Finally, I had the feeling Murozond Priest is broken, but apparently it's much more inconsistent than I think. I hope it won't rise as the new Combo tyrant after the nerfs.
What is this deck, if I may ask? I can hardly imagine a broken interaction with Murozond the Infinite. Did you mean Temporus? The card is admittedly ill designed and could lead to one-sided interactions, if priests were to get something similar to Time Out!.
The only wild Deck that I'd consider broken rn is Quest-Mage. There are some that come close, but most of them can be at least reliably interacted with (Combo-Disruption, Aoe,...).
Here are my thoughts (Warning: Haven't played much Wild since AoO launched, so I might not be that up-to-date)
Druid: I've seen a lot of Decks that revolve around Kael'thas Sunstrider with the Possibility to kill you on t6 by cheating out Spells like Ultimate Infestation. But, like a lot of Combo-Druids, it's very susceptible to Dirty Rat.
Hunter: Haven't seen any in quite a While, but Mech-Hunter used to be a pretty successful Deck. They could rush you down easily with Magnetic-Stuff and constant Damage Output. The big Weakness though is that they run out of Cards very quickly. If you manage to clear the Board and heal up, you pretty much win. I won a lot of Games against them simply because I played Excavated Evil into Greater Healing Potion.
Mage: I don't think I'm exaggerating when I say that almost everyone hates current Quest-Mage. You either die because of Sorcerer's Apprentice/Flamewaker or because of Archmage Vargoth/Giants. And there's not much you can do about it. If you're Aggro, you have to deal with Freezes, Ice Block and in some Cases Reno Jackson. If you're Control, your only hope is Dirty Rat pulling a Combo Piece. (BTW the upcoming Nerf to Open the Waygate is a complete Joke. Mage has so much Spell Generation that raising the Requirement by 2 is almost nothing.)
The other strong Mage Deck in Wild is Secret-Mage. I don't think I have to explain that one. Play Secrets, go face with Minions, FireballFireball. I might be in the Minority, but imo Secret-Mage is fine the Way it is. If you can dodge early Minion Pressure and play around Secrets you have very good Chances. And Reno Jackson on an empty Board always seals the Deal.
Paladin: Same as Mech-Hunter, but with good draw. You have to clear the Board multiple Times, just to not get snowballed the next Turn. Mechwarper and Flying Machine are the biggest Threads because of Magnetic.
Odd-Pally is the same as Mech-Pally, just weaker.
Priest: Big Priest used to be the Bane of Wild's Existence, but that Deck hardly sees play anymore.Cheating out big Guys multiple Times isn't so pwerful if you're facing Combos that can kill you in the Mid-Game. And even if this Deck ever becomes Meta again, there's now much more Counterplay to deal with it (Transform Effects, messing with Res-Pool, AoE,...)
Razakus might seem pretty strong, but that Deck just gets outshined by other Combos.
Shaman: Haven't seen Shaman in a long Time, but Even is probably its strongest Archetype rn. They try to win th Game by flooding the Board and take Advantage of it, but that's quite hard if you're facing giant Mechs or Arcane Flakmage. I personally never had any Problems winning against that Deck, but that might be because I usually run a ton of AoE and Heal.
Warlock: Mecha'thun and Darkest Hour are the strongest Decks this Class has. Everything else is either a Meme (Dinomancer) or is no longer that powerful (Cubelock). Mecha'thun-lock has a ton of Card draw and heal accompanied by strong Removal. Dirty Rat is unreliable against them because of the Amount of Minions they play, but Mojomaster Zihi is very good. I wait till they run out of Cards and then play her with Coldlight Oracle. That usually gets them.
Darkest Hour-lock is way more inconsistent. You can win instantly on t4, 5 or 6. Or you can get screwed with an unplayable Hand and your big Guys getting AoE'd because you didn't pull Nerubian Unraveler. But still, thank God they'll nerf Bloodbloom.
Warrior: ... Who?
Jokes aside, Warrior is practically non-existent in Wild. You might see a Pirate here and there, but that Deck is just no longer the Thread it used to be. Most of my Opponents conceded, simply because I played one AoE on t5/6.
EDIT: I completely forgot about Rogue! But that might be because it's similar to Warrior. No Idea what that Class is doing in Wild rn.
