Biology Project: The Symmetrical effect set to break the Hearthstone Metagame. By Justin Warden

Biology Project: The Symmetrical effect set to break the Hearthstone Metagame

By Justin Warden

Symmetrical effects have always been controversial in card games. By nature, they are hard to evaluate because they provide both players with an advantage. In Magic the Gathering (the original TCG), many symmetrical effects have been either Broken, or underpowered. Take Windfall, for example; Windfall is a spell in MTG that costs 2U that forces both players to discard their hands and draw cards equal to the highest number of cards discarded to Windfall’s effect. This card seems balanced or even bad at a first glance, since both players draw an equal amount of cards, but the opposing player doesn’t have to spend any resources (mana) for the effect.


As it turns out, however, Windfall was an insane powerhouse that was banned in its standard format. This is because, while the effect seems bad and symmetrical, it actually allowed the casting player to refill their hand for free. In an aggressive deck, Windfall allowed the aggressor to quickly fill the board and then draw back up to 5-7 cards for three mana. In addition, forcing the opponent to discard his/her hand is very powerful, as players tend to keep good hands, so the second hand drawn is generally weaker than the discarded hand.


Unfortunately, Biology Project is also a deceptively powerful card. While it’s true that both players gain mana crystals, few classes are as well equipped in Hearthstone as the Druid class to use mana effectively. Furthermore, the Druid player doesn’t gain empty mana crystals, so Biology Project also ends up acting as an Innervate like affect, giving the caster access to even more mana on the turn it’s played.


With Biology Project, Druid has the ability to quickly ramp into game ending spells, like Ultimate Infestation, or the new Juicy Psychmelon. With these “card draw” tools, druid can quickly recuperate the last card advantage from ramping with the Biology Project, and find game ending “Win Conditions” to utilize the newfound mana on.


Right now, the best sequence I can image in the following:


Turn 1: Biology Project, Biology Project, Wild Growth, pass.


Turn 2: (7 mana available) Juicy Psychmelon, Ferocious Howl


Turn 3: Cast any of the 7 or 8 drop cards you just drew, proceed to win the game.


This combo is insane, and while the other revealed Druid cards are good, none are powerful without the unreal mana ramp provided by Biology Project. No aggressive deck is strong enough to race a 8 drop minion on turn 3.


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