I started playing it because it was one of the few modern games my laptop could run, and kept it up because it's really fun. That said, I probably wouldn't have kept at it if I hadn't become infinite in Arena. Getting cards is too much of a slog otherwise, especially since GvG was released (making it impossible for newbies to earn Classic packs in Arena). On top of this, I'm not really fond of the community, since to me it seems filled with Timmys who'll call anything broken. The game itself is very antisocial by nature, though, so you're not likely to encounter them unless you start frequenting a Hearthstone forum.
Yeah, I like the way Blizzard has made it all anonymous.. you can´t get trolled or flamed for nothing. About the worst ´anti-social´ activity a person can do to you in game is not go for the kill shot on the first move of the last round. Like if you have 1hp left and they have a minion that can do one point of damage, instead they kill off all your minions, play their buff cards and then kill you.
I´ve had that happen twice in about 10,000 games LOL
Interesting, I didn't know they released the Android version. I played during the beta and while it was fun, I found that the meta was very bland. There wasn't enough interesting mechanics to remove the rock/scissor/paper element of it. Now that its out on Android, I'll have to give it another shot.
I'm not a huge fan of the RNG approach. The game should be about outplaying your opponent. This should be done with interesting and unique game mechanics that interact differently in different situations. Sure, it's a huge pain to come up with, but its much better than RNG.
Sorry I meant more in the decks themselves, due to the "randomness" of shuffling a deck of cards. I know deck builders will always try to minimize the amount of randomness in their deck by including duplicates and search/mill cards to ensure they can pick up their desired hand. That's what I mean by randomness.They have eliminated most of the RNG from Magic though. There are VERY few "flip a coin" type effects now. Usually cards are printed with an either/or effect, or they have additional abilities when requirements are met. You will never see a card like "Deal 1 or 2 damage (assigned randomly) to all creatures." It will be something along the lines of "Deal 1 damage to all creatures OR deal 2 damage to two target creatures."
Sure, you can minimize it, but part of the charm and appeal is finding the right cards to mitigate or otherwise abuse RNG in the deck to your favour.
This is exactly why I stopped playing the game. When I saw they want to introduce more RNG with GvG, I just left. It was already frustrating to lose because my opponent got the perfect starting hand as a Zoolock and I got none of my aoe spells or anything that could deal with the pressure. And that's just one of the example where RNG cost me the game.I'm not a huge fan of the RNG approach. The game should be about outplaying your opponent. This should be done with interesting and unique game mechanics that interact differently in different situations. Sure, it's a huge pain to come up with, but its much better than RNG.