That is actually a pretty cool card. I dont think iv seen such effect either and now looking at it, it has a great potential and can open up some untapped design space. So good job!
Thank you! It was Darkest Hour Warlock. Insane winrate. I can post the decklist when I come home in the evening, but you should also find it here on the site somewhere.
I have Mage over 1000, Hunter over 900 then Rogue, Shaman, Paladin and Druid just over 500. Priest is between 220 and 250, Warrior and Warlock around 170. I would prefer to get Priest next but I can't find a good or fun deck to play so I'm playing Warlock and having some good results but 500 just send so far away!
I am stupid I thought you were laughing with but you were laughing at me you exploited me more than any man ever has I am not frightened of David I am aware he is in on this but you I realised are the man I am terrified of karma you will hurt Jack maybe your daughter will die of cancer you are a construction, you mimic human emotions I don't know if evil exists but I have only seen it twice once in Jans eyes and in you eyes your sister is a bitch your mother makes me thin Margaret meinel is a saint so but never want a little girl to lose her father you did this to Jack and Beth meinel and you don't recognise the evil you are. Talked to someone who knew you and he we said jules is the only person I know who could murder someone bury them in back yard and never look back I did think you but no you are not blessef in that water and you are creepy so fuck off let me die in peace I will send you the bill for the heroine I just purchased no I death how to give an injection so celebrate psycho it will look like suicide but it is murder and I have a couple of trump cards up my sleeve pathetic little man
I thought they would adress Time Warp itself. The cost of the card is off the charts, but that is because of Archmage Vargoth, who has bolstered the deck to new heights and has forced people to tech in cards like Loatheb just to stall for one more turn. Adressing the quest itself is fine tho, but for the love of god remove the Time Warp + Vargoth interaction.
Can't really talk about Wild, but I figured that this wouldn't really affect the deck's strategy in any way.
It's really weird to see them be so limp-wristed about this when in the past every nerf patch was basically scorched earth. If they thought a card was problematic they made sure it wouldn't be any more and few cards ever survived that.
I get it for Demon Hunter given that the class is new and very dependant on the few cards it has, but Kael'thas and the Wild cards? Noone actually wants those decks to be that powerful because they're not fun to face.
Jules I will die, say what you want about me but you are a murderer I will execute it but you are a monster, Jack is my next of kind and he will have to identify my body you have a child and you can do that to Jack but can't see you are 100 times. A monster than me and no guilt I hate you
Interesting interaction with this card in Wild today. My opponent played Loatheb and I drew Eye Beam next turn, which means it should cost 6 mana. However, the spell still cost 1 mana. It seems like the Outcast effect overrides Loatheb's. I don't know if this is a bug or not, but it feels unfair.
It's got its up- and downsides. On the other side of the coin I drew one off of Skull of Gul'dan (outcasted) and it was on the far right side of my hand. I expected it to cost 0 but instead it cost 1 mana, which I didn't have.
Guys, the card says "This costs (1)", not "This costs (2) less".
Yes, I understood that. It's just that its wording effectively negates Loatheb's effect when it's in outcast position, which feels unfair yet understandable (again, given the wording on the card).
I agree except for wild players the nerf to Open the Waygate will really hurt the very popular non-interactive Mage deck that can kill you by turn 5/6. Will be much much harder to complete the quest now.
The A.I. has been known to bm from time to time, so maybe you can coax Zephrys into a suicide. Leaving yourself with 0 mana and being dead on the board seems the most likely avenue.
Honestly, the more I look at these nerfs the less I like them. They don't really seem to fix anything.
Demon HUnter got a bit of a power down (and it's possible I'm seriously underestimating how effective they'll be). Adept change is purely statistical and the card will still be in every DH deck. Same goes for Altruis, but I guess statistically he's gonna perform worse, especially early in the game. Battlefiend doesn'T really solve the problem of not being able to deal with it early if you don't have a spell for it.
The Warlock nerf is probably going to help out DH more than anything. Both Antean and Priestess are back for consideration now that you won't have to worry about them getting poofed for no cost (also no more easy Zephrys outs).
This won't be the last nerf to Demon hunter, I can guarantee that.
