (e.g. worst-case) of ~300 dust a month from free packs/rewards, or 540 dust each month on average, meaning I can craft whatever Legendary I wanted every 3 months. That’s a long time, granted. But sometimes you pull the cards you need, and it doesn’t count dusting unused cards from your collection.

So, really, I consider Hearthstone to be a P2Setup game these days rather than straight-up P2W. If you’re considering playing for the first time today though… well, good luck. If you enjoy the overall gameplay, it does get better over time. It will just be you or your wallet that endures the hazing.