I started playing around last March, when Hex ripped me off and I was hankering for a more robust digital card game experience. I remember staying up by the glow of my smartphone till 4am those first few nights, fully immersed in a colourful new game-reality. What initially drew me into the game was not just the level of polish - every card speaks and dances around the battlefield as you issue commands, and the single-player campaigns are incredible. It was the sense of lighthearted fun, coupled with an automatic mana gain (no more MtG manascrew!), and the potential for spectacular displays of skill in decks like Malygos Druid, which turns an array of crappy 1-mana spells into an unstoppable Death engine, or Patron Warrior, which approaches infinite value by maiming, but not killing, your own minions.
Nearly all of that is now gone from the game. The annual single-player Adventure sets have been discontinued to make way for more “big sets” — a transparent grab for cash. Adventures generally gave a guaranteed set of strong cards; the only way to get the good cards from big sets is through pack after pack, aka, cashola. The sense of fun dries up with experience. The game pulls you in two directions at once — it want you to have some goofy laughs, but it also has a “Legend” tier and the grindiest Ladder system I’ve ever seen. See, Hearthstone thinks “fun” means “totally random and uncontrollable.” Digital formats open up the door to possibilities unheard of in analog cardgames, but Hearthstone pushes this potential beyond reason. An opponent grabbing their silver bullet from outside the game, on a dice-roll, does. Not. Feel. Good. Climbing the skill ranks in this game feels more like a war of attrition against random chance than a test of skill against the opponent. The man who wins the coin-flipping contest is either outrageously lucky, or woefully obsessed. It turns out that rigid, turn-based gameplay is hardly lighthearted.
The lighthearted fun evaporates when you play enough of these samey decks against each other, especially when the dominant playstyle has gone essentially unchanged in the past year. The prevalence of cheap, efficient, brute-force Aggro decks and outrageous random-chance effects have broken Hearthstone’s meta. In MtG, combat hinges on Defensive bias; when an attacker sends their goons in, it is up to the defender to decide which of his own minions will block, or to let them “go face” and damage himself. This opens up interesting standoffs where every detail matters. In Hearthstone, for simplicity, the Attacker has the bias. Since they can choose between attacking enemy minions or the enemy hero, the attacking player governs the pace of the game. If an Aggro deck draws the right run of cards, there’s literally no choice you can make as the defender that will save you. Aggro decks are everywhere in Hearthstone right now; not necessarily because they have a high winrate, but because, win or lose, games are over quickly, and you can cram more coin-flips into one play session.