As a control player. I can survive the first anyfin as it usually deals 15 damage. The second one is what seals the deal. It resummons all the murlocs that died so if you only tech in charge murlocs and warleaders it will push the second wave damage well above 30 damage.
This is the first example of a spell that is so broken it should be restricted as a legendary.
armor, taunts, Loatheb, entomb, thoughsteal, kill him before... just a few counters that came to my mind. it is not so broken. it requeries a lot of preconditions to be fulfilled. all the murlocs died, have 2 anyfin in the hand etc...
Your deck should probably do something before they kill their murlocs and cast two 10 mana spells. If your deck tries to bring the game to fatigue you deserve to lose to combo decks (the same way those combo decks fold to proper aggro decks). It's kinda like a rock-paper-scissors thing.
What combo? Play till you get a card and play it? Oh yeah, the murlocs have to die. Yeah, that's tricky... since leaving murlocs up was always a good idea.
The deck probably isn't broken from a balance perspective, since it is weak as a turd towards anything remotely fast. The card, however, is one of the most stupidly designed HS cards ever to have come. I honestly believe the OTK potential was simply missed in the design phase.
I keep queing up vs druids with my controlpriest, you sit there trying desperately to keep the board clear and stay at max hps....eventually a few minions stick to the board and you get bursted down from 30. GG WP
Play aggro vs murloc pally.
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I keep queing up vs druids with my controlpriest, you sit there trying desperately to keep the board clear and stay at max hps....eventually a few minions stick to the board and you get bursted down from 30. GG WP
Play aggro vs murloc pally.
Let's just change the card to read "win the game", then. Your logic would excuse that too.
And no, I don't think the deck is unbalanced. I think the card is silly.
I keep queing up vs druids with my controlpriest, you sit there trying desperately to keep the board clear and stay at max hps....eventually a few minions stick to the board and you get bursted down from 30. GG WP
Play aggro vs murloc pally.
Let's just change the card to read "win the game", then. Your logic would excuse that too.
And no, I don't think the deck is unbalanced. I think the card is silly.
You mean win the game if you can play two in a row after playing 5 murlocs that have died?
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Well that's part of a great issue. Combo beats control but so does just about anything in this game. I feel like control is already heavily punished by these pesky fatigue decks that pop up once in a while, Control also struggles against aggro unless you draw a perfect curve.
I feel like this pally deck is the next patron in terms of OTK. Does anyone know the max damage this can inflict? It has to be well over 50.
Your deck should probably do something before they kill their murlocs and cast two 10 mana spells. If your deck tries to bring the game to fatigue you deserve to lose to combo decks (the same way those combo decks fold to proper aggro decks). It's kinda like a rock-paper-scissors thing.
What combo? Play till you get a card and play it? Oh yeah, the murlocs have to die. Yeah, that's tricky... since leaving murlocs up was always a good idea.
The deck probably isn't broken from a balance perspective, since it is weak as a turd towards anything remotely fast. The card, however, is one of the most stupidly designed HS cards ever to have come. I honestly believe the OTK potential was simply missed in the design phase.
You mean the combo where you have to pull 2 warleaders, 2 bluegills and old murk-eye and THEN 1-2 10 mana cards in order for it to work properly? Apparently 6+ cards doesn't constitute a combo?
Think of how often you're 15 cards into your deck and haven't found a SINGLE copy of brawl or holy nova or whatever your clear is. Now imagine you need to find BOTH, every time, just as a prerequisite for the combo. It really doesn't work without 2 Warleaders and at least 2 chargers. Finding the exact murlocs for the combo to work while playing them most likely 1 or 2 at a time as a huge tempo loss and surviving till turn 11+ in order to pull off the combo isn't a sure thing. All it takes is for a couple murlocs to be put in the bottom third of the deck and you're probably in huge trouble. Not to mention there's plenty of neutral ways to disrupt the combo - Belcher is a pain for them to get through and Abomination basically singlehandedly destroys half the combo by removing the bluegills. Tech one in if Anyfin Paladin is such a problem.
