Far Watch Post
Card Text
Can't attack. After your
opponent draws a card, it
costs (1) more (up to 10).
Flavor Text
Dabu, man. Like, far out.
Additional Information
Name | Type | Class | Cost | Attack | Health |
---|---|---|---|---|---|
Summoning Stone | Minion | 5 | 0 | 6 | |
Lesser Sapphire Spellstone | Ability | Shaman | 7 | 0 | 0 |
Sapphire Spellstone | Ability | Shaman | 7 | 0 | 0 |
Greater Sapphire Spellstone | Ability | Shaman | 7 | 0 | 0 |
Blackhowl Gunspire | Minion | Warrior | 7 | 3 | 8 |
Ghost Light Angler | Minion | Shaman | 2 | 2 | 2 |
Zap! | Ability | Shaman | 0 | 0 | 0 |
Old Militia Horn | Ability | 2 | 0 | 0 | |
Militia Horn | Ability | 2 | 0 | 0 | |
Veteran's Militia Horn | Ability | 2 | 0 | 0 | |
Juicy Psychmelon | Ability | Druid | 4 | 0 | 0 |
Gearblade | Weapon | Warrior | 2 | 2 | 3 |
Supercollider | Weapon | Warrior | 5 | 1 | 3 |
Bottled Terror | Minion | Rogue | 0 | 0 | 2 |
Hir'eek's Hunger | Minion | Warlock | 0 | 0 | 8 |
Sul'thraze | Weapon | Warrior | 6 | 4 | 4 |
Soul of the Murloc | Ability | Shaman | 2 | 0 | 0 |
Waggle Pick | Weapon | Rogue | 4 | 4 | 2 |
Desert Spear | Weapon | Hunter | 3 | 1 | 3 |
Livewire Lance | Weapon | Warrior | 3 | 2 | 2 |
Ossirian Tear | Hero Power | Druid | 0 | 0 | 0 |
Chromatic Egg | Minion | 5 | 0 | 3 | |
Stormhammer | Weapon | Hunter | 3 | 3 | 2 |
Dragon Claw | Weapon | 5 | 5 | 2 | |
Burrowing Scorpid | Minion | 4 | 5 | 2 | |
Font of Power | Ability | Mage | 1 | 0 | 0 |
Font of Power | Ability | Mage | 1 | 0 | 0 |
Underlight Angling Rod | Weapon | Paladin | 3 | 3 | 2 |
Whack-A-Gnoll Hammer | Weapon | Shaman | 3 | 3 | 2 |
Libram of Judgment | Weapon | Paladin | 7 | 5 | 3 |
Libram of Judgment | Weapon | Paladin | 7 | 5 | 3 |
Far Watch Post | Minion | 2 | 2 | 3 | |
Sword of the Fallen | Weapon | Paladin | 2 | 1 | 2 |
Venomstrike Bow | Weapon | Hunter | 4 | 1 | 2 |
War Cache | Ability | Warrior | 3 | 0 | 0 |
Blackwater Cutlass | Weapon | Rogue | 1 | 2 | 2 |
Celestial Ink Set | Weapon | Mage | 2 | 0 | 2 |
Lion's Frenzy | Weapon | Demon Hunter | 3 | 0 | 2 |
Whispers of the Deep | Ability | Priest | 1 | 0 | 0 |
Dragged Below | Ability | Warlock | 3 | 0 | 0 |
Very well. As I said I understand this perspective, but I also mentioned that, having played Tickatus in every possible form for a long time (first legendary I got from DMF) I can honestly tell you that the only time I auto-won anything, was when I was playing against a combo deck, more like Mechathun decks and sometimes against a control deck, when I discarded their value generators, but I had to discard all of them. I lost many times to Tess Rogues, that even though I discarded their Tess, they Togwaggled another value card (even from Dragon's Hoard) which lead me to lose the game. Countless examples against Jade Druids. So yeah, it's not an auto-win card.
And here at this point I shall answer to your main arguement. "HOWEVER what is an undeniable indicator of bad design is printing things that invalidate otherwise viable archetypes/playstyles as that forces people to either play in ways they don't enjoy or stop playing altoghether, you are effectlively killing diversity in your own game, one of the worst mistakes a developer can make since...well...less people play."
So far, the only deck that I have completely annihilated was Raza Priest. Too many pieces and if you discard one of them BAM. They lose. I have 100% winrate against them. So, the question arising here is: "Is Tickatus making Raza Priest unviable?". The answer is absolutely!
