YourPrivateNightmare
Lv.19Skeleton
Comments
I don't get it, how does it beat Warlock? They don't fatigue damage and you're just going to run out of armor eventually, unless your plan is to keep copying Albatross to keep them from taking fatigue and then just grind out the turn limit.
So it turns out I don't actually have enough cards to fill a 30 card deck .... I literally cannot play this Brawl, why are core cards not available Blizzard fucking please.
Alright, I just found a fun new feature. It turns out that if you don't have a full deck you can still queue up with less than …
I mean they do balance around Standard primarily so I don't know what you were even expecting. As far as I'm aware Mage isn't the nnumber one problem in Wild right now
sample size and matchups please. I doubt you're gonna perform all that well when your opponent casually decks you in the face over multiple turns while you were busy not clearing his threats on 3.
The data's gonna roll in eventually, Mage wasn't even that good before the nerfs and it most certainly hasn't gotten better.
Mage will die out. I've just beaten one as Shadow Control Priest (Flightmaster Dungar is pretty good when he nukes for 12). They're just not fast enough anymore when they have to coin out Flow on 2.
Warlock is basically unaffected if you play the Soul Rend build, meaning there will always be a huge roadblock for any control …
I'm kind of bummed out that they flaked on just outright deleting Battlemaster from the game, because I've been enjoying playing Quest Warlock as a Control build without the Battlemasters and only using Giants for pressure (innstead of lethal).
Since they only love-tapped the giants and Battlemaster is as playable at 6 as it is as 5 as long …
but then you'd ruin Mo'arg for every other deck as well (especially stuff like Warlock using it quadruple lifesteal off Drain Soul). It's not an overpowered card by itself, it just got abused in a deck that had no business existing in the first place.
that's just demonstrably false and has been proven to be false many times over in the past.
Flow and Growth are absolutely comparable because both of them WANT to be played at 2 and are significantly worse when played at 3 (and are also much worse when you want to play them later on because you have to pay …
that one's the D6 version (6 demons, alathough there are also hybrid version with the Zoo build, but those are even worse).
Basically you have 3 main archetypes:
-Zoo with Flesh Giants and the Imps (runs Darkglare)
-D6 Stealer of Turns with the triple demon package to reliably discount them with Free admissions (also runs Darkglare but …
just play [card]Frost Giant[/card] instead
But the Control build doesn't run Darkglare. The Control build runs Soul Rend and tries to scam with Flesh Giants + Battlemaster while not giving a shit about the actual quest reward unless everything else fails.
You do realize that the Il'gynoth change means that you can't actually do a reasonable combo without getting discounts...which are pretty much random (unless you run Felscreamer, which is clunky as fuck)
You're severely underestimating how hard the Flow nerf is going to hit. Not being able to Flow on two is huge. You get one less discount because you have to wait an additional turn and you spend one more turn doing nothing.
You also can't go Flow into Intellect anymore, which was a great way to shore up cheap …
Weeeell that's probably not gonna do much overall.
Battlemaster at 6 is still way too op and I won't be surprised if it has to be nerfed a 2ndd time later down the line (aka 2 weeks from now).
Flesh Giant also seems like more of a slap than an actual nerf. It needs to be at 10-mana …
I really hope that Mo'arg Artificer doesn't get the hammer because it's actually a versatile card with different applications and it#d be a shame if it got dumpstered just because of the obviously idiotic design of [card]Il'gynoth[/card]. Lifesteal DH just shouldn't exist in the first place. It's basically the old Freeze Mage except it doesn't have a realistic damage ceiling.
It's still gonna be stupid to see games end up as "oh look, he managed to discount enough of his combo pieces in time, I guess he just wins now".
At least with Mage there are some legitimate counter strategies and mana breakpoints to be taken into consideration. With DH it's just "technically he can kill me by turn …
I'll personally enjoy all those OTK Rogue vs. OTK Demon Hunter matchups were both players try to most skillfully draw through their entire decks and hope they assemble their combo by turn 6.
Aggro decks are also very beatable by the current roster of Control decks, but most of them can't beat Combo decks in any capacity. The closest is Shadow Control Priest and that's only because Illucia can instawin against Rogues and Demon Hunters and at least has a shot against the Quest decks.
In my opinion there should never be …
yeah, just like Priest didn't get nerfed because it had sub 50 winrate below Legend.
If Flow doesn't get shafted this time we're not going to see another Control deck until the next rotation.
The only reason Mage even performs this badly is because there's like 3 other OTK decks and everyone's trying their hardest to counter them.
Pretty sure this is still just across all ranks. Quest Mage requires way more game knowledge to properly pilot (aside from skillfully topdecking Flow on 2 ofc). Never mind, I can't read.
I'd be very surprised if Quest Mage doesn't end up getting nerfed in some way, even if it's just Flow (which is probably enough at this point …