It probably feels really unfair and uninteractive to have this combo actually work against you but honestly it is one of the most clunky combos I've ever seen. I've never played the deck myself and can't recall losing more than one or two games against the deck but it has never felt threatening. It's pretty weak outside of the wombo combo and the combo requires so many things to happen that it's incredibly inconsistent.
Personally I don't like the design of this card because one card that kills you from full health is just unfair. And you can run two of them...
In case of combos that kill you in one turn there is a downside of keeping many dead cards in hand until you can use it so there's inconsistency factor and risk of losing board. Murloc Paladin doesn't suffer this because it is not a combo and you have to kill his Murlocs as he plays them separately anyway.
The deck is not op right now, as long there is aggro that can rush it before it plays Anyfin. But the whole idea is just stupid and it limits design space by a lot, imo.
The actual card Anyfin is the "combo" card you are talking about, and as pointed out it usually need to be played twice to have any chance of OTK...theres 2 dead cards until turn 10 and 11 for you.
Since i enjoy playing priest i also dislikes OTK combos but i think anyfin is one of the weaker of the ones already ingame so its funny seeing people complaining about it while not even mentioning the more powerful ones :)
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The actual card Anyfin is the "combo" card you are talking about, and as pointed out it usually need to be played twice to have any chance of OTK...theres 2 dead cards until turn 10 and 11 for you.
Bro I don't know your definition of combo but normally combo means playing few cards in sequence same turn to achieve powerful effect. This is one card you need to play and yes, it can kill you from full health. You often don't need to play the second one vs anything that isn't warrior with tons of armor.
For Anyfin to be OTK you need to include useless cards like Grimscale Oracle and you need to play 7 of them before the OTK at turn 10 so thats a 8 card combination then...since you have to play them in sequence of all the murlocs before the actual anyfin. If you play only the good ones(aka warleaders/bluegill and the old murky) they will burst for only 23 with the first anyfin. Even if it´s not a combo by definition it certainly is far from overpowered and far from being a reliable one card otk at turn 10.
It's not hard to play 7 murlocs before turn 9, and it's not hard to deal 7 damage with them either. What is easy is shutting the deck down; the murlocs run out of steam around turn 6 without something like Divine Favour, giving you plenty of time to establish board, drop taunts, and have whatever else your deck needs ready.
One Counterspell and it's pretty much game over for the Paladin.
Yes only 23 damage since we were talking about otk....as i pointed out before its easier to achieve playing druid with a few sticky minions at turn 9 then staying alive until turn 10 where 7 of your cards played must be murlocs as paladin.
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For Anyfin to be OTK you need to include useless cards like Grimscale Oracle and you need to play 7 of them before the OTK at turn 10 so thats a 8 card combo then...since you have to play them in sequence of all the murlocs before the actual anyfin.
Broski, yes ,you need to play Murlocks in your deck obviously but it's not a combo since you don't have to play Murlocks same turn. That and only that would make the deck combo. I don't get how can you be so stubborn about the combo thing when even the tooltip says combo requires more then one card played same turn.
And here i am wondering why you are still hung up on the word combo? I thought we were discussing OTK:s and not semantic.
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It's not hard to play 7 murlocs before turn 9, and it's not hard to deal 7 damage with them either. What is easy is shutting the deck down; the murlocs run out of steam around turn 6 without something like Divine Favour, giving you plenty of time to establish board, drop taunts, and have whatever else your deck needs ready.
One Counterspell and it's pretty much game over for the Paladin.
When most Anyfin decks only play ~5-7 murlocs, it's pretty unlikely to pull all of them before turn 9.
While it's a combo in spirit it doesn't suffer from the downside of most combo's. Namely that you cant play the cards without ruining the combo. I'm not sure it's OP as a deck, but as others have said 'tis a silly card indeed!
While it's a combo in spirit it doesn't suffer from the downside of most combo's. Namely that you cant play the cards without ruining the combo. I'm not sure it's OP as a deck, but as others have said 'tis a silly card indeed!
Silly as in bad....it only punishes fatigue and heavy controldecks, and as i´ve been told it´s not a combo thus why would it suffer it´s downsides :P
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Silly card but more interesting to counter than Dr.6-7-8...
