I'm actually surprised that I don't see more Cult Neophyte being played. It's got standard 2 mana stats (3/2), but basically wrecks librams, Lightning Bloom, and Innervate, and makes it useless to play Kael that turn. And you can put two of them in your deck.
I'm actually surprised that I don't see more Cult Neophyte being played. It's got standard 2 mana stats (3/2), but basically wrecks librams, Lightning Bloom, and Innervate, and makes it useless to play Kael that turn. And you can put two of them in your deck.
Because you can't complain about "no counterplay" when you are actually playing the counterplay cards.
I'm actually surprised that I don't see more Cult Neophyte being played. It's got standard 2 mana stats (3/2), but basically wrecks librams, Lightning Bloom, and Innervate, and makes it useless to play Kael that turn. And you can put two of them in your deck.
Because you can't complain about "no counterplay" when you are actually playing the counterplay cards.
You're not implying that people here at Hearthpwn would rather complain about "broken" decks than actually counter them, are you? Where's the fun in that?
Dismissing legit concerns of turn 6 otk is bad for the game and the community. There typically isn't counterplay that early and I've also run into it. A tech card like cult neophyte doesn't really help in situations like, only possibly delays the combo until 7 which is still absurd. Be constructive.
I just want to point out to everyone clamoring about cards like Dirty Rat being returned to Standard: How much fun would a single card be, of which you can put 2 in your deck, when it completely wrecks your opponent's combo? You know you're basically doing the same as the decks you're complaining about, right? You draw it, you win. Malygos Druid does the same high-roll aesthetics.
Combo decks winning at turn 6 is a rare occurence, but you choose to make these few bad interactions you had with the deck the sole reason why it should be nerfed. You lost to something more powerful than your deck? Tough luck, move on. Don't take away other people's fun just because you lost to it.
Got otk'd by Druid on turn 6 and literally nothing I can do completely uninteractive game.
He used the dormant minions that reduce cost had reduced cost jopetto drew omu, played malygos into kael'thas for a dumb turn 6 otk. Literally no deck could beat that combo. You could say he just drew the nuts but a turn 6 otk shouldn't even be possible.
I see you complaining a lot on this forum, all I see is your picture everyday X) Just sayin :P
I just want to point out to everyone clamoring about cards like Dirty Rat being returned to Standard: How much fun would a single card be, of which you can put 2 in your deck, when it completely wrecks your opponent's combo? You know you're basically doing the same as the decks you're complaining about, right? You draw it, you win. Malygos Druid does the same high-roll aesthetics.
Combo decks winning at turn 6 is a rare occurence, but you choose to make these few bad interactions you had with the deck the sole reason why it should be nerfed. You lost to something more powerful than your deck? Tough luck, move on. Don't take away other people's fun just because you lost to it.
Adding tech cards such as Dirty Rat isn't ruining somebody's fun. It's rebuilding your deck to counter specific opponents. And if it works then it shifts the meta. That's a good thing. You want constant changes in the meta.
Dismissing legit concerns of turn 6 otk is bad for the game and the community. There typically isn't counterplay that early and I've also run into it. A tech card like cult neophyte doesn't really help in situations like, only possibly delays the combo until 7 which is still absurd. Be constructive.
I am being constructive. Unfortunately, your definition of "constructive" seems to be "Blizzard, nerf the decks I don't like."
There is no fundamental difference (except for "my feelings") between losing at turn 6 to a OTK, or losing at turn 6 to an aggro deck. In my aggro priest deck, I can have a 6/11 taunt with lifesteal on turn 3. I can have 2 5/10 taunts on turn 4. I pretty routinely win (or have the game well in hand) by turn 6. Should we nerf that too, because it makes people feel sad? (As an aside, I generally don't play aggro decks, but because of all the druids being played right now and because I like to actually win, I'm playing aggro. If only others would actually adjust for the decks they're facing rather than complaining incessantly.)
Fact #1: Combo decks are vulnerable to aggro, and are entirely reliant on cheap spells. Fact #2: Neophyte absolutely closes those combos down.
Now, of course it only lasts one turn. But, quite frankly, that one turn may be all I need to finish off my opponent. It won't help you if you are playing a slow, control deck (like the one the OP created and which I love), but then as a slow control deck, you're highly likely to lose to a combo deck anyway.
TLDR: If you're playing a control deck, there's no reason to complain about losing to a combo deck. If you're playing an aggro deck and you're not using neophyte, you have no grounds for complaining about losing to druids (or librams).