HOWEVER, we should ponder at this point, if an archetype that potentially loses its win condition, via discard, is a good deck after all. Because, from that perspective, Raza Priest should have additional win conditions, in case Raza the Chained falls from Dirty Rat or Shadowreaper Anduin gets Tickatused.
Therefore my opinion is summarized on this principle. If the archetype can't survive being disrupted, either by adapting or by generating extra value from random cards, it's not a good archetype overall. Generally, decks that rely on a certain win condition are rarely good.
Well, you mentioned that you only automatically won vs combo decks and that's true as they need a VERY specific set of cards that they can't win against any deck without BUT as I discussed earlier, if you want to only look at it without context then sure, he didn't directly win you the game vs reactive decks...if you add context however (to quote my earlier post) "in order to win a value war vs them you need to match them card for card, you need ALL of your removals, ALL of your threats, ALL of your value generators AND (sometimes, happens more often than you think) you ALSO need a fatigue advantage (or at least not disadvantage) to outlast them after you (fking somehow) managed to resist all of its boards" so it's not exactly the fact that you don't have your cards that's killing you...it's the fact that this guy randomly takes away the resources you need in order to fight a value war vs (in this case) renolock, letting the rest of the deck kill you almost uncontested...I fatigued MANY renolocks/cubelocks to death before this card came out but they ALL were close games where I had to dig SUPER deep in order to finally win, as you can imagine if you take away 5/10 cards these close matches that went down to the very last card become...not too close anymore, therefore invalidating a playstyle vs them...therefore being a mistake as you kill diversity.
The "control" decks you mentioned that were able to beat you were (quite ironically) actually infinite decks (or VERY close to it) now obviously decks like that RARELY care about having 5/10 cards burned away as they'll never run out of stuff anyway (unless you get ultralucky)...or even fatigue for that matter (I could go onto why these decks are also quite horrible but that would fall into opinion and we are now past that in this discussion I feel...even though I can't see how anyone can enjoy a HS game where the decks literally cannot end)
You are saying you annihalate raza priest (which is a combo/OTK deck that can afford to run a more draw focused controlly shell since the combo requires no setup...exactly like [REDACTEDTUS]) and I believe you 100% as it's just another combo deck for you to disrupt.
On second part however I have stuff to say: "we should ponder at this point, if an achrtype that potentially loses its wincondition, via discard, is a good deck after all" well in another card game...debatably...you may be correct however this point is a bit more risky to make when addressing HS:
First of all, there are WAY less cards in deck than any other game (at least that I know of) so each card you lost hurts A LOT more, secondly there are NO ways to prevent/counter said discards, then you get into the fact that said disruption in HS is always pure RNG directly deciding the outcome of a game (unlike e.g. discover where you get to choose what to play and when to play it making player choices actually matter...indicating good design) so I'd say that disruption/discard/mill is the mechanic that's out of place here.
Given these assumptions you may still argue that a deck should be able to generate more winconditions one way or the other...still this limits the amount of decks that can even come close to compete in the lategame SIGNIFICANTLY as VERY FEW cards allow a gamplay style like that to exist in this game...do you want to know why they don't print more? Remember the double Archivist Elysiana warrior mirrors in rise of shadows? These toxic and neverending shitfests of boredom? Yea THAT's where most control mirrors would devolve into as all control decks now would need to run ways in which fatigue doesn't kill them AND they never run out of resources because they have to account for your mill BS destroying half their deck and the rest of the deck is composed of removals and healthgains, games MAY be shorter vs your archetype but in the mirrors we go back to 40 minutes (and >50 cards) of nothing before the game SOMEHOW ends (these are not necessarly Archivist Elysiana warrior mirrors, just any game with 2 hypotetical decks that run any number of hypotetical "delay fatigue" cards that they NEED in order to have a chance to beat your strategy). Now is the point where you argue "just play a strong wincondition that actually ends the game" well that can get randomly burned too and (since you still have your deck FULL of reactive cards) it becomes absurdely easy to win from there...and so we go back to "did Rat work? yes--->nice I win, No--> sad I lose" which is,I think we can all agree, not fun as it makes the rest of the deck irrelevant. Now how about MORE winconditions?...so many that they are almost impossible to react to...well then how does your deck survive aggression if it needs to run enough ways to close the game that he is confident some of them won't get randomly discarded? You don't so you become just as polarizing as the deck you are trying to beat...making you toxic as well.
Another watchpost affected by Rally! Who is ready for Watchpost disruption Priest?
I would very much like to experiment with this archetype.
Count me in! Sounds like fun.
Until they summon one too many watchposts and get board locked, lol