But if you want to get any real value for Scorch, you need to stick to playing low strength units until your opponent has a couple of higher strength units of their own with the same power. Even if you take out just one enemy unit, that could be the difference between winning and losing the round. It destroys the unit or units with the highest strength on the board. It’s the closest thing to a board clear Gwent has. Take the Gwent card Scorch as an example. In Gwent, the only way a single card can have that much impact is if you plan it well in advance, or if a very specific set of circumstances occur. In Hearthstone, there’s always a card you’re terrified of your opponent top-decking, as it could totally destroy an advantageous position that you’ve made smart decisions to put yourself in. Yes, there are rare hero cards that have a little extra oomph, but there is no one card that can bail your opponent out of a corner they’ve played themselves into. Comparatively, Gwent is how well you can drive that car, and for how long.
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That’s like competing to see who can build the fastest car. There’s no such thing as missing the mana curve and sitting on cards you’ll die before getting to use, so that’s yet another factor of chance removed from the victory equation.I left both Magic and Hearthstone behind because of how focused competitive play became around just building a deck designed to explode after X number of turns. There are no casting costs in Gwent - you simply play one card per turn. To top it off, there are no other resources to worry about. You’ll only see 10 cards out of your whole deck, so what are the chances of you drawing everything you need? Not great, and since you aren’t constantly drawing more, that number isn’t going up. That’s if you even draw such a combo in the first place. There are cards in Gwent that work really well together to pose a big problem for your opponent, but once those cards are used, that’s it – you still need to find a way to win another round with whatever you have left. Not only does this remove the randomness of your opponent drawing some insane, round changing card at the eleventh hour, it also severely limits the impact of crazy card combos.
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Unless you have a cantrip, or some special ability, your 10 card starting hand is all you have to work with, so you need to form a long-term strategy as to how to ration them through up to three rounds of play. In Gwent, that concept is baked in from the start you always need to win twice to best your opponent, and with finite resources. There’s a reason gaming competitions of every kind (including Hearthston and MtG) use the best of three format: it helps minimize the effects of luck on the outcome. The primary way in which Gwent accomplishes this is by making every match a best of three where you draw an opening hand of 10 cards and have to make it last for the duration. Gwent’s approach is simply more stable and more measured, providing more opportunities for a skilled player to win. At the end of the day though, it’s still a game of momentum and chance where you rush to deplete your opponent’s life before they deplete yours. There’s nothing inherently wrong with Hearthstone’s overall structure it more or less mirrors the Magic the Gathering formula that’s both familiar and enduring. Gwent emphasizes playing your opponent and playing your hand, instead of just playing around your opposing deck’s power cards or auto-piloting your own deck’s built in wombo-combo.
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To answer the second question: I may be a little nuts, but not for thinking Gwent is superior to Blizzard’s free-to-play, runaway success of a digital CCG.