I am a veteran Hearthstone player... started when it launched. I've left and come back multiple times as various waves and tides of the game have crashed back and forth... and I was (am still, maybe?) excited for the addition of DKs to the game... but holy (unholy?) hell... was nobody in charge of balance when they made these cards?
Put bluntly, an insane amount DK cards are hilariously overpowered, especially for the rarity tiers they occupy, and any decently crafted DK deck is going to roflstomp the majority of what else is out there.
These cards are all commons or rares:
1) Plagued Grain - in a class that powers its abilities by corpses, you get 4 free ones and 4 more attached to free-to-cast 2/2 bodies for 1 mana? Yes, you have to play triple Unholy to use it... but after Triple Blood (post Denathrius nerf), 3U is the next strongest build out there.
2) Plague Strike - 2 mana to do 5 (3 & 2) minion damage (plus the additional corpse when the Zombie dies)? Who else gets 2 for 1 trades PLUS resource generation for 2 mana? And it's a Common?
3) Vampiric Blood - the all-star of why 3B is practically unstoppable. 2 Mana for 10 UNCAPPED health and draw? Really, Blizz? I honestly hate this card, but I *DO* have the perfect fix for it... the health gained "drips away" 1 point per turn. Or cap it to your max health (seriously, Renathal & double VB means 55 health - and 3B has nearly limitless ways to Lifesteal) - it's ridiculously overpowered.
4) Anti-Magic Shell - PERMANENT no-target and buff for 3 mana? Again... this card has broken games over and over since its release. And as a 1U card, it can be slotted into a hilarious assortment of DK builds.
5) Ymirjar Deathbringer - Another 2 for 1 card, with built-in Taunt on a 4/3 + 3/3 body for 3 mana?
6) Death Strike - Oh... 6 damage for 4, it's Fireball! Um... no, stick Lifesteal on that bad boy. Yeah, it can only hit minions... which basically says any of your non-end game minions are dead, plus healing, for the DK. And a common, too...
7) Nerubian Swarmguard - 4 mana for TRIPLE 1/3 Taunt. Just... why? What other card in the GAME can get you a trio of taunt minions for 3 mana... and it's another #)(%&^)^# common! This isn't even some epic effect...
I'm literally tired of listing the number of broken cards and I'm only at 4 mana... a few others in there are iffy, but not this bad. Common and even rare cards should not have epic/legendary game-breaking effects to them.
You would think, after having to hard-reset the entirety of WoW to offset power creep that the folks at Blizzard would be at least partially aware that this is a thing and NOT repeat it...
I'm sure there'll be lots of defenders for the cards/class, and... that's fine, I guess. Maybe I'm the old man on the lawn yelling at the passing cloud, but... the game is quickly becoming UN-fun again for the other 10 classes (ok, 9 classes... Shockspitter Hunter is still nutso, too. I imagine the shock bird will be next on the re-nerf list, no face - though I agree with the general consensus that banishing Brann is a more helpful and universal fix).
Those cards are very strong in themselves, but there are much stronger archetypes out there.
Evolve Shaman and Curse Warlock are better than UUU DK. Control Priest and Jackpot Rogue are better than BBB DK. Frost DK has absurd amount of direct damage I agree, but nothing that broken.
What we are seeing in practice though is that DK isn't OP at all, in fact DK is sitting at a mostly normal winrate amongst all classes, even after DK cards were buffed and a bunch of other classes were nerfed. Pro players also are not singing the praises of most of these decks. It's a very different reality than when Demon Hunter was released; that was blatantly OP and above the power level of all other classes.
Yeah, I'd agree with you OP that these Death Knight cards are pretty ridiculous for their value IF we were playing in the old Hearthstone days.
As of now, multiple non-DK classes are able to play expensive cards earlier than they were supposed to (or IDK anymore because the card designs sure are overextending into mana cheating or game-breaking). I'll even say that Vampiric Blood is not as game-breaking as you'd think, your life is still capped and most of your life steal is dependent on minions being on the board. Hell, Druid has access to insane armor generation thanks to the MoTLK set and they can rack up armor without any cap. It doesn't help that Anub'Rekhan even lets you use this armor to play out minions and combos for free.
Am I glad that DK isn't as powerful as Demon Hunter was at the release of Ashes of Outland? Absolutely yes.
Am I happy that even though DK has cards that sound insanely good on paper, it is glossed over by the pros? No, because this expansion should have been used to highlight the cool class that everyone wanted to play ever since the Knights of the Frozen Throne expansion.