OTK by turn 10 or later is just normal, someone should finish the game at some point when you've been playing for 10 minutes already (and in some cases 15 minutes since some people need every turn 90 seconds of hard thinking to play the obvious card...)
Silly card but more interesting to counter than Dr.6-7-8...
OTK by turn 10 or later is just normal, someone should finish the game at some point when you've been playing for 10 minutes already (and in some cases 15 minutes since some people need every turn 90 seconds of hard thinking to play the obvious card...)
The whole point of my thread is that it unfairly bullies control decks. I've played against it twice with my priest deck and I don't have a chance. Even when I entombed his murk eye he still burst me down the second time with just bluegill.
I still have to lose even a single time to murloc paly, and I'm not even playing a fast deck, my main last season was a slower variant of midrange pala. They ALWAYS lose board control somewhere around turn 6, if they even gained it at all, so you have a lot of turns to kill them and/or set up taunts before turn 10, playing Loatheb will give you another turn to hit face. Not to mention that you can count the minions that died and so you know exactly how much damage he can deal, and he will often not have enough murlocs by turn 10.
You just have to remember that stalling indefinitely is not really a viable strategy against murloc pala, you have to kill them first. But that's not really hard.
I've only met one Any fin Paladin this week, and it was at low rank, start of season. You don't see them now beyond rank 12, because it'ss just not good enough to go further with atm.
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As a control player. I can survive the first anyfin as it usually deals 15 damage. The second one is what seals the deal. It resummons all the murlocs that died so if you only tech in charge murlocs and warleaders it will push the second wave damage well above 30 damage.
This is the first example of a spell that is so broken it should be restricted as a legendary.
armor, taunts, Loatheb, entomb, thoughsteal, kill him before... just a few counters that came to my mind. it is not so broken. it requeries a lot of preconditions to be fulfilled. all the murlocs died, have 2 anyfin in the hand etc...
Newsflash: Combo beats control
I keep queing up vs druids with my controlpriest, you sit there trying desperately to keep the board clear and stay at max hps....eventually a few minions stick to the board and you get bursted down from 30. GG WP
Play aggro vs murloc pally.
Strive for constant improvement and achieve your full potential.
Strive for constant improvement and achieve your full potential.
Well that's part of a great issue. Combo beats control but so does just about anything in this game. I feel like control is already heavily punished by these pesky fatigue decks that pop up once in a while, Control also struggles against aggro unless you draw a perfect curve.
I feel like this pally deck is the next patron in terms of OTK. Does anyone know the max damage this can inflict? It has to be well over 50.
Strive for constant improvement and achieve your full potential.
Strive for constant improvement and achieve your full potential.
Strive for constant improvement and achieve your full potential.
Strive for constant improvement and achieve your full potential.
While it's a combo in spirit it doesn't suffer from the downside of most combo's. Namely that you cant play the cards without ruining the combo. I'm not sure it's OP as a deck, but as others have said 'tis a silly card indeed!
Strive for constant improvement and achieve your full potential.
Silly card but more interesting to counter than Dr.6-7-8...
OTK by turn 10 or later is just normal, someone should finish the game at some point when you've been playing for 10 minutes already (and in some cases 15 minutes since some people need every turn 90 seconds of hard thinking to play the obvious card...)
My mother was a Murlock, so what ?
I still have to lose even a single time to murloc paly, and I'm not even playing a fast deck, my main last season was a slower variant of midrange pala. They ALWAYS lose board control somewhere around turn 6, if they even gained it at all, so you have a lot of turns to kill them and/or set up taunts before turn 10, playing Loatheb will give you another turn to hit face. Not to mention that you can count the minions that died and so you know exactly how much damage he can deal, and he will often not have enough murlocs by turn 10.
You just have to remember that stalling indefinitely is not really a viable strategy against murloc pala, you have to kill them first. But that's not really hard.
Learn to play. Easy
I've only met one Any fin Paladin this week, and it was at low rank, start of season. You don't see them now beyond rank 12, because it'ss just not good enough to go further with atm.