I also still can'T wrap my head around the Kael'thas nerf? If they wanted to nerf Combo Demon Hunter they would have targetted Twin Slice. This doesn't stop any of the miracle turns in Wild or Standard. Druid literally doesn't even care about the mana cost, they ramp up there anyways. The only thing that this essentially stops is the combo with Kayn for 10-mana, but since Skull of Gul'dan is still around there's a good chance you're gonna end up discounting either Kayn or Kael'thas in a lot of games. Not to mention they run double silence anyways, so even in the best case scenario you need at least 3 taunts to stop the DH combo.
Interesting interaction with this card in Wild today. My opponent played Loatheb and I drew Eye Beam next turn, which means it should cost 6 mana. However, the spell still cost 1 mana. It seems like the Outcast effect overrides Loatheb's. I don't know if this is a bug or not, but it feels unfair.
It's got its up- and downsides. On the other side of the coin I drew one off of Skull of Gul'dan (outcasted) and it was on the far right side of my hand. I expected it to cost 0 but instead it cost 1 mana, which I didn't have.
Guys, the card says "This costs (1)", not "This costs (2) less".
Yes, I understand that. That doesn't mean everyone expects it to override discounts or cost increases.
It looks small, but the open the waygate nerfs is enough that they will now struggle to complete the quest on turn 4 without exhausting all of their resources. Waygate decks will now be much more efficently countered by aggro, and will continue to beat durdling control lists.
Happy with the felwing nerfs, even if I wasn't in standard to see the apparently problematic happy ghoul 2.0.
Altruis has been removed from odd demon hunter, which I think it doesn't really care about. Battlefiend is now in line with the squire, as I had expected.
Inexplicable Libram of Justice buff. Maybe Libram paladin was super competitive in their playtesting and they are upset that it's seeing roughly 0 play.
Bloodbloom dies, and darkest hour is no longer able to compete with quest mage. Mecha'thun warlock struggles to pull off the combo now, but it was never super powerful anyway.
Albatross is also removed from odd demon hunter. Maybe these nerfs will force the deck to adopt a different play style, without a proper reno counter.
Kael'thas is now slightly worse, and this probably helps to stop the inner demon combo from being a useful finisher in standard. It now costs more than an auctioneer, so storm druids would probably prefer to go back to the pre kael'thas deck structure, without UI and overflow.
well... with Sac Pact nerfed we lost the Jaraxxus meme, so we need something in return, and I think Zephrys suicide would be appropriate. I couldn't imagine a better way to go out.
Interesting interaction with this card in Wild today. My opponent played Loatheb and I drew Eye Beam next turn, which means it should cost 6 mana. However, the spell still cost 1 mana. It seems like the Outcast effect overrides Loatheb's. I don't know if this is a bug or not, but it feels unfair.
It's got its up- and downsides. On the other side of the coin I drew one off of Skull of Gul'dan (outcasted) and it was on the far right side of my hand. I expected it to cost 0 but instead it cost 1 mana, which I didn't have.
Guys, the card says "This costs (1)", not "This costs (2) less".
I don't think Zephrys understands the art of the suicide and he's only going to offer you cards that appear to deny the enemy's lethal. In fairness, unless you have to remove both a weapon and minions, it always at least delays lethal so far as the board state is concerned.
`Blizzard nerfs cards to hard the become unplayable now!`
`Blizzard doesn´t nerf them hard enough this won´t change anything`
I think it´s a good thing they are actually trying to balance the cards, rather than nuke them from orbit like they have done in the past. Also keep in mind they tend to nerf more cards now rather than nerf one card hard.
You are right as it turns out. The nerfs will do absolutely nothing unfortunately.
I mean... Altruis the Outcast sill goes face, Glaivebound Adept -1 attack does not matter at all since you just have to remove it anyway because if it connects face once you are still fucked.
Only reasonable nerf is Battlefiend for the class.
Illidan Gone Wild! 5 Decks to Put Demon Hunter to Use on Hearthstone's Wildest Ladder
Thanks for the deck - after drawing both Inner Demon before turn 6 multiple times I gave up.
Opinions on Wild.. What are broken decks per class in wild?
Murozond Priest basically works like this;
Draw all the cards.
Play King Togwaggle
Wait for opponent to play ransom
Play Murozond to copy ransom.
It's frustrating, but not really that good.
