Harness the Storm Hate

Mcjordan
Mcjordan Posts: 82 Match Maker
edited September 2016 in MtGPQ Suggestions & Feedback
I know the easy answer is "include more support destruction to your decks", but harness the storm is nearly at season's past level of "terrible to play against". AI turns take 5 minutes while you just sit there watching 50 Red Devils and sure strikes being played. It would still be playable but be easier to deal with if it maybe destroyed less gems per spell played. It currently does too much.

Comments

  • murtagon
    murtagon Posts: 51 Match Maker
    The difference is also seasons past just needs itself to be broken. For harness to really get crazy you have to really build your deck to focus on its abilities and, unlike Season's Past you can remove it. Well I guess if you have discard capabilities SP can be removed.

    I don't play support destruction in my decks and I really don't find harness decks too bad to deal with...but I play with Seasons Past icon_twisted.gif
  • tm00
    tm00 Posts: 155 Tile Toppler
    You need to be in a situation where the opponent has casted multiple cheap spells, no high cost spells, and has no creatures or support in hand for it to be broken, then it eventually ends or blown itself up and all they have is a gigantic creature without abilities.
  • Morphis
    Morphis Posts: 975 Critical Contributor
    Reposting my idea here too.

    A solution could be: increase each card returned to hand by harness by 2 or 3 mana until the end of turn.
    This way looping even 1 mana spells will be much harder and the loop will not last as long.

    The advantages of gem destruction will still be there.
    The advantage of spell recursion will still be there since the increase in mana is only until end of turn(next turn you can cast normally).
    just the loop aspect would get a big hit.
  • andrewvanmarle
    andrewvanmarle Posts: 978 Critical Contributor
    I disagree, the point of the card is to loop for a while. It -always- peters out, and loses steam. I've'played with it and against it, and while it is strong (mythic strong) it isn'tr'overpowered imo

    What is annoying while playing against it is the animations.

    Since the devs have given us a whole lot of options to create cycling combo's'i'd say it's'time not to nerf the combo's but to revisit the animations.
  • Morphis
    Morphis Posts: 975 Critical Contributor
    I disagree, the point of the card is to loop for a while. It -always- peters out, and loses steam. I've'played with it and against it, and while it is strong (mythic strong) it isn'tr'overpowered imo

    What is annoying while playing against it is the animations.

    Since the devs have given us a whole lot of options to create cycling combo's'i'd say it's'time not to nerf the combo's but to revisit the animations.
    Uhmmm yes and no.

    While it's not properly an infinite combo it's definitely possible to make it loop like 20 times in a row consistently.

    Now does it make it overpowered?
    Well with the right combination of spell you can get haste big Devils taking away like 1/3 of opponent life.
    This in itself can look overpowered but the deck outside of the combo will perform very badly so overall it's not "that" overpowered
    For sure not as bad as seasons past loop.

    Anyways a little bit of change to make loooong cycles less likely to happen is still needed IMO.

    The animation slowness for sure is annoying but that is an issue affecting the game overall and many other cards.