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I understand the goal of Hero powers. We had them in the WoW TCG as well. One of the big characteristics of the WoW TCG (and similarly of Hearthstone) is the presence of your Hero on the board. In a game like Magic, “you” are very ephemeral – you’re some kind of disembodied head commanding the action rather than in the thick of it yourself. That’s not representative of the experience in WoW. In WoW you play a character who is in the middle of the battle, and you’re directly using your spells and abilities to fight off your enemies. Thats’ why we made the decision to have a Hero card that was in play and represented you in the game. Your Hero card worked basically like other creature cards in the game, attacking and able to be attacked directly. There was a feeling that this wasn’t quite enough to make you feel present in the game, so the decision was made to give each Hero card a power so it could effect the game in a meaningful way even without drawing spell or ability cards.
This is a very dangerous space. Any ability that you are guaranteed to have access to every game runs the risk of defining the game entirely. Look at the casual Vanguard format in Magic. Even the smallest ability can drastically impact the way games play out, and they become more about the Vanguard power than the individual card choices. This is a big problem, because the entire idea of a collectible game is that the cards themselves are what matters.
Our solution in WoW TCG was to make the Hero powers single use and generally fairly low impact. Some of them could produce big swings in specific situations, but because they were both fairly narrow in application and only usable once, they only rarely had a major impact on the results of a game*. This led to the Hero powers being mostly a way to get across flavor and make each of them feel unique without compromising game play.
Optimally, I would have preferred not to have had any Hero powers at all, because even if your goal is to make them all relatively low impact across the board, somewhere along the line you’re going to make a mistake. You always run the risk of making some things better and worse than you’d intended when you’re developing a collectible game, but those errors are magnified drastically when they’re effects that players are guaranteed to have access to every game, and there’s nothing that your opponent can do to interact with them. If you make a card that’s too good, players can bias their choices toward cards that are better against that card. On top of that, players who choose to play that card won’t always draw it, so its impact won’t necessarily be felt in every game. Not so with a Hero power. A Hero power that is better than the others will be felt in every game that’s ever played with that Hero, and it’s much harder for your opponents to make card choices to fight against.
On top of this, even if you can reach a semblance of balance in a broad sense for the Hero powers, you’re not going to be able to balance for all possible contexts. One decision that was made for WoW TCG (that I also disagreed with, but it was pretty much mandated from on high) is that the different classes start with different health totals, because classes had varying levels of hit points in the game. The argument was made that we could just make the cards and/or Hero powers better for the lower health classes to compensate. The problem with this reasoning is that the same things don’t matter in the same way in different contexts. In a battle between resource-advantage based control decks, a difference of one or two or even five points of starting health could matter very little, while an ability that, say, allows you to draw extra cards can be absolutely game-changing.
This is the state that Hearthstone lives in. There are nine classes, each with a unique, reusable Hero power. One of these Hero powers, the Warrior’s, is to give you two points of Armor, which essentially prevents the next two damage you’d take. Another, the Warlock’s, allows you to pay two life to draw a card. While these may be “balanced” in the grand scheme of things (though that notion is itself questionable), they are certainly not remotely close to balanced when taken in the context of different potential matchup situations. Against a deck that is trying to kill you as fast as possible, gaining Armor is clearly a powerful effect, and paying two life for a card is clearly a real cost. But in a matchup between decks that are jockeying for resource advantage and winning with individually powerful effects, the Warrior ability is borderline useless while the Warlock ability is absolutely game defining.
The biggest problem isn’t a lack of balance between the abilities, though, but the fact that the abilities themselves completely overshadow and push out actual cards. Four different classes – Rogue, Druid, Mage, and Paladin – have Hero powers that allow them to essentially invalidate a one health creature. Mage can deal one damage directly, while Rogue and Druid can give their Hero +1 (or, for rogue, sometimes +2) attack, and the Paladin can create 1/1 creatures. This makes any creature card with only one health incredibly difficult to play, because against half of the classes in the game, it will die essentially for free. This is a huge problem for a collectible game. You have guaranteed repeat-use abilities that are almost completely invalidating actual cards that people choose to put into their decks.