Opinions on Wild.. What are broken decks per class in wild?
What is this deck, if I may ask? I can hardly imagine a broken interaction with Murozond the Infinite. Did you mean Temporus? The card is admittedly ill designed and could lead to one-sided interactions, if priests were to get something similar to Time Out!.
What Inspires You To Build A Deck?
Usually I find one card that interests me, doesn't matter the rarity, and I try to build a deck where it'll be a very nice inclusion.
Like in Descent of Dragons, Cobalt Spellkin and Hoard Pillager were the two cards I'd go back to since they fit in so many decks.
Or I'll try and come up with a nice synergy between cards and create a deck around them.
But those aren't the tier 1 decks so I only play them in casual
Looking for Something Wild to Play This Weekend? Out Favourite Community Created Wild Hearthstone Decks
Kamouh's deck should have been called "Play 10 Divine Shield minions." :D We haven't played in a while, Frosty :)
Opinions on Wild.. What are broken decks per class in wild?
The only wild Deck that I'd consider broken rn is Quest-Mage. There are some that come close, but most of them can be at least reliably interacted with (Combo-Disruption, Aoe,...).
Here are my thoughts (Warning: Haven't played much Wild since AoO launched, so I might not be that up-to-date)
Druid: I've seen a lot of Decks that revolve around Kael'thas Sunstrider with the Possibility to kill you on t6 by cheating out Spells like Ultimate Infestation. But, like a lot of Combo-Druids, it's very susceptible to Dirty Rat.
Hunter: Haven't seen any in quite a While, but Mech-Hunter used to be a pretty successful Deck. They could rush you down easily with Magnetic-Stuff and constant Damage Output. The big Weakness though is that they run out of Cards very quickly. If you manage to clear the Board and heal up, you pretty much win. I won a lot of Games against them simply because I played Excavated Evil into Greater Healing Potion.
Mage: I don't think I'm exaggerating when I say that almost everyone hates current Quest-Mage. You either die because of Sorcerer's Apprentice/Flamewaker or because of Archmage Vargoth/Giants. And there's not much you can do about it. If you're Aggro, you have to deal with Freezes, Ice Block and in some Cases Reno Jackson. If you're Control, your only hope is Dirty Rat pulling a Combo Piece. (BTW the upcoming Nerf to Open the Waygate is a complete Joke. Mage has so much Spell Generation that raising the Requirement by 2 is almost nothing.)
The other strong Mage Deck in Wild is Secret-Mage. I don't think I have to explain that one. Play Secrets, go face with Minions, Fireball Fireball. I might be in the Minority, but imo Secret-Mage is fine the Way it is. If you can dodge early Minion Pressure and play around Secrets you have very good Chances. And Reno Jackson on an empty Board always seals the Deal.
Paladin: Same as Mech-Hunter, but with good draw. You have to clear the Board multiple Times, just to not get snowballed the next Turn. Mechwarper and Flying Machine are the biggest Threads because of Magnetic.
Odd-Pally is the same as Mech-Pally, just weaker.
Priest: Big Priest used to be the Bane of Wild's Existence, but that Deck hardly sees play anymore.Cheating out big Guys multiple Times isn't so pwerful if you're facing Combos that can kill you in the Mid-Game. And even if this Deck ever becomes Meta again, there's now much more Counterplay to deal with it (Transform Effects, messing with Res-Pool, AoE,...)
Razakus might seem pretty strong, but that Deck just gets outshined by other Combos.
Shaman: Haven't seen Shaman in a long Time, but Even is probably its strongest Archetype rn. They try to win th Game by flooding the Board and take Advantage of it, but that's quite hard if you're facing giant Mechs or Arcane Flakmage. I personally never had any Problems winning against that Deck, but that might be because I usually run a ton of AoE and Heal.
Warlock: Mecha'thun and Darkest Hour are the strongest Decks this Class has. Everything else is either a Meme (Dinomancer) or is no longer that powerful (Cubelock). Mecha'thun-lock has a ton of Card draw and heal accompanied by strong Removal. Dirty Rat is unreliable against them because of the Amount of Minions they play, but Mojomaster Zihi is very good. I wait till they run out of Cards and then play her with Coldlight Oracle. That usually gets them.
