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RavenSunHS

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Joined 03/27/2019 Achieve Points 880 Posts 1487

RavenSunHS's Comments

  • Many decks in Wild are broken. Most of them abuse a fast Combo supported by consistent Survival package.

    Other decks don't have the Combo, but they can equip multiple OP cards with synergy with each other. These decks are better countered by the meta, but they can still be extremely Cheesy, and feel unfair (= when you can do nothing to answer them).

    1. Old Big Priest was broken (it still is, but kept in check by the meta). It lingered unnerfed for so long that I have ptsd and had to mention it first, despite not being the most broken of the lot (well,it's more of a Cheesy deck, without Combo, but Graveyard is so marginal about interactions that it feels like a delayed, uncounterable Combo).
    2. Current QMage (it was perfectly fine up to RoS, including Mana Cyclone: you mostly had to cast actually random spells, and that was fun and viable at the same time, not stupidly generated The Coins and Arcane Missiles...). It started being stupid with Uldum, and became utterly wrong with DoD. Hopefully it will be kept in check by the meta after the nerfs. I expect it to be replaced once more by Secret Mage in terms of meta presence.
    3. Darkest Hour Warlock: possibly the stupidest deck ever. Notice that the nerfs won't kill it, it will still be broken, but they will delay the Combo turn just enough to make it hopefully disappear from all radars.
    4. And about past decks, definitely Aviana Druid, and Naga Warlock, but nerfed now.
    5. 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.

    And here we have the Cheesy decks, that are better countered by the meta, without a specific Combo, but that can easily be deemed as equally broken:

    • Secret Mage is broken since Uldum, with Cloud Prince, and in particular with Arcane Flakmage, which obliterates the historical weakness to token decks. They play almost as solitary as previous decks, but since they don't have a killer turn, Reno decks can keep it in check, so it's bearable.
    • Similar argument for Mech Paladin, in particular after the stupid buff to the already good Crystology.

    I can't remember equally broken decks in other classes.

  • Altruis the Outcast is still broken.

    Many of the other nerfs are also more delicate than I expected, but they could be fair enough at least for Wild (enough room for Aggro to step once again into the fray, and in turn generate more preys for Control).

    In Standard I expect DH to stay pretty dominant tbh...

  • I expect most of them to be mana cost adjustments.

    Except:

    Battlefiend: reduce health to 1.

    Open the Waygate: cast 10 spells.

    Bloodbloom: targets spells that cost up to (5).

    Sacrificial Pact: target friendly demon only.

    Altruis the Outcast: deals damage to minions only.

    Kael'thas Sunstrider: third spell costs (1).

     

  • Either Edwin or Maiev revamp.

  • But the albatross can only delay Raza, not really prevent it (unless you go hard with duplicates).

    Also, albatross may be nerfed for Standard purposes soon (to be seen how).

  • Btw, if they nerf those decks too much, we may actually be going towards a Raza Priest meta.

    Raza Priest is a solid mixture of Control and Combo, it might fulfill the niche left by the nerfs.

    What do you think?

  • Secret Mage is counterable by a variety of decks, proper counterplays, and even tech cards.

    No such thing is true for DHlock and QMage, which is why they were targeted for nerfs.

    The nerfed decks are Combo decks, direct counters to Control Reno deck. With less Combo in the meta, Control will rise a little bit, enough to reduce the presence of Secret Mage.

  • 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.

     

  • Quote From kvist56

    I’m assuming the safe bet is 3 mana. The effect is insane, and the workaround cataclysm seems out of character for blizzard, since they rarely encourage combo. Darkest hour will die, and very few people will miss it, including me, since whenever I played it I drew combo before I died maybe 1/5 times. Just a generally bad feeling deck for everyon

    Bloodbloom on (3) is far from enough.

    You just delay earliest DH turn from 5 to 6, which is really, really not enough as a nerf, considering their survival package.

    (4) is a safer nerf point, leaving the deck alive, but vulnerable. Mecha'thun will adjust with Drakkari Enchanter

    Alternatively, the limit to (5) as a Bloodbloom target is also a good idea, but that outright kills DHlock (which I'd be fine with personally).

  • Loot Hoarder, Novice Engineer. They're pretty efficient as neutrals.

    I don't see the point of bothering with more cards, for classes which are not meant to draw a lot.

    Oh well, we'll see...

  • As much as I hate Secret Mage, these nerfs will help Renodecks coming back in meta, and that in turn will keep Secret Mages in check.

  • You can replace Bloodbloom with Galvanizer, then find one extra deck spot for the second Galvanizer.

    It's actually better Tempo during the game, since galvanizers are not dead cards during the game, especially if you consider synergy with Zilliax and possibly Antique Healbot too.

  • Ok, now I'm in love with Alec Dawson.

    My bet:

    Open the Waygate to require 8 spells (or maybe even 10).

    Bloodbloom to (4).

    As much as I love generating spells in Mage, QMage has grown to be an abomination since Uldum.

  • I daresay the whole class should be fine with:

    1. Skull of Gul'dan discounts cards by (2) (Outcast would still be 'draw 3 for free', possibly still too good).
    2. Priestess of Fury: deals damage at the START of your turn. OR deals damage to board only (this should keep in check the Tempo builds against Control, still good for Tempo against Aggro)
    3. Kael'thas Sunstrider costs (8) (this should keep in check ALL Combo lists, not just DH, against Tempo)
  • Quote From Helios

    Leave my favorite class alone. Yes he goes face, yes he doesn't give a shit about your taunts. That's what that class is all about.

    That shouldn't imply the class should easily get away with it and steamroll the meta.

    I think a couple more nerfs are on their way, just mild ones (possibly on cards that make it too comfortable for a Tempo deck to overcome a Control one), and I think you can stay assured they won't break the back of the new class.

     

  • Zephrys is unable to plan ahead, he either finds answers for current turns, or Value plays.

    Since you can't interact with a dormant minion, he won't give you answers for it.

    It sounds like a limit, but it is actually a way to make him efficient at what he does: it's extremely hard to write a code that makes him truly effective in turns ahead of current one - especially if the same result can be attained with a better timely play on your side.

  • Well, with some further tuning, I came up with this one, and I just defeated a Secret Mage also thanks to a big swing (wall-o-demons) with Kanrethad Prime!

    Here's the list, I am wondering about replacing one Aranasi with either Spiritsinger Umbra or [Hearthstone Card (demonic pact) Not Found].

    Deck ID Not Found

     

    As for Cubelock, what would you replace with Ebonlocke? An Egg maybe?

     

  • Well, we all knew, we just didn't know how much.

    Also, DH deserved an animation being the new class.

  • So did anybody have any success with this card? Especially in Wild?

    I have been trying him in Evenlock, and truth is I either win or lose before I can actually draw Kanrethad Prime (literally, I have yet to see the card in my hand).

    Cubelock can hardly find any serious room for him.

    I guess I'll switch to Zoolock but I am afraid the card doesn't really have any serious impact in any meta-viable deck, given the opposite synergies of its two forms...

    Any experiences with him?

  • I love the style!

    We need a full-blown saga with this stuff!