The fact that no Death Knight deck was ever used in the World Championship is a big sign that even though these DK cards are good, it wasn't good enough for competitive play.
For now, instead of hoping for buffs to Death Knights since I agree in that they're pretty good value for their cost and shouldn't be made more powerful (since Arena would suffer more), I hope all of the mana-cheating stuff gets rotated out so we can return to a simpler time.
As a veteran player, are you familiar with the data sources available to us?
I mean you posted this 18 hours ago, which is two weeks after release and two days after the first round of adjustments (and second nerfs) and 9 DK cards were buffed.
Some cards look strong on paper - but hearthstone DK is not anywhere close to OP like WoW DK.
DK is so weak, it wasn't even brought to the world championship EVEN if it couldn't be banned.
So I don't know. There is no real bases for any of your assessments at this point in time.
I mean, it's not news to anyone that we are not playing hearthstone anymore in standard mode for a very long time, in a scenario that we actually play the game (arena for example) DK is pretty busted and some their class cards should be banned of the format thats how strong it isbut the devs are just a bunch of incompetents so...
As soon as the rotation happens Death Knight will beyond broken. The only thing keeping it in check is how OP the previous years worth of expansions are.
Are... you aware that prior to the last round of buffs, DK was the 10th best class for winrates?
As in... only one class had a worse winrate than DK?
Even after the buffs, it's only 6th - so it's the absolute center of the pack.
It's worth adding that its increase in winrate is entirely due to the nerfs, especially the Prince Renathal one, which made Frost Death Knight viable. That deck plays none of the buffed cars.
Losing to Sire Denathrius makes me not want to play this game anymore. The Sire Denathrius nerf makes me want to play this game again. Losing to Deathrattle Rogue makes me not want to play this game anymore. The Prince Renathal nerf makes me not want to play this game anymore.
That is correct, Death Knight would be absurdly unfair in a classic control gameplay, you know, those ones where you played 8 cost minions at turn 7 at best, instead of 20 mana worth of cards by turn 6 or sooner. I still think Mograine is one of the worst designs ever made because inevitable infinite face damage is a terrible idea, specially for a card that can be Branned. However, this game badly needs to stop speeding up everything, because at this point mana means less and less, no class should be able to play 14 cards by turn 3, leave 60 worth of stats on the board and wield a 15 attack weapon. No class should fill its board with 5/4s that respawn more 5/4s by turn 3, no class should have 20 mana and infinite armor/mana... and so and so on.
Demon hunter completely wrecked the meta because in the meta of that time mana still meant something, so DH constantly besting everyone else in terms of tempo was meaningful. Death Knight has arguably even stronger game than DH had, but has nothing to do with it because nobody cares anymore. And buffing DK won't help much, since they will either make it so unbearably unfair it's not even worth playing at this point, or keep it worthless since the real problem is not DK, but on the game in general.
Blizz clearly wanted to have the cake and eat it too by spending all the money on merchandising Arthas again but blatantly refusing to check if any of the cards they were thinking of would make a terrible meta where Arthas can't even show up.
I'm curious as to your statement, "your life is still capped"... what's this supposed cap?
I literally just played against a guy who went VB, Naga Tutor, Brann, Tutor kid with VB (double trigger from Brann), 2nd VB - to go to 65 health (I'd hit him for 10 in there along the way, his actual top was 75 after that nonsense).
It's a fairly rare deck that has 75 damage able to be applied all to face, while dealing with the horde of minions that DK can also call forth.
That. Card. Is. Stupidly. Broken - especially in combo with things like Tutor and Brann.
First of all, your anecdotal experience highlights the issue of the Discover mechanic and Brann Bronzebeard's double battle-cry effect which isn't necessarily something that can be attributed only to Death Knights. Brann Bronzebeard has been an underlying issue in Standard for quite some time such as in combination with Sire Denathrius and disruption cards like Mutanus. Like you said, the card is really good IF you manage to get Vampiric Blood from School Teacher and use Brann along with it but so are the aforementioned cards that actually serve as a win condition.
Secondly, if you want to compare the health gain then we can look at Chitinous Plating for Druid that also came in the same expansion (March of the Lich King). For the same cost of two mana, you can get four armor instantly then you gain four more armor at the start of your next turn. That is literally eight armor gained for the same mana cost and without any conditions needing to be met like the three corpses for Vampiric Blood which gains you 10 more maximum health points and a draw if met. So far, it doesn't sound much different. In fact, I'll even say that Vampiric Blood is basically Shield Block that gives you five more armor.
