Dastardly plans and a pittance of armor: an analysis of the Scheme cards

One of the more controversial new mechanics of the Rise of Shadows expansion revolves around the motley crew of villains assembled by Rafaam – each of them received a specific Scheme card with an effect that starts out weak but gains power over time. One of them has already received Purify-levels of hate but it remains to be seen whether it’s justified. What goes without saying is that the idea of holding cards is fairly counter-intuitive in CCGs and most Schemes have effects which work worse in the matchups where you can reasonably expect to babysit a dead card in your hand without getting overrun.

Long-term Planning

Just like most Hearthstone keywords, Scheme also isn’t entirely new: we’ve seen similar effects with the handbuff mechanic from MSoG and it also harkens back to the Corridor Creeper-esque cost reduction cards and the bonuses conferred upon holding a Dragon in your hand as well. They all revolved around your hand composition, rewarding you for having a card available to you and not playing it just yet. Of course, this was motivated by the expensive nature of the Dragon cards in the Blackrock Mountain era, but the gameplay principle is similar: if you’re willing to construct a deck with the likelihood of having dead cards in your hand early on, certain tools are available to you in order to mitigate this downside.

Enter Schemes, a keyword where no such deckbuilding decisions are needed – apart from identifying which archetypes benefit from their specific effect, which is a fairly easy assignment –: the challenge is more of a gameplay element, a constant risk-reward assessment about how long you can play around with a dead card in your hand for a potential larger payoff later down the line.

This is fairly counter-intuitive for card games in general, but especially for Hearthstone, where tempo is key due to the attacker’s ability to choose targets. The nature of Scheme cards also means that the matchups where their effect would immediately be required still makes them an awful topdeck, and (barring a certain key exception) their impact is limited in the grindy matchups where you can afford to wait for a few upgrade ticks as their ceiling simply isn’t high enough. All in all, Scheme as mechanic seems like a fairly undertuned proposition, though that’s not saying they inherently can’t see play: the strength of the initial effect and the pricing has just as much to do with their potential as the wait time requirement does by itself. That said, it’s a bit odd that a keyword like this is so strongly tied to a specific set of characters in terms of naming and flavor: this makes me think that it likely won’t be experimented with later down the line, mostly kept as a one-expansion wonder like Spellstones were for KnC or the Shrines in Rastakhan’s Rumble.

One by One

That being said, let’s look at the individual Scheme cards: their roles and power levels greatly vary across the different classes and they’re essentially guaranteed to fulfill very different roles in the metagame.

Lazul's Scheme – an interesting utility card

This card immediately reminded me of Shrinkmeister from the good old days of GvG and the way it comboed with Cabal Shadow Priest. A “boring”, “normal” (are these quotation marks even needed, I wonder?) Control Priest archetype could easily make use of that kind of a combo, and a well-upgraded version could let you steal (or potentially kill with Shadow Word: Pain, perhaps steal with Shadow Madness for a Divine Spirit/Inner Fire lethal?) any massive minion. The fact that it costs zero mana makes it an interesting addition to the plethora of Lyra the Sunshard/Shadowreaper Anduin-related shenanigans in Wild – otherwise, the effect simply doesn’t seem worth a card slot in your deck.

Togwaggle's Scheme – a matchup-crushing tool and a potential problem child

The reason why this particular card is so scary that its effect basically mitigates the downside of the Scheme keyword: it’s fine to take your sweet time with an anti-fatigue uber-value tool, and it also allows for degenerate options with the excellent Myra's Unstable Element.

Hagatha's Scheme– good for sure, but good enough?

The rotation of Volcano obviously necessitated a new Shaman board clear, but unlike Un’goro’s signature spell or Elemental Destruction from way back when, the class will not have an instantaneous large AoE removal option in the Rise of Shadows metagame. As the most expensice Scheme card mana-wise, it’s soul-crushingly bad as a topdeck option, and this could very well kill its playability.

Rafaam's Scheme – redundancy option for an archetype that doesn’t need it

Remember Imp-losion? Feeding Time? Forbidden Ritual? Hell, how about Fiendish Circle, still in Standard for a year? Even if Zoo decks take a token-heavy approach, a card like this won’t be particularly useful: the strength of that archetype always came from its inherent ability to refill through Life Tap, a low mana curve essentially allowing you to draw and play two cards per turn in the late game on a consistent basis, Sea Giant shenanigans notwithstanding. Even if you get to upgrade this card to a ludicrous degree, its effect is basically undesirable as the imps are too brittle by the time you can summon a reasonable amount of them.

Dr. Boom's Scheme – we needed a new Purify to hate on anyway

A good way to establish how awful this card is would be to compare how long it takes to reach vanilla status with the other Scheme cards. While you could argue about the specifics (and how much you value the 3/2 body on a Lab Recruiter effect, for instance), it basically comes out at three or four turns at most. Well, gaining 5 armor for 4 mana is still singularly awful when you compare it with Shield Block or even cards like Feral Rage. This card is horrible and was likely meant to be so.

That being said, I don’t buy the conspiracy theory about a last-minute change in its effect, at least the explanation used by the Reddit crowd. Supposedly, Dr. Boom’s Scheme would have synergized well with the bomb-based Warrior archetype – at least that’s what the card art seems to suggest – but it was too good, hence the crippling downgrade. However, changing card art is extremely easy and we usually don’t even hear about it: you may recall the little detail from the second Rise of Shadows card reveal stream that Seaforium Bomber’s original art was the image used for Clockwork Goblin, but the card was initially meant to be a Mech and happened to be too strong, hence the swap. What’s more likely is that Team 5 gauged Warrior’s control arsenal to be strong enough anyway and simply printed a bad card, much like how Druid’s lame class cards in the early expansions of Hearthtsone were due to the strength of Malfurion’s core set.