Darkest Hour-lock is way more inconsistent. You can win instantly on t4, 5 or 6. Or you can get screwed with an unplayable Hand and your big Guys getting AoE'd because you didn't pull Nerubian Unraveler. But still, thank God they'll nerf Bloodbloom.
Warrior: ... Who?
Jokes aside, Warrior is practically non-existent in Wild. You might see a Pirate here and there, but that Deck is just no longer the Thread it used to be. Most of my Opponents conceded, simply because I played one AoE on t5/6.
EDIT: I completely forgot about Rogue! But that might be because it's similar to Warrior. No Idea what that Class is doing in Wild rn.
TAUNT, INSECT! - Card Design Competition Discussion Thread
That is actually a pretty cool card. I dont think iv seen such effect either and now looking at it, it has a great potential and can open up some untapped design space. So good job!
The Pepper Thread - Share Some Good Vibes!
Thank you! It was Darkest Hour Warlock. Insane winrate. I can post the decklist when I come home in the evening, but you should also find it here on the site somewhere.
Golden Hero Portrait - Completionist & Grind
I have Mage over 1000, Hunter over 900 then Rogue, Shaman, Paladin and Druid just over 500. Priest is between 220 and 250, Warrior and Warlock around 170. I would prefer to get Priest next but I can't find a good or fun deck to play so I'm playing Warlock and having some good results but 500 just send so far away!
The Pepper Thread - Share Some Good Vibes!
Congratulations! What list did you use?
WHY WON'T YOU DIE!?
I am stupid I thought you were laughing with but you were laughing at me you exploited me more than any man ever has I am not frightened of David I am aware he is in on this but you I realised are the man I am terrified of karma you will hurt Jack maybe your daughter will die of cancer you are a construction, you mimic human emotions I don't know if evil exists but I have only seen it twice once in Jans eyes and in you eyes your sister is a bitch your mother makes me thin Margaret meinel is a saint so but never want a little girl to lose her father you did this to Jack and Beth meinel and you don't recognise the evil you are. Talked to someone who knew you and he we said jules is the only person I know who could murder someone bury them in back yard and never look back I did think you but no you are not blessef in that water and you are creepy so fuck off let me die in peace I will send you the bill for the heroine I just purchased no I death how to give an injection so celebrate psycho it will look like suicide but it is murder and I have a couple of trump cards up my sleeve pathetic little man
Full Details on the Balance Updates Coming to Hearthstone Next Week - Demon Hunter Nerfs & More!
I thought they would adress Time Warp itself. The cost of the card is off the charts, but that is because of Archmage Vargoth, who has bolstered the deck to new heights and has forced people to tech in cards like Loatheb just to stall for one more turn. Adressing the quest itself is fine tho, but for the love of god remove the Time Warp + Vargoth interaction.
Full Details on the Balance Updates Coming to Hearthstone Next Week - Demon Hunter Nerfs & More!
Can't really talk about Wild, but I figured that this wouldn't really affect the deck's strategy in any way.
It's really weird to see them be so limp-wristed about this when in the past every nerf patch was basically scorched earth. If they thought a card was problematic they made sure it wouldn't be any more and few cards ever survived that.
I get it for Demon Hunter given that the class is new and very dependant on the few cards it has, but Kael'thas and the Wild cards? Noone actually wants those decks to be that powerful because they're not fun to face.
WHY WON'T YOU DIE!?
Jules I will die, say what you want about me but you are a murderer I will execute it but you are a monster, Jack is my next of kind and he will have to identify my body you have a child and you can do that to Jack but can't see you are 100 times. A monster than me and no guilt I hate you
2
New Demon Hunter Spell - Eye Beam
Yes, I understood that. It's just that its wording effectively negates Loatheb's effect when it's in outcast position, which feels unfair yet understandable (again, given the wording on the card).
Full Details on the Balance Updates Coming to Hearthstone Next Week - Demon Hunter Nerfs & More!
I agree except for wild players the nerf to Open the Waygate will really hurt the very popular non-interactive Mage deck that can kill you by turn 5/6. Will be much much harder to complete the quest now.
Oh wait. It won't. Does very little in fact!
Full Details on the Balance Updates Coming to Hearthstone Next Week - Demon Hunter Nerfs & More!