Thirdly, the Health and Armor mechanic are different. Your Hero's Health is capped at a number which has been 30 for most of the time I played Hearthstone. Prince Renathal used to make this starting health at 40 and now at 35. Let's say that I'm playing as a non-Renathal Priest and I'm at 29 health. I use my hero power to restore two health to myself. It would restore me to 30 health since the max health is capped at 30 and that extra one health is "wasted". Armor on the other hand has no limit. I don't know if you heard of some meme-y Druid decks but there is such a deck called Linebacker Druid. Basically this deck allowed you to gain over 1000 armor if executed in time. More maximum health is not as bad in comparison especially if people were able to deal with 40 health players using Prince Renathal.
Like I said before, I agree with you that Death Knight would have been ridiculously strong in Hearthstone if we were still playing a Control meta. But now Death Knight is one of the more tamer classes in the current meta since it currently has no access to insane mana cheating that lets some decks do early combos. Maybe we'll see DK being an issue once the sets rotate out but for now, it's just a fun and cool class.
Not even close. Unholy and Blood are dogshit, with only Frost performing well since the only reason it was bad before was Renathal.
I think the corpse mechanic, specially, was horribly implemented. Unholy and Blood cant function w/o it, but Frost can and CHOOSES not to meddle with it (Defrost is not being played), as it feels like another tax you must pay to get arguably the same level of power as similar archetypes get by only spending mana.
The aesthetic and flavour are top-notch. Gameplay wise, its VERY far from broken.
You literally asked me how the life total is still capped for Vampiric Blood which in your own words is, "2 Mana for 10 UNCAPPED health and draw". Like oh wow, the Death Knight went up to 45 max health instead of 35. It just makes the game longer and you aren't necessarily guaranteed to win if you gain 10 more health.
Have you played Triple Blood DK? Your literal win conditions are either: disruption aka Patchwerk, chip damage via Alexandros Mograine, Sire Denathrius, and Astalor Bloodsworn. There are classes that have win conditions that are more consistent and can be done earlier than what DK is capable of doing in this current meta.
There was a reason why Anub'Rekhan was nerfed since it allowed Druid to fully use Brann Bronzebeard and Astalor Bloodsworn to deal 30+ to you and your board. I'm not even mentioning how Druid can use Sire Denathrius better than Triple Blood DK thanks to token generation from Scale of Onyxia and Topior the Shrubbagazzor as well as being able to tutor and afford to use Brann + Denathrius in the same turn.
Vampiric Blood is literally a Shield Block that gives you more total health. At this point, I think you're severely overreacting to this card. I'm honestly surprised that you mentioned Vampiric Blood being the reason why 3B is "unstoppable" when a card like Patchwerk exists for only 1 Blood Rune and can be discovered through Hematurge for multiple copies, or that the fact you can drop him and Brann to disrupt so many of your opponent's cards. But yes, the card that gives you draw and 10 more health (that increases the maximum life total, so it's still capped) at a condition is incredibly busted.
I agree OoZuNoO, the corpse mechanic really limits on what Death Knight can do. That is why Frost DK is just easier and more consistent than the other archetypes.
Finally someone who gets it. Made a whole thread to discuss it, but ppl there failed to understand something so simple!
Adding another tax to a card effect only makes sense if the payoff is worth it, which hasnt been the case for corpses AT ALL. None of the top Frost dk lists are playing Defrost and they are better for it, thats just baffling.
I am a veteran Hearthstone player... started when it launched. I've left and come back multiple times as various waves and tides of the game have crashed back and forth... and I was (am still, maybe?) excited for the addition of DKs to the game... but holy (unholy?) hell... was nobody in charge of balance when they made these cards?
Put bluntly, an insane amount DK cards are hilariously overpowered, especially for the rarity tiers they occupy, and any decently crafted DK deck is going to roflstomp the majority of what else is out there.
These cards are all commons or rares:
1) Plagued Grain - in a class that powers its abilities by corpses, you get 4 free ones and 4 more attached to free-to-cast 2/2 bodies for 1 mana? Yes, you have to play triple Unholy to use it... but after Triple Blood (post Denathrius nerf), 3U is the next strongest build out there.
