Qfasa I believe, as I have seen many in this thread follow suit, that you misunderstood the intention of the article.
I never said how, or when, anything is being changed. I provided a thought process, and our guiding principles. I never said that we're not changing any cards, I never said that nerfs or buffs wouldn't happen, those also weren't the subjects of the article.
It would have been an exceptionally bad idea for me to be the one that goes into specifics of that nature.
Just wanted to get your feelings regarding cards that have very little "interaction" with the opponent and are essentially guaranteed plays.
Things like Sacullas / Champion of Ruin / Lucca / Dark Blast / Torch Bearer / Mortar Cannon / Demoralize and to a lesser extent Shrine to the Heavens.
Most of these cards can get into situations in which the opposing player literally has absolutely no method whatsoever of preventing their outcomes during the turn they are used, which makes these turns appear boring and methodical, removing any elements of prediction, counter play, and attempting to secure your win or prevent your loss. Often times the opposing player can only desperately hope to tie, which allows the offensive player to just chip everything into defense since they no longer need to try to win, only to not let the opponent tie.
In a game like IW where simultaneous turns, board placement, and predicting and countering your opponent is key, do you feel that these 100% (or near, in some cases) guaranteed effects are healthy from a design standpoint?
I'm sorry, but what? you can prevent pretty much half of them, and in the case of Mortar Cannon, you can do it with 1 resource if you're playing Verore: Lightning Blast, Mortar Cannon is an Artificial so you can Lightning Blast it for 8 damage and if you do so on your priority, you won't take ANY damage from it. You can also use things like Fight on it if you're playing Warpath, and you can potentially kill it off before it has the chance to use its ability with Mad Monk.
When it comes to Shrine to the Heavens, you can kill his characters that he's gonna be exhausting, or you can just outright destroy the Shrine with Consecrating Angel. There are ALOT of counters to abilities in the game as well. I'd say the only ones you can't counter very well out of the ones that you listed are Lucca, Sacculas, and Champion of Ruin, and even those can be countered in some ways(though some of the cards you'd use to counter them aren't really valuable in a normal deck.
played on the opponent's initiative can only be dealt with by Controlled Temporal Anomaly
or dealing sufficient "Come into Play" character damage from Mad Monk and Champion of Ruin. You can prevent the loss from it by playing Jialan or healing through the damage on the same turn. It is more "fair" than other methods of mostly-unavoidable damage since you are given at least a turn to react, but it is still near functionally impossible to survive a Mortar Cannon played on your initiative if your health is already in the kill zone. A smart user of the Mortar Cannon will always be sure to get 8 damage out of it, period. Very low efficiency of total resource cost to damage ratio is the only thing keeping this in check, but with Sacullas the opposite is true, hence why he is out of balance at the moment.
With Shrine, if you do not splash angels and have no support targeting mass removal, you have no means of preventing a loss if you cannot reach your wincondition first. But thats not what I was refering to, which is that in the SAME turn as played, if your opponent has the initiative and played enough token generators in the previous turn or just plays a slew of characters that turn, you cannot "prevent" a loss from Shrine during the same turn. That is, there is no card in infinity wars save for Consecrating Angel that can currently prevent a "win" from Shrine on the same turn if the opponent has initiative. Shrine is still hard to win with, but with it simply being a "win if condition met" type mechanic that the opponent has little they can do to mess up the win, the only options being Consecrating Angel and attempting to beat the opponent down to force them to have to block with characters.
Shrine I feel is largely more balanced than most other unavoidable-in-turn win conditions, because you do have more time to attempt to get in your own win condition, but if you simply lack the tools to either remove mass units from support or the power to win fast, then its a card in which you cannot really prevent the win.
For example, lets say a CoV / DoD deck with loads of removal has been continuously removing units on the board, or hell maybe even the Calamity is played by the opponent on their initiative, but the Shrine is at 90% and you play Overwhelming Undead after their Calamity. In this situation, the only way to prevent a loss is through Controlled Temporal Anomaly, Mad Monk, or Angel of Ruin/Consecration, because the shrine will trigger off all the overwhelming dead as well as any other character dropped that turn even if those characters are removed during the turn.
To make cards like this "fair" in a simultaneous turn system, those types of effects should happen at the end of turn. For example, if Shrine read "Exhausted target character. At the end of turn, this Character will add 3% to Shrine of the Heavens. If shrine of the heavens is 100% complete at the end of turn, your opponent's Morale becomes 0."
This alteration slightly buffs the speed of the win condition at the cost of making it interact with character removal. Now Shrine decks wouldn't simply be able to all-in defensively on their final turns, and would have to consider how much they can sacrifice to defense against how many characters they fear will be removed.
Additionally, the current wording of "you win the game" is absolutely not accurate, as it makes the opponent lose the game via morale but does not prevent your loss of the game, which makes it tie in that scenario. If the current card text was taken literally, you would actually 100% win the game and prevent any tie.
Long story short, there are some very simple and effective methods of making otherwise low player-interaction winconditions more dynamic and less static. Currently, Shrine = have characters sufficient to build shrine, you at best win and at worst tie, you cannot lose (ignoring the very, very few counters I mentioned before). With my suggestion to shrine, the well-being of your characters on your "assumed" final turn is critically important, and the opponent has more methods of delaying your win.