There are enough ways to handle Secret Mage and a lot of tech cards against secrets.
Of course Secret Mage can be anoying - but it far from "unstoppable" like for example Darkest Hour Warlock which got its combo on turn 5.
There is nothing wrong about having really strong decks in Wild - the problem are the decks, which feel "unstoppable".
Okay, I fully agree with both nerfs and Darkest hour warlock is a problem that should have been addressed long ago.
Quest mage is far from unstoppable though. It loses consistently to aggro decks (which is like half of the wild meta) and the slower Reno quest countetpart has the same weakness most combo decks have.
Secret mage, on the other hand, has been the best deck for a long time now. Even with all the secret hate the deck still performs at a top tier level.
Indeed, there is nothing wrong with having really strong decks. But there is something wrong with having a single really, really strong deck. (Does naga giant warlock come to mind?)
What if you doubled down on 1-cost minions and included Magic Carpet? Use Salhet's Pride as draw with stuff like Murmy and Argent Squire to buff them up, rush them into something then repeat with 0-cost Librams.
The only problem i see is that Sporelings could backfire hard and poof your buffs, so maybe it's better to just use them as 1-time removal. Rush them into something big, then rush another 1-drop into the remaining sporeling
The problem with Acolyte is that it's sort of a pseudo-class card, as in only a few classes will be able to use it efficiently at a time.
Basically it would always have been a Warrior (and occasionally Priest and Paladin) card and with it gone there is room for more powerful or specific class cards.
It just sucks that we didn't get them this expansions, but that's the way it is.
I think that cards like Shadow Assassin are a problem
Agreed. I'm not going to whine about elusives in general, but Kinkou Lifeblade costing 4 mana while Shadow Assassin costs 3 boggles my mind. And I agree that Greenglade Duo may be a bit overtuned. I'd nerf it to 1 attack rather than upping the mana cost.
The Ruination is a slow spell, so it won't work as a counter (unless you count the enemy activating a non-Burst spell like Iceborn Legacy out of combat).
So, did you finally play the deck? The concept is a bit awkward (in the early turns there are few threats you'd want to polymorph), but it might be fun!
I'm also feeling the temptation, but I'm still at Platinum league, I have played a lot of Casual to test Dragon Priest and Libram Paladin decks. In case I decide to play ranked with DH, at least I'm going to use my own unrefined version, it should feel less dirty.
Tbh ever since we got albatross, I lost interest in running the rat. I prefer to play the albatross a few turns before the opponent goes for the combo, so that I deny the 10/10's deathrattle. This is way more reliable.
Okay guys, last try. I couldn't stop thinking about Warrior needing a late game control bomb. What I came up with is this:
Obviously the effect is really powerful, that's why I made it a highlander card. What I initially wanted to do was give a minion this effect with Taunt and Elusive. But as long as the latter isn't an official keyword that's just too much text. I prepared an alternative Warchief Blackhand card with Reborn instead of Divine Shield, but the flavor is not good. Summoning copies without restriction Saronite-style happened on purpose.
I don't want to seem argumentative or rude, but the hatred levelled at big priest/ raza priest seems to come from a place of ignorance.
These decks are not good in wild right now, they have poor win rates and have unfavourable matchups against combo decks like waygate/DH and against aggro decks like discardlock.
I mean, if they just increase the cost of Sac Pac, that would be fine, too. I'd just like there always to ba a counter to any good strategy you can utilise while building a deck. Nobody wants Hungry Crab to only target friendly murlocs.
Its just one of those things that I think should be general enough so it stays in evergreen, so we're not playing that same congo with priest's many many many AoE cards in wild.
On that note, acolyte fits in well. I think the real intention is to highlight class limitations/weakness, with some unintended effects (I seriously doubt control warrior is ever coming back because of the lack of draw).
If they nerf albatross they should nerf dragon queen alexstraza as well.. To balance things out.
So albatross will be probably a 3/3
Sact pact will target only allies for sure that's how it sounds.. Still great in Galakroud warlock but not op.