The A.I. has been known to bm from time to time, so maybe you can coax Zephrys into a suicide. Leaving yourself with 0 mana and being dead on the board seems the most likely avenue.
Full Details on the Balance Updates Coming to Hearthstone Next Week - Demon Hunter Nerfs & More!
Honestly, the more I look at these nerfs the less I like them. They don't really seem to fix anything.
Demon HUnter got a bit of a power down (and it's possible I'm seriously underestimating how effective they'll be). Adept change is purely statistical and the card will still be in every DH deck. Same goes for Altruis, but I guess statistically he's gonna perform worse, especially early in the game. Battlefiend doesn'T really solve the problem of not being able to deal with it early if you don't have a spell for it.
The Warlock nerf is probably going to help out DH more than anything. Both Antean and Priestess are back for consideration now that you won't have to worry about them getting poofed for no cost (also no more easy Zephrys outs).
This won't be the last nerf to Demon hunter, I can guarantee that.
I also still can'T wrap my head around the Kael'thas nerf? If they wanted to nerf Combo Demon Hunter they would have targetted Twin Slice. This doesn't stop any of the miracle turns in Wild or Standard. Druid literally doesn't even care about the mana cost, they ramp up there anyways. The only thing that this essentially stops is the combo with Kayn for 10-mana, but since Skull of Gul'dan is still around there's a good chance you're gonna end up discounting either Kayn or Kael'thas in a lot of games. Not to mention they run double silence anyways, so even in the best case scenario you need at least 3 taunts to stop the DH combo.
New Demon Hunter Spell - Eye Beam
Yes, I understand that. That doesn't mean everyone expects it to override discounts or cost increases.
Full Details on the Balance Updates Coming to Hearthstone Next Week - Demon Hunter Nerfs & More!
It looks small, but the open the waygate nerfs is enough that they will now struggle to complete the quest on turn 4 without exhausting all of their resources. Waygate decks will now be much more efficently countered by aggro, and will continue to beat durdling control lists.
Happy with the felwing nerfs, even if I wasn't in standard to see the apparently problematic happy ghoul 2.0.
Altruis has been removed from odd demon hunter, which I think it doesn't really care about. Battlefiend is now in line with the squire, as I had expected.
Inexplicable Libram of Justice buff. Maybe Libram paladin was super competitive in their playtesting and they are upset that it's seeing roughly 0 play.
Bloodbloom dies, and darkest hour is no longer able to compete with quest mage. Mecha'thun warlock struggles to pull off the combo now, but it was never super powerful anyway.
Albatross is also removed from odd demon hunter. Maybe these nerfs will force the deck to adopt a different play style, without a proper reno counter.
Kael'thas is now slightly worse, and this probably helps to stop the inner demon combo from being a useful finisher in standard. It now costs more than an auctioneer, so storm druids would probably prefer to go back to the pre kael'thas deck structure, without UI and overflow.
Full Details on the Balance Updates Coming to Hearthstone Next Week - Demon Hunter Nerfs & More!
well... with Sac Pact nerfed we lost the Jaraxxus meme, so we need something in return, and I think Zephrys suicide would be appropriate. I couldn't imagine a better way to go out.
New Demon Hunter Spell - Eye Beam
Guys, the card says "This costs (1)", not "This costs (2) less".
Full Details on the Balance Updates Coming to Hearthstone Next Week - Demon Hunter Nerfs & More!
I don't think Zephrys understands the art of the suicide and he's only going to offer you cards that appear to deny the enemy's lethal. In fairness, unless you have to remove both a weapon and minions, it always at least delays lethal so far as the board state is concerned.
Full Details on the Balance Updates Coming to Hearthstone Next Week - Demon Hunter Nerfs & More!
`Blizzard nerfs cards to hard the become unplayable now!`
`Blizzard doesn´t nerf them hard enough this won´t change anything`
I think it´s a good thing they are actually trying to balance the cards, rather than nuke them from orbit like they have done in the past. Also keep in mind they tend to nerf more cards now rather than nerf one card hard.
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
You are right as it turns out. The nerfs will do absolutely nothing unfortunately.
I mean... Altruis the Outcast sill goes face, Glaivebound Adept -1 attack does not matter at all since you just have to remove it anyway because if it connects face once you are still fucked.
Only reasonable nerf is Battlefiend for the class.