Yellorambo

Luci Kelemen is an avid strategy gamer and writer who has been following Hearthstone ever since its inception. His content has previously appeared on HearthstonePlayers and Tempo/Storm's site.

Check out Yellorambo on Twitter!

Leave a Reply

10 Comments

  1. Electronick
    April 9, 2019 at 6:22 am

    Rogue scheme is going to be horrible in wild, especially in that mill/n’zoth Deck that is disgusting to play against as a control player.

    I like Hagatha’s scheme, generally speaking you don’t mind holding onto board clears for a good number of turns.

  2. Taznak
    April 8, 2019 at 3:35 am

    Agree with the analysis of the controversial Dr. Boom’s Scheme. Control Warrior has the Dr. Boom hero card, which is a huge deal in a world without Death Knight hero cards. This has to hurt the power level of other Control Warrior cards, otherwise the archetype ends up being overpowered.

  3. TheMessenJah
    April 8, 2019 at 3:03 am

    I agree with most of the card analisys except Dr. Boom’s Scheme. Why isnt a good card?
    In a Warrior control deck, 4 mana for 10 armor is not bad… It’s usefull with shield slam or win in a fatigue countdown.
    What am i missing?

    • Taznak
      April 8, 2019 at 3:57 am

      First, you need to hold it for many turns for it to be mana-efficient. Branching Paths gave you 12 armor for 4 mana, and it had alternative cast modes; if you just want this to be as good as the armor effect, you need to hold it in your hand for 11 turns.

      Against aggro decks, that’s just too slow. You want a lot of armor and you want it fast. Considering defensive cards like this one are usually best vs. aggro, this being really bad against them is a big deal.

      Against Control decks, it gives a lot of armor but doesn’t necessarily help a ton because control mirrors are more about value and board control than about gaining a lot of armor. A large enemy threat will just take away most of your armor in one hit.

      Against mecha’thun OTK decks, this card does nothing.

      Against damage-based OTK decks, like Malygos variants or Shirvallah + Holy Wrath, this card is fantastic. Sadly, that’s not good enough when this card is otherwise poor.

    • Stonekeep - Site Admin
      April 8, 2019 at 7:05 am

      4 mana for 10 Armor is only okay-ish at best, the base line is 12 “life gain” for 4 mana. Druid had Branching Paths, which could gain 12 Armor OR do other things too (or even mix between e.g. Armor + card draw). Priest had greater Healing Potion, which gained 12 life, but it could also target one of the minions to heal it up instead (a slight upside compared to Druid, but still).

      Just think about it this way – if you draw it in the late game, then hold it for FOUR more turns (which is a long time, especially in matchups in which you need that life gain), then it becomes a 4 mana gain 5 Armor… which is Iron Hide, a 1 mana card. So you need to hold your 4 mana card for FOUR turns in order to get a 1 mana worth of value out of it.

      Most Schemes are very powerful when you draw them in mulligan. By the mid/late game, they have insane effects. Even if you draw Dr. Boom’s Scheme in your mulligan and keep it as a completely dead card until TURN 10, you still end up with a card that is below average.

      It’s just a bad card. I’ll even say more – outside obvious filler cards (like vanilla minions with no upside), it’s one of the worst cards I’ve seen in a long while. As to why you don’t want to play bad card – simply because you can play better ones. While a lot of the Armor gain cards rotate out, you still have options like Armorsmith + Whirlwind, for example. Not to mention that Shield Slam will be the only good card that really “cares” about Armor now that Reckless Flurry, Yip and Bladed Gauntlet rotate out. There’s still “Heavy Metal”, but the card is mediocre at best.

  4. JoyDivision
    April 7, 2019 at 11:42 pm

    The longer I look at Togwaggle’s Scheme, the more frightful the card seems to be. I hope this doesn’t get abused. :/

  5. SlapLaB
    April 7, 2019 at 1:26 pm

    Surely the Rogue one is going to be abused!!!

  6. Tuscarora87
    April 7, 2019 at 9:31 am

    Yeah, schemes are the worst part of this expansion. They are simply not very intelligent design – worse spellstone mechanic. You could control those, but not the schemes. Schemes start even weaker and the game itself makes decisions instead of you. Additionally, in HS, if you need something, you need it immediately. If you need 4 AoE dmg now, but it will be ready in 2 turns, it’s just… too late, even if you have a million of dmg then. They want you to think there are control, strategy and tactics in waiting and planing, but that’s just an illusion.

    Still… some of them may still see play, because, there’s nothing better. Shaman’s spell is uncontrollable nuke. When it’s good it’s insane. Shaman really needs another big AoE, and Hagatha’ Scheme is a necessary evil.

    Rouge one is useful even without any upgrade.

    Priest’s is kinda okay, too (0 mana).

    Warrior and Warlock are funny.

    A good thing is there are only 5 of these cards and only Shaman’s is important for the class to function. Can Stormbringer be useful as a tutor for Hagatha’s Scheme?

  7. DanBerg
    April 7, 2019 at 9:10 am

    Nice