Kaelthas will get a cost increase to 7 or 8 for sure that's how it sounds to me.
And as for cards to nerf in dh it's the growing 1 mana 2/2 it should be a 2/1 or a 1/2 that card is really stupid and I am not sure how it got past, Playte sting, streamer play testing, reveal season and a nerf round.
I think the other card should be twin slice if it costs 1 it will solve all the absurd tempo dh gets for free.
I do like that some classes have the ability to refill their hand easily like Rogue while other classes are forced to make do with what they have in their hand like Priest. It allows Blizzard to print cards that are stronger on their own for the classes that don't have much draw since they will need as good options as the classes that can draw a lot. For example, Blizzard is able to print quite powerful aggressive tools for Warrior since all they really have is Battle Rage, but they need to tone the power down for Rogue since they have access to Galakrond, the Nightmare and Heistbaron Togwaggle. However, this weakness got blown out of proportion when it came to DoD and AoO. It has now become a problem of card advantage, where even if your opponent has cards in hand that are stronger than yours, simply having so many more puts you in a substantially better position.
A yes, the old "just put in all the tech cards, lol"
What's the point of playing the game if all you're doing is gimp your entire deck to defeat one archetype that the devs can't be bothered to fix? What's the point of designing a game around unit combat when the best way to play is use units that avoid it entirely?
Also, good luck using all your removal to try and kill a single elusive unit while your opponent just tosses out [Hearthstone Card (Twin Discipline) Not Found], [Hearthstone Card (Deny) Not Found] and [Hearthstone Card (Elixir of Iron) Not Found] to just negate all of it. Once you're out of removal you'll never be able to kill a single elusive unit while they keep playing more and more.
Also nice meme, because handbuffed Lifeblade really makes it easy to rush them, doesn't it? Especially when they can block freely but you can't.
Is your advice for Ezreal decks going to be "just don'T take damage lol"?
I think the reason they're nerfing those decks as opposed to others is less so because it's strong and moreso because it's not fun to play against.
These decks play in a one-player fashion similar to other decks we've nerfed in the past.
As much as combo decks are fun to play (I loved the double OTK Paladin with the DK and Shirvallah), it feels really bad when all they do is cast power removal spells then blast you in the face. It's like playing Solitaire, where you surviving till your combo is like revealing the cards, setting up the aces and the kings, and the actual combo is when you can drag all the cards into the piles one after another.
Ya know. I recently spent some time on "the other site" because of isolation boredom, and posts like this can get such crazy toxic hate. forgot how bad it can be over there. Out of cards seems like such a nicer community.
Hearthpwn isn't a website, it's a containment facility.
Don't worry, we already have that (with some other posts) lined up. Just want to space out the content a bit more instead of dumping all the info in quick succession.
Quest Mage and Darkest Hour Warlock Changes Coming! Expect Changes to Open the Waygate and Bloodbloom
Okay, I fully agree with both nerfs and Darkest hour warlock is a problem that should have been addressed long ago.
Quest mage is far from unstoppable though. It loses consistently to aggro decks (which is like half of the wild meta) and the slower Reno quest countetpart has the same weakness most combo decks have.
Secret mage, on the other hand, has been the best deck for a long time now. Even with all the secret hate the deck still performs at a top tier level.
Indeed, there is nothing wrong with having really strong decks. But there is something wrong with having a single really, really strong deck. (Does naga giant warlock come to mind?)
Libram Paladin with Infectious Sporelings
What if you doubled down on 1-cost minions and included Magic Carpet? Use Salhet's Pride as draw with stuff like Murmy and Argent Squire to buff them up, rush them into something then repeat with 0-cost Librams.
The only problem i see is that Sporelings could backfire hard and poof your buffs, so maybe it's better to just use them as 1-time removal. Rush them into something big, then rush another 1-drop into the remaining sporeling
Hearthstone Class Identity is Constantly Evolving - Card Draw to Be More Universal
The problem with Acolyte is that it's sort of a pseudo-class card, as in only a few classes will be able to use it efficiently at a time.
