^Gunnolf wrote an interesting article on WildHS. I fully agree with it.
You beat me to it haha. Thanks for the share man and I hope others are in agreement! ^^
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^Gunnolf wrote an interesting article on WildHS. I fully agree with it.
You beat me to it haha. Thanks for the share man and I hope others are in agreement! ^^
Tutors don't always go to hand (MTG's vampiric tutor, as an example, goes top of library, as do many others). Also, tutors are also fine if there's answers (same as combo is fine with answers). Primary issue with Psych isn't the number of cards, IMO - it's that they're the topend, which is an area where you can then design your deck to get specific pieces, turning it into a full combo tutor. One tutor for full combo is dangerous when you're light on answers - the reason why something like gifts ungiven isn't banned in MTG, despite being a full combo and recursion tutor, is that it can be answered. I'm pretty sure that Psych was intended to be balanced by the lack of curve between the cards, but even as a T6 play, it's stupidly strong. I'm not convinced on how it can be effectively nerfed other than either making it >6 mana (so it hits the other copy, potentially), or something like making it tutor a 6, 8, and 10 mana card - but then we'll have the same situation further down the line, unless more answers are printed. Combo in HS has to walk a very fine line, because blizz won't print answers for most decks - and that lack of answers is the culprit, IMO.
Agree. CluelessPug on WildHearthstone reddit summarised it pretty well. Compared to MTG we have almost no hand or deck disruptions.
While Juicy Psychmelon is frustrating to play against, what's even more frustrating is the pathetic amount of anti-combo tech there is in the game.
I mean there's
Dirty Rat - Misses key Star Aligner pieces sometimes.
Deathlord - Can't disrupt a combo if they hold all pieces already.
Demonic Project - Again, misses sometimes.
Gnomeferatu - Misses all the time
Coldlight Oracle and Research Project - Again, you can't burn combo pieces if they are all already in your opponent's hand.
A couple of secrets like Explosive Runes, Snipe, and Potion of Polymorph - Can be played around easily.
Loatheb - Druid doesn't care.
A few bad cards like Nerub'ar Weblord, Nerubian Unraveler, Forest Guide, Rin, Grove Tender, Mana Wraith, Dancing Swords, and Howlfiend + Treachery.
And that's it. 8-9 decent cards in a pool of 1800+ that disrupt combos. It baffles me.
Where are you getting this 60-65% data from? I highly doubt that true considering the ridiculous ramp, armor gain, poison seeds, and taunts druid have to stop aggro. Also, dirty rst isnt the best counter ever, the combo is still doable since the rat likely wont pull avianna or kun. Even if it did, the druid could generate a heavy board presence likely to be a challenge to get rid of because of how early the combo can be done
Ok, I am glad I am not the only one who is seeing this as a problem. I mean the Star aligner combo is pretty spectacular when you see it the first time, but it is really frustrating to play against. In rank 2 wild, Even Shaman is of course the deck you encounter the most, but the Druid Combos come right after and I prefer Even Shaman as an opponent, because if you see the psychmelon on 4 it is basically autoconcede.
It's not. You need Brann for the OTK and frequently I don't draw him neither his tutor before opponent kills me. I even included the 2nd copy of the tutor to fish for Brann more effectively. Also, if you're a druid or warrior just armor, armor and armor to get out of the OTK range. If you're any other control just play Dirty Rat w/wo Brann, Gnomeferatu, etc. Just too easy to counter.
Stupid melon. I never cracked any of that juicy card. Then again, my druid card pool sucks. Got both the Boomsday legendary cards, just nothing to back 'em up. I am yet to even crack a Naturalize.
Did end up with 6 Omega Defenders, but not sure if there's much point holding onto the extra 4 anymore. I thought it would see more use!
I think they should make it Choose One - Draw a 7 & 8 cost card or Draw a 9 & 10 cost card. And also increase the mana cost to like 5 or 6.
Dude if they had made it that from the start no one would complain. Even if you did both of those nerf's it would still be played. The whole situation makes me sad, I hope it get's nerfed within a month.
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If you thought you knew what you think I know, then you'd know I knew you knew I know.
This deck is ridiculousily overpowered, even dirty rat isn't always the perfect answer, since you need to draw it before him, and since the druid can draw his cards in 5-6 turn you basically dead. I encountered 2 yesterday, playing just for fun at night and they got me on turn 6 both.
In my opinion the problem is that usually druid need to find either spells (malygos) or draw a lot (togwaggle and azalina), but here, nope, just draw minions, stall with super defensive cards, and all good.
You need to create a tons of armor and have dirty rat ready in warrior if you want to win... if not then you're screwed. In the end i don't really mind this deck since i'm not playing HS this much since 2 months but I get why it upset people.
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You beat me to it haha. Thanks for the share man and I hope others are in agreement! ^^
Agree. CluelessPug on WildHearthstone reddit summarised it pretty well. Compared to MTG we have almost no hand or deck disruptions.
Moving into https://outof.cards/members/firepaladinhs/decks
I hate getting combo'd on turn 6 while playing odd rogue. Aggro decks are supposed to beat combo but i cannot win against this
Fuck this I'm not playing till they fix this broken ass shit. I queue to this skilless crap 50% of my games
Where are you getting this 60-65% data from? I highly doubt that true considering the ridiculous ramp, armor gain, poison seeds, and taunts druid have to stop aggro. Also, dirty rst isnt the best counter ever, the combo is still doable since the rat likely wont pull avianna or kun. Even if it did, the druid could generate a heavy board presence likely to be a challenge to get rid of because of how early the combo can be done
What the actual fuck is this card design?
Is everyone forced to play warlock now?
Not sure if the balance team even exists at this point.
Developers' inability to balance is one thing; players choosing to abuse it is another.
It's not. You need Brann for the OTK and frequently I don't draw him neither his tutor before opponent kills me. I even included the 2nd copy of the tutor to fish for Brann more effectively. Also, if you're a druid or warrior just armor, armor and armor to get out of the OTK range. If you're any other control just play Dirty Rat w/wo Brann, Gnomeferatu, etc. Just too easy to counter.
Stupid melon. I never cracked any of that juicy card. Then again, my druid card pool sucks. Got both the Boomsday legendary cards, just nothing to back 'em up. I am yet to even crack a Naturalize.
Did end up with 6 Omega Defenders, but not sure if there's much point holding onto the extra 4 anymore. I thought it would see more use!
Dude if they had made it that from the start no one would complain. Even if you did both of those nerf's it would still be played. The whole situation makes me sad, I hope it get's nerfed within a month.
If you thought you knew what you think I know, then you'd know I knew you knew I know.
This deck is ridiculousily overpowered, even dirty rat isn't always the perfect answer, since you need to draw it before him, and since the druid can draw his cards in 5-6 turn you basically dead. I encountered 2 yesterday, playing just for fun at night and they got me on turn 6 both.
In my opinion the problem is that usually druid need to find either spells (malygos) or draw a lot (togwaggle and azalina), but here, nope, just draw minions, stall with super defensive cards, and all good.
You need to create a tons of armor and have dirty rat ready in warrior if you want to win... if not then you're screwed. In the end i don't really mind this deck since i'm not playing HS this much since 2 months but I get why it upset people.