2) Plague Strike - 2 mana to do 5 (3 & 2) minion damage (plus the additional corpse when the Zombie dies)? Who else gets 2 for 1 trades PLUS resource generation for 2 mana? And it's a Common?
3) Vampiric Blood - the all-star of why 3B is practically unstoppable. 2 Mana for 10 UNCAPPED health and draw? Really, Blizz? I honestly hate this card, but I *DO* have the perfect fix for it... the health gained "drips away" 1 point per turn. Or cap it to your max health (seriously, Renathal & double VB means 55 health - and 3B has nearly limitless ways to Lifesteal) - it's ridiculously overpowered.
4) Anti-Magic Shell - PERMANENT no-target and buff for 3 mana? Again... this card has broken games over and over since its release. And as a 1U card, it can be slotted into a hilarious assortment of DK builds.
5) Ymirjar Deathbringer - Another 2 for 1 card, with built-in Taunt on a 4/3 + 3/3 body for 3 mana?
6) Death Strike - Oh... 6 damage for 4, it's Fireball! Um... no, stick Lifesteal on that bad boy. Yeah, it can only hit minions... which basically says any of your non-end game minions are dead, plus healing, for the DK. And a common, too...
7) Nerubian Swarmguard - 4 mana for TRIPLE 1/3 Taunt. Just... why? What other card in the GAME can get you a trio of taunt minions for 3 mana... and it's another #)(%&^)^# common! This isn't even some epic effect...
I'm literally tired of listing the number of broken cards and I'm only at 4 mana... a few others in there are iffy, but not this bad. Common and even rare cards should not have epic/legendary game-breaking effects to them.
You would think, after having to hard-reset the entirety of WoW to offset power creep that the folks at Blizzard would be at least partially aware that this is a thing and NOT repeat it...
I'm sure there'll be lots of defenders for the cards/class, and... that's fine, I guess. Maybe I'm the old man on the lawn yelling at the passing cloud, but... the game is quickly becoming UN-fun again for the other 10 classes (ok, 9 classes... Shockspitter Hunter is still nutso, too. I imagine the shock bird will be next on the re-nerf list, no face - though I agree with the general consensus that banishing Brann is a more helpful and universal fix).
Those cards are very strong in themselves, but there are much stronger archetypes out there.
Evolve Shaman and Curse Warlock are better than UUU DK. Control Priest and Jackpot Rogue are better than BBB DK. Frost DK has absurd amount of direct damage I agree, but nothing that broken.
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What we are seeing in practice though is that DK isn't OP at all, in fact DK is sitting at a mostly normal winrate amongst all classes, even after DK cards were buffed and a bunch of other classes were nerfed. Pro players also are not singing the praises of most of these decks. It's a very different reality than when Demon Hunter was released; that was blatantly OP and above the power level of all other classes.
Yeah, I'd agree with you OP that these Death Knight cards are pretty ridiculous for their value IF we were playing in the old Hearthstone days.
As of now, multiple non-DK classes are able to play expensive cards earlier than they were supposed to (or IDK anymore because the card designs sure are overextending into mana cheating or game-breaking). I'll even say that Vampiric Blood is not as game-breaking as you'd think, your life is still capped and most of your life steal is dependent on minions being on the board. Hell, Druid has access to insane armor generation thanks to the MoTLK set and they can rack up armor without any cap. It doesn't help that Anub'Rekhan even lets you use this armor to play out minions and combos for free.
Am I glad that DK isn't as powerful as Demon Hunter was at the release of Ashes of Outland? Absolutely yes.
Am I happy that even though DK has cards that sound insanely good on paper, it is glossed over by the pros? No, because this expansion should have been used to highlight the cool class that everyone wanted to play ever since the Knights of the Frozen Throne expansion.
The fact that no Death Knight deck was ever used in the World Championship is a big sign that even though these DK cards are good, it wasn't good enough for competitive play.
For now, instead of hoping for buffs to Death Knights since I agree in that they're pretty good value for their cost and shouldn't be made more powerful (since Arena would suffer more), I hope all of the mana-cheating stuff gets rotated out so we can return to a simpler time.
Was friends with Paladin, now Death Knights are my homies.
As a veteran player, are you familiar with the data sources available to us?
I mean you posted this 18 hours ago, which is two weeks after release and two days after the first round of adjustments (and second nerfs) and 9 DK cards were buffed.
Some cards look strong on paper - but hearthstone DK is not anywhere close to OP like WoW DK.