Basically it would always have been a Warrior (and occasionally Priest and Paladin) card and with it gone there is room for more powerful or specific class cards.
It just sucks that we didn't get them this expansions, but that's the way it is.
Quest Mage and Darkest Hour Warlock Changes Coming! Expect Changes to Open the Waygate and Bloodbloom
That applies to every combo deck though, doesn't it? In that case cards like Mecha'thun never should have been printed at all.
uninstalling until elusive is fixed
Agreed. I'm not going to whine about elusives in general, but Kinkou Lifeblade costing 4 mana while Shadow Assassin costs 3 boggles my mind. And I agree that Greenglade Duo may be a bit overtuned. I'd nerf it to 1 attack rather than upping the mana cost.
Building an Aggressive (wild) Priest (without Inner Fire)
Anything new after the launch of AoO? I crafted an aggro Priest deck with Dragonmaw Overseer but I have not tested it much.
How to Counter
The Ruination is a slow spell, so it won't work as a counter (unless you count the enemy activating a non-Burst spell like Iceborn Legacy out of combat).
Libram Paladin with Infectious Sporelings
So, did you finally play the deck? The concept is a bit awkward (in the early turns there are few threats you'd want to polymorph), but it might be fun!
Libram Quest Paladin
I was thinking also about combining the quest with librams, maybe Questing Adventurer or Gadgetzan Auctioneer would fit.
Dragon Librams
Is Talritha worth it with only 4 dragons?
Forgive me brothers...
I'm also feeling the temptation, but I'm still at Platinum league, I have played a lot of Casual to test Dragon Priest and Libram Paladin decks. In case I decide to play ranked with DH, at least I'm going to use my own unrefined version, it should feel less dirty.
Hearthstone Class Identity is Constantly Evolving - Card Draw to Be More Universal
Class identity, design space, game balance... fancy terms for planned obsolescence, bait and switch and selling the same product twice...
Quest Mage and Darkest Hour Warlock Changes Coming! Expect Changes to Open the Waygate and Bloodbloom
Tbh ever since we got albatross, I lost interest in running the rat. I prefer to play the albatross a few turns before the opponent goes for the combo, so that I deny the 10/10's deathrattle. This is way more reliable.
TAUNT, INSECT! - Card Design Competition Discussion Thread
Okay guys, last try. I couldn't stop thinking about Warrior needing a late game control bomb. What I came up with is this:
Obviously the effect is really powerful, that's why I made it a highlander card. What I initially wanted to do was give a minion this effect with Taunt and Elusive. But as long as the latter isn't an official keyword that's just too much text. I prepared an alternative Warchief Blackhand card with Reborn instead of Divine Shield, but the flavor is not good. Summoning copies without restriction Saronite-style happened on purpose.
Is this better than my other idea? Is it too OP?
Edit: Following Annoy-o-Tron and Annoy-o-Module, the stats should be 8/4/8...
Quest Mage and Darkest Hour Warlock Changes Coming! Expect Changes to Open the Waygate and Bloodbloom
I don't want to seem argumentative or rude, but the hatred levelled at big priest/ raza priest seems to come from a place of ignorance.
These decks are not good in wild right now, they have poor win rates and have unfavourable matchups against combo decks like waygate/DH and against aggro decks like discardlock.
Blizzard Believes Sacrificial Pact is Not Fun - Looking at Potential Changes to It and More Cards in Hearthstone's Standard Format
I mean, if they just increase the cost of Sac Pac, that would be fine, too. I'd just like there always to ba a counter to any good strategy you can utilise while building a deck. Nobody wants Hungry Crab to only target friendly murlocs.
Hearthstone Class Identity is Constantly Evolving - Card Draw to Be More Universal
Its just one of those things that I think should be general enough so it stays in evergreen, so we're not playing that same congo with priest's many many many AoE cards in wild.