I'm pretty much sick and tired of losing to Druid in Standard right now. When are the nerfs coming? They needed them 2 days ago...and yet here we are...
I know its a "highroll" deck but they "highroll" waaaay too often from what I've seen. All variants on HSreplay are showing around a 57-60% win rate. It just feels so unbelievably bad when they highroll and run away with the win. You just feel completely hopeless. Just a bad game experience.
I just want to point out to everyone clamoring about cards like Dirty Rat being returned to Standard: How much fun would a single card be, of which you can put 2 in your deck, when it completely wrecks your opponent's combo? You know you're basically doing the same as the decks you're complaining about, right? You draw it, you win. Malygos Druid does the same high-roll aesthetics.
Combo decks winning at turn 6 is a rare occurence, but you choose to make these few bad interactions you had with the deck the sole reason why it should be nerfed. You lost to something more powerful than your deck? Tough luck, move on. Don't take away other people's fun just because you lost to it.
Adding tech cards such as Dirty Rat isn't ruining somebody's fun. It's rebuilding your deck to counter specific opponents. And if it works then it shifts the meta. That's a good thing. You want constant changes in the meta.
Dirty Rat is a card specifically made to ruin someone's fun. You are denying the player the ability to at a minimum play a battlecry they want
So I guess the same applies to silencing Deathrattle minions or secrets like counterspell....
So I guess the same applies to silencing Deathrattle minions or secrets like counterspell....
No, it's not denying any fun.
Yes, any card designed to disrupts the opponent is denying the fun of the opponent. The moment you disrupt what the opponent has planned to do, you are denying their fun. Whatever plan they have is whatever they see as fun, disrupting said plan is denying them the fun they planned.
This shouldn't be that hard to understand. If you have the ability to comprehend what someone else other than yourself might think, this should be very easy to understand actually. You need only think what is it they are planning to do and that denying them that will deny them the fun.
Do you not consider the opponent disrupting whatever you are planning to do as denying your fun? If you consider, then same applies.
I disagree. It's all part of the strategy. And when i'm at the othet side of the stick I don't feel like they are denying my fun. Ieven find it fun to check for and dance around secrets.
The way you beat combo decks is by either playing aggresive aggro and killing them before they draw all the combo cards; or you add tech cards to protect you (cards that don't 100% of the times work)
Imagine queueing with a control deck against a combo deck and not having disruption cards. You would just be better off if you instantly concede because you don't have a chance. You'll be dead once they draw their combo and there's nothing you can do about it.
I don’t disagree. The mana reduction and ramp of Druid - while not necessarily producing a striking win rate - is so unfun to play against that it may warrant action. I feel the same about OTK mage. I sat frozen for 8 turns yesterday while the mage just drew his/her deck and then took me from 27 to 0 with two spells
I switched to Maly combo rogue to counter this deck. 13/13 against Mage so far. And the rogue still handles its own against most other decks.
I'm actually surprised that I don't see more Cult Neophyte being played. It's got standard 2 mana stats (3/2), but basically wrecks librams, Lightning Bloom, and Innervate, and makes it useless to play Kael that turn. And you can put two of them in your deck.
Because you can't complain about "no counterplay" when you are actually playing the counterplay cards.
Comments like this are so brainddead.
1) its 2/30 cards
2) It's a BC, not onboard effect. That means it only stalls one turn.
3)For clarity, I have literally played that card twice in a row into an albatross only to have them POPoff on what should be a turn 4.
It's like youre trying be an asshole and trash people that dont like obviously obnoxious unfair advantages but don't even understand what the counters are and how effective they can be yourself. Bet you thought you being sarcastic and cool. You weren't. Keep it positive or just don't post when you dont have an actual solution.
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I'm actually surprised that I don't see more Cult Neophyte being played. It's got standard 2 mana stats (3/2), but basically wrecks librams, Lightning Bloom, and Innervate, and makes it useless to play Kael that turn. And you can put two of them in your deck.
I didn't say they can't exist its just the combo used against me had 0 counter play.
Keymaster Alabaster come faster
Because you can't complain about "no counterplay" when you are actually playing the counterplay cards.
You're not implying that people here at Hearthpwn would rather complain about "broken" decks than actually counter them, are you? Where's the fun in that?
Dismissing legit concerns of turn 6 otk is bad for the game and the community. There typically isn't counterplay that early and I've also run into it. A tech card like cult neophyte doesn't really help in situations like, only possibly delays the combo until 7 which is still absurd. Be constructive.