DK is so weak, it wasn't even brought to the world championship EVEN if it couldn't be banned.
So I don't know. There is no real bases for any of your assessments at this point in time.
I mean, it's not news to anyone that we are not playing hearthstone anymore in standard mode for a very long time, in a scenario that we actually play the game (arena for example) DK is pretty busted and some their class cards should be banned of the format thats how strong it is but the devs are just a bunch of incompetents so...
Are... you aware that prior to the last round of buffs, DK was the 10th best class for winrates?
As in... only one class had a worse winrate than DK?
Even after the buffs, it's only 6th - so it's the absolute center of the pack.
As soon as the rotation happens Death Knight will beyond broken. The only thing keeping it in check is how OP the previous years worth of expansions are.
It's worth adding that its increase in winrate is entirely due to the nerfs, especially the Prince Renathal one, which made Frost Death Knight viable. That deck plays none of the buffed cars.
Standard, Wild, and Classic player.Losing to Sire Denathrius makes me not want to play this game anymore.The Sire Denathrius nerf makes me want to play this game again.
Losing to Deathrattle Rogue makes me not want to play this game anymore.
The Prince Renathal nerf makes me not want to play this game anymore.
That is correct, Death Knight would be absurdly unfair in a classic control gameplay, you know, those ones where you played 8 cost minions at turn 7 at best, instead of 20 mana worth of cards by turn 6 or sooner. I still think Mograine is one of the worst designs ever made because inevitable infinite face damage is a terrible idea, specially for a card that can be Branned. However, this game badly needs to stop speeding up everything, because at this point mana means less and less, no class should be able to play 14 cards by turn 3, leave 60 worth of stats on the board and wield a 15 attack weapon. No class should fill its board with 5/4s that respawn more 5/4s by turn 3, no class should have 20 mana and infinite armor/mana... and so and so on.
Demon hunter completely wrecked the meta because in the meta of that time mana still meant something, so DH constantly besting everyone else in terms of tempo was meaningful. Death Knight has arguably even stronger game than DH had, but has nothing to do with it because nobody cares anymore. And buffing DK won't help much, since they will either make it so unbearably unfair it's not even worth playing at this point, or keep it worthless since the real problem is not DK, but on the game in general.
Blizz clearly wanted to have the cake and eat it too by spending all the money on merchandising Arthas again but blatantly refusing to check if any of the cards they were thinking of would make a terrible meta where Arthas can't even show up.
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if you wrote this in 2017, you'd be right. But the game has changed since then and the only relevant DK deck is frost.
I'm curious as to your statement, "your life is still capped"... what's this supposed cap?
I literally just played against a guy who went VB, Naga Tutor, Brann, Tutor kid with VB (double trigger from Brann), 2nd VB - to go to 65 health (I'd hit him for 10 in there along the way, his actual top was 75 after that nonsense).
It's a fairly rare deck that has 75 damage able to be applied all to face, while dealing with the horde of minions that DK can also call forth.
That. Card. Is. Stupidly. Broken - especially in combo with things like Tutor and Brann.
First of all, your anecdotal experience highlights the issue of the Discover mechanic and Brann Bronzebeard's double battle-cry effect which isn't necessarily something that can be attributed only to Death Knights. Brann Bronzebeard has been an underlying issue in Standard for quite some time such as in combination with Sire Denathrius and disruption cards like Mutanus. Like you said, the card is really good IF you manage to get Vampiric Blood from School Teacher and use Brann along with it but so are the aforementioned cards that actually serve as a win condition.
Secondly, if you want to compare the health gain then we can look at Chitinous Plating for Druid that also came in the same expansion (March of the Lich King). For the same cost of two mana, you can get four armor instantly then you gain four more armor at the start of your next turn. That is literally eight armor gained for the same mana cost and without any conditions needing to be met like the three corpses for Vampiric Blood which gains you 10 more maximum health points and a draw if met. So far, it doesn't sound much different. In fact, I'll even say that Vampiric Blood is basically Shield Block that gives you five more armor.
Thirdly, the Health and Armor mechanic are different. Your Hero's Health is capped at a number which has been 30 for most of the time I played Hearthstone. Prince Renathal used to make this starting health at 40 and now at 35. Let's say that I'm playing as a non-Renathal Priest and I'm at 29 health. I use my hero power to restore two health to myself. It would restore me to 30 health since the max health is capped at 30 and that extra one health is "wasted". Armor on the other hand has no limit. I don't know if you heard of some meme-y Druid decks but there is such a deck called Linebacker Druid. Basically this deck allowed you to gain over 1000 armor if executed in time. More maximum health is not as bad in comparison especially if people were able to deal with 40 health players using Prince Renathal.