On that note, acolyte fits in well. I think the real intention is to highlight class limitations/weakness, with some unintended effects (I seriously doubt control warrior is ever coming back because of the lack of draw).
Blizzard Believes Sacrificial Pact is Not Fun - Looking at Potential Changes to It and More Cards in Hearthstone's Standard Format
If they nerf albatross they should nerf dragon queen alexstraza as well.. To balance things out.
So albatross will be probably a 3/3
Sact pact will target only allies for sure that's how it sounds.. Still great in Galakroud warlock but not op.
Kaelthas will get a cost increase to 7 or 8 for sure that's how it sounds to me.
And as for cards to nerf in dh it's the growing 1 mana 2/2 it should be a 2/1 or a 1/2 that card is really stupid and I am not sure how it got past, Playte sting, streamer play testing, reveal season and a nerf round.
I think the other card should be twin slice if it costs 1 it will solve all the absurd tempo dh gets for free.
Hearthstone Class Identity is Constantly Evolving - Card Draw to Be More Universal
Yeah sure, but I thought that being unable to refill your hand was exactly the point of having a class weakness in card draw.
I don't think all classes should be allowed to have some form of multiple draw on class cards at any given point in the future
Also because that translates into forever, in Wild, effectively killing class diversity in that mode.
Card replacement while doing something else is already A LOT (ie Diving Gryphon), and I hope we won't go beyond that.
Hearthstone Class Identity is Constantly Evolving - Card Draw to Be More Universal
I do like that some classes have the ability to refill their hand easily like Rogue while other classes are forced to make do with what they have in their hand like Priest. It allows Blizzard to print cards that are stronger on their own for the classes that don't have much draw since they will need as good options as the classes that can draw a lot. For example, Blizzard is able to print quite powerful aggressive tools for Warrior since all they really have is Battle Rage, but they need to tone the power down for Rogue since they have access to Galakrond, the Nightmare and Heistbaron Togwaggle. However, this weakness got blown out of proportion when it came to DoD and AoO. It has now become a problem of card advantage, where even if your opponent has cards in hand that are stronger than yours, simply having so many more puts you in a substantially better position.
Elusives aren't the problem. YOU are
A yes, the old "just put in all the tech cards, lol"
What's the point of playing the game if all you're doing is gimp your entire deck to defeat one archetype that the devs can't be bothered to fix? What's the point of designing a game around unit combat when the best way to play is use units that avoid it entirely?
Also, good luck using all your removal to try and kill a single elusive unit while your opponent just tosses out [Hearthstone Card (Twin Discipline) Not Found], [Hearthstone Card (Deny) Not Found] and [Hearthstone Card (Elixir of Iron) Not Found] to just negate all of it. Once you're out of removal you'll never be able to kill a single elusive unit while they keep playing more and more.
Also nice meme, because handbuffed Lifeblade really makes it easy to rush them, doesn't it? Especially when they can block freely but you can't.
Is your advice for Ezreal decks going to be "just don'T take damage lol"?
Quest Mage and Darkest Hour Warlock Changes Coming! Expect Changes to Open the Waygate and Bloodbloom
I think the reason they're nerfing those decks as opposed to others is less so because it's strong and moreso because it's not fun to play against.
As much as combo decks are fun to play (I loved the double OTK Paladin with the DK and Shirvallah), it feels really bad when all they do is cast power removal spells then blast you in the face. It's like playing Solitaire, where you surviving till your combo is like revealing the cards, setting up the aces and the kings, and the actual combo is when you can drag all the cards into the piles one after another.
Forgive me brothers...
Hearthpwn isn't a website, it's a containment facility.
Hearthstone Class Identity is Constantly Evolving - Card Draw to Be More Universal
Don't worry, we already have that (with some other posts) lined up. Just want to space out the content a bit more instead of dumping all the info in quick succession.
Quest Mage and Darkest Hour Warlock Changes Coming! Expect Changes to Open the Waygate and Bloodbloom
Well...rip Mecha'thun cheese in adventures I guess.