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There is one card that's really dumb, it basically gives you your opponent's cards (well 7 cards off the top of their deck) and they get yours.
Basically, plop those spells, and nothing but lands, and you will instant-win because you will mana flood the player and grab all of their good stuff and have plenty of mana to play it...
installing hearthstone right now. they are piling up the garbage mechanics which are never fixed due to beeing close to paper but online they really hurt. in real life no one is going to handle 30 cards per turn, there are unwritten rules and good behaviour. in mtga there isn't.
on top i'm sick losing paid games to mana starve or spam, the more you win the more it happens. but never to the opponent. it really doesn't matter how good your deck is. today 2x 7 wins in quick draft, then it started punishing me with lands, feels so bad when you know you drafted well and are beaten down by preprogrammed win prevention.
on top they nerfed quick draft for card collectors, now i have no good mode to build up a collection, just buying packs and playing against the same 5 meta decks all day. not that a card collection matters, there are no modes where you can make use of them.
Why "choice of 3"?
Why "Can cast without mana restraint"?
Why "Play for Free" with that Black-Red Rare Creature? (not bothered to remember the name of a broken card)
WotC, Heist is too dumb to be allowed, it's even worse than Sheoldred.
Extra-Note: It also allows you to avoid "LANDS" 100% some kind of spell, out of a choice of 3. Mega-Busted.
1) If it was just a random nonland from your opponents library, it would be unplayable. Might be borderline playable at 2 but 3 is fine. It compensates for the card being from your opponents library and hence not synergising as well with the cards in your library.
2) Because if you couldn't spend mana as though it were mana of any type to cast something that has been heisted, the mechanic would be unplayable because there would be entire decks where heist cards would be dead cards. There's a long precedent of when you cast spells from your opponents library, you can spend mana as though it was any type (since at least 2013 with the original Theros, possibly earlier).
3) Grenzo is a 6-drop, where you expect a strong effect in that slot. 6-drops should be winning the game for you if they aren't answered quickly.
If you're having too much trouble with heist, you can always try running azorius or esper for cards like reprieve and unsummon effects. Heist really doesn't like effects that return spells or permanents to their owners hands.
That's a properly designed card if you're stealing cards from the enemy's deck.
"Heist" is straight up making any spells into "Artifact" cost (Spent by Colorless Mana) and what's worst, it will potentially be played for "FREE" when done by "Grenzo, Crooked Jailer" EVERY TURN if it survives on board.
What is this "playable" "unplayable" shenanigan.
Do you know how many unplayable cards gets released every set?
(Like they are unplayable because it's not viable due to the speed of the meta, if it's weak for the cost)
If Heist cards are made, so that you could play the cards in all situations, ignoring your deck building to make you play them, dude that's game-breaking broken man.
Look at "Decadent Dragon" then look at "Heist"
And if you think "Heist" is healthier for the Alchemy Format, you just want everything to be OP instead of an enjoyable balancing.
Heist does require them to target you so if you play cards which give you protection or ones which can return the spell to the owner's hand you won't be a victim as often.