Like I said before, I agree with you that Death Knight would have been ridiculously strong in Hearthstone if we were still playing a Control meta. But now Death Knight is one of the more tamer classes in the current meta since it currently has no access to insane mana cheating that lets some decks do early combos. Maybe we'll see DK being an issue once the sets rotate out but for now, it's just a fun and cool class.
Was friends with Paladin, now Death Knights are my homies.
Can we please for the love of god acknowledge the fact that dk's winrate is bit under 50% NOT TO MENTION, 0 PROS PLAYED IT DURING TOURNAMENT.
Nothing screams more OVERPOWERED then seeing 0 GAMEPLAY DURING THE MOST INTICIPATED EVENT IN THE COMPANIES HISTORY.
DK is just a meme class, not overpowered when Big Priest kill you turn 3 and Discard Warlock
... dude, you have apparently never played a single game against VB... IT DOES NOT CAP AT STARTING HEALTH
HEALING caps at your starting max health - Vampiric Blood DOES NOT - it ADDS max health.
I mean, this isn't hard to witness...
Not even close. Unholy and Blood are dogshit, with only Frost performing well since the only reason it was bad before was Renathal.
I think the corpse mechanic, specially, was horribly implemented. Unholy and Blood cant function w/o it, but Frost can and CHOOSES not to meddle with it (Defrost is not being played), as it feels like another tax you must pay to get arguably the same level of power as similar archetypes get by only spending mana.
The aesthetic and flavour are top-notch. Gameplay wise, its VERY far from broken.
Okay so it's capped at more health then?
You literally asked me how the life total is still capped for Vampiric Blood which in your own words is, "2 Mana for 10 UNCAPPED health and draw". Like oh wow, the Death Knight went up to 45 max health instead of 35. It just makes the game longer and you aren't necessarily guaranteed to win if you gain 10 more health.
Have you played Triple Blood DK? Your literal win conditions are either: disruption aka Patchwerk, chip damage via Alexandros Mograine, Sire Denathrius, and Astalor Bloodsworn. There are classes that have win conditions that are more consistent and can be done earlier than what DK is capable of doing in this current meta.
There was a reason why Anub'Rekhan was nerfed since it allowed Druid to fully use Brann Bronzebeard and Astalor Bloodsworn to deal 30+ to you and your board. I'm not even mentioning how Druid can use Sire Denathrius better than Triple Blood DK thanks to token generation from Scale of Onyxia and Topior the Shrubbagazzor as well as being able to tutor and afford to use Brann + Denathrius in the same turn.
Vampiric Blood is literally a Shield Block that gives you more total health. At this point, I think you're severely overreacting to this card. I'm honestly surprised that you mentioned Vampiric Blood being the reason why 3B is "unstoppable" when a card like Patchwerk exists for only 1 Blood Rune and can be discovered through Hematurge for multiple copies, or that the fact you can drop him and Brann to disrupt so many of your opponent's cards. But yes, the card that gives you draw and 10 more health (that increases the maximum life total, so it's still capped) at a condition is incredibly busted.
Was friends with Paladin, now Death Knights are my homies.
I agree OoZuNoO, the corpse mechanic really limits on what Death Knight can do. That is why Frost DK is just easier and more consistent than the other archetypes.
It has card draw and Discover effects thanks to Harbinger of Winter, Overseer Frigidara, and Frost Strike. It is spell-heavy which includes direct damage (Glacial Advance), AoE (Remorseless Winter, Frostwyrm's Fury, Howling Blast). Finally a lot of its cards do not use the corpse mechanic so they aren't confined to their own minions needing to die in order to be effective.
It makes me a bit sad that one of the more viable DK options is literally a Tempo/Burn deck that barely makes use of its own mechanic.
Was friends with Paladin, now Death Knights are my homies.
Finally someone who gets it. Made a whole thread to discuss it, but ppl there failed to understand something so simple!
Adding another tax to a card effect only makes sense if the payoff is worth it, which hasnt been the case for corpses AT ALL. None of the top Frost dk lists are playing Defrost and they are better for it, thats just baffling.