SV: They took Hearthstone and made it fun. Runeterra: They took Hearthstone and made it more complicated by adding instants and having both players' mana regenerate every turn. "Aggro" decks have a solid late-game plan, Control decks have a solid early-game plan etc. SV: Because Shadowverse doesn't follow the traditional Aggro->Control->Midrange structure there's a lot less polarization. There's also a lot of polarization to the point where regardless of what deck you're playing you'll encounter matches that feel hopeless from the onset. There's been multiple instances where it's felt like a card I just spent a week grinding to craft got nerfed. They also didn't need to nerf 80%+ of the last new class they created.Įternal: Eternal is pretty good, but their aggressive balancing can be really annoying. SV: Games are usually over by turn 10, most decks have some kind of way to end the game on the spot, and randomly generated effects are kept to a minimum. They also released an expansion where they had to nerf pretty much every card in this new class they created. Hearthstone: If you play any deck that involves dealing damage to your opponent over multiple turns you're going to encounter so many matches that feel extremely tedious and drawn-out, and they're going to end with the game being decided by a randomly generated effect. SV is actually a really dynamic game because of this. Some expansions do start off with certain decks dominating, but usually other decks are discovered after a couple weeks that can counter them. SV: Shadowverse is better by virtue of not being a fiesta. It's now at the point where bans happen almost every expansion, and multiple expansions have started off with certain cards locking down standard. Starting from around 2017, MTG slowly started turning into a fiesta. MTG: I played Magic pretty heavily from 2012 to 2016, and during that time there were no bans in Standard. Here is the list of the current CCG's, what's wrong with them, and why SV is better.
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