I just want to point out to everyone clamoring about cards like Dirty Rat being returned to Standard: How much fun would a single card be, of which you can put 2 in your deck, when it completely wrecks your opponent's combo? You know you're basically doing the same as the decks you're complaining about, right? You draw it, you win. Malygos Druid does the same high-roll aesthetics.
Combo decks winning at turn 6 is a rare occurence, but you choose to make these few bad interactions you had with the deck the sole reason why it should be nerfed. You lost to something more powerful than your deck? Tough luck, move on. Don't take away other people's fun just because you lost to it.
Playing meme decks/characters does not entitle you to call a meta bad.
I see you complaining a lot on this forum, all I see is your picture everyday X) Just sayin :P
Adding tech cards such as Dirty Rat isn't ruining somebody's fun. It's rebuilding your deck to counter specific opponents. And if it works then it shifts the meta. That's a good thing. You want constant changes in the meta.
I am being constructive. Unfortunately, your definition of "constructive" seems to be "Blizzard, nerf the decks I don't like."
There is no fundamental difference (except for "my feelings") between losing at turn 6 to a OTK, or losing at turn 6 to an aggro deck. In my aggro priest deck, I can have a 6/11 taunt with lifesteal on turn 3. I can have 2 5/10 taunts on turn 4. I pretty routinely win (or have the game well in hand) by turn 6. Should we nerf that too, because it makes people feel sad? (As an aside, I generally don't play aggro decks, but because of all the druids being played right now and because I like to actually win, I'm playing aggro. If only others would actually adjust for the decks they're facing rather than complaining incessantly.)
Fact #1: Combo decks are vulnerable to aggro, and are entirely reliant on cheap spells. Fact #2: Neophyte absolutely closes those combos down.
Now, of course it only lasts one turn. But, quite frankly, that one turn may be all I need to finish off my opponent. It won't help you if you are playing a slow, control deck (like the one the OP created and which I love), but then as a slow control deck, you're highly likely to lose to a combo deck anyway.
TLDR: If you're playing a control deck, there's no reason to complain about losing to a combo deck. If you're playing an aggro deck and you're not using neophyte, you have no grounds for complaining about losing to druids (or librams).
I'm pretty much sick and tired of losing to Druid in Standard right now. When are the nerfs coming? They needed them 2 days ago...and yet here we are...
I know its a "highroll" deck but they "highroll" waaaay too often from what I've seen. All variants on HSreplay are showing around a 57-60% win rate. It just feels so unbelievably bad when they highroll and run away with the win. You just feel completely hopeless. Just a bad game experience.
Come on devs, get with the program.
Turn 6 is supposed to be fast? Try turn 3 in wild. Coin, invervate, barnes > kaelthas "WELL FOUGHT" i concede
I just played Dirty rat and Malygos entered board to be slain + Opponent conceded - Did I ruin opponents "fun"?
Sign me up for another! :D :D :D
So I guess the same applies to silencing Deathrattle minions or secrets like counterspell....
No, it's not denying any fun.
I disagree. It's all part of the strategy. And when i'm at the othet side of the stick I don't feel like they are denying my fun. Ieven find it fun to check for and dance around secrets.
The way you beat combo decks is by either playing aggresive aggro and killing them before they draw all the combo cards; or you add tech cards to protect you (cards that don't 100% of the times work)
Imagine queueing with a control deck against a combo deck and not having disruption cards. You would just be better off if you instantly concede because you don't have a chance. You'll be dead once they draw their combo and there's nothing you can do about it.
imagine believing this in Hearthstone, god, you are fucking dumb.
How this kids defend B(l)izzard, LOL. This sh1t is broken and will be nerfed soon. Just wait for it and autoconcede against druid.
I switched to Maly combo rogue to counter this deck. 13/13 against Mage so far. And the rogue still handles its own against most other decks.
A couple well timed saps wrecks Libram pali etc.
Why post something so ignorant? Everyone knows that's a wild card.
Fun > Meta
lets do a round of applause for this clown, please everyone stand up and give it up to him!!
Comments like this are so brainddead.
1) its 2/30 cards
2) It's a BC, not onboard effect. That means it only stalls one turn.
3)For clarity, I have literally played that card twice in a row into an albatross only to have them POPoff on what should be a turn 4.
It's like youre trying be an asshole and trash people that dont like obviously obnoxious unfair advantages but don't even understand what the counters are and how effective they can be yourself. Bet you thought you being sarcastic and cool. You weren't. Keep it positive or just don't post when you dont have an actual solution.
Fun > Meta