Dislike that it's each deck because it completely destroys combo-orineted decks. Imagine if Aviana was transformed into something else in a Druid Aviana Malgyos OTK.
Card looks very interesting, I dig unique mechanics, HOWEVER -- as agithore already said, that would completely wreck Combo decks and no, it's not fun this way. Combo decks should be encouraged and should see more play, not the other way around.
Don't get me wrong, random effects are fun, but more as a drawback instead of favorable outcome. There's already too many random-based cards which can absolutely win you a game/set you up for a win just because of RNG (I'm looking at you, Unstable Portal). Mad Bomber for example is fine - he has a nice body for the cost and comes with a great effect, which can also be a drawback. It's not a pretty much guaranteed win condition, but you know what you have on the board and whether you can take that risk. Same with discard mechanics in Warlock playstyle - this kind of random outcome is fine - it's a price you need to be willing and ready to pay.
Control and Combo decks do not rely on luck, people play those with careful strategies and planning ahead. It really sucks to get your ass kicked by the guy who managed to get all the lucky procs on Juggler, Portaled himself some juicy legend and got Emergency Coolant and Finicky Cloakfield EVERY TIME. Look how fast Mage decks wreck Tournaments right now, pro players with really skillful decks lose to the Unstable Portal.
The only archetype this card does not mess with is Aggro - which is why it would be really unfortunate. Getting Glaivezooka replaced with any other 2 drop or spell isn't really that much of a problem in Face Hunter/Rush Paladin. They need only 15-20 cards to wreck their opponent, the order of draw doesn't really matter.
Imagine if Aviana was transformed into something else in a Druid Aviana Malgyos OTK.
I would cheer! Because the game suddenly got actually interesting.
Sorry, but you're talking to someone who has zero love for OTK's and 14+ damage-on-empty-board plays. (And no, I don't like face-rush either) I'm just like that.
Imagine if Aviana was transformed into something else in a Druid Aviana Malgyos OTK.
I would cheer! Because the game suddenly got actually interesting.
Sorry, but you're talking to someone who has zero love for OTK's and 14+ damage-on-empty-board plays. (And no, I don't like face-rush either) I'm just like that.
OTK-based decks don't work, because you can't rely on it. If you build your deck solely around OTK - you're not going to have success with it, unless you luck out a lot.
The only "dream situation" which happens quite often is the Mysterious Challenger's 4-5 secret christmas tree outcome.
I play a lot of unorthodox Warlocks, Malygos-based and Deathwing-based. 80% of wins happen without even using those two legends. Those decks are actually creative, have a lot of playstyles and really flexible. Getting fucked by double Huffer and topdeck Quick Shot into Arcane Golem - that is aproblem.
One of the great things about TGT is the attempt to slow down the meta, hopefully they're gonna build on that and make the scene a bit more competitive. Look at this game to see what I'm talking about. I'm not saying Tom60229 isn't a good player, because he won with Kolento before with other decks, but that finale - come on.
I'm all for making the game harder for a certain sort of arch-type, especially one that's really popular in the meta, say, Aggro. The way this is done is to release cards that while don't directly interact with the arch-type, indirectly however, affect it quite a bit. For aggro that would be sticky taunt minions like Sludge Belcher or good healing spells like Healing Wave. For control it's the Big Game Hunter and removals like Polymorph or Hex. Interestingly enough, there isn't much to counter combo all that much. The reason why that is, of course, is that playing combo-oriented decks is already hard enough. Sometimes you just don't draw the combo pieces and your opponent ends up killing you simply because you didn't draw that one last card which was at the bottom of your deck.
Even so, if the meta does become infested with combo oriented decks, I do believe there are ways to make the meta difficult for them, without completely destroying the arch-type. Here's an example of a card that would make combo decks even more difficult. This cards a part of a Pandaria- themed expansion I'm currently working on.
The infamous Black Market Dealer:
Since the coins are just ordinary The Coins, it'll make drawing combo pieces for combo decks even more aggravating, while still not completely destroying the arch-type.
Here's a wild one:
Flavor text: Place your bets on who gets Majordomo!
Sorry, but face is NOT place :P
Dislike that it's each deck because it completely destroys combo-orineted decks. Imagine if Aviana was transformed into something else in a Druid Aviana Malgyos OTK.
But... That's the idea ;)
Mill! Mill!
Card looks very interesting, I dig unique mechanics, HOWEVER -- as agithore already said, that would completely wreck Combo decks and no, it's not fun this way. Combo decks should be encouraged and should see more play, not the other way around.
Don't get me wrong, random effects are fun, but more as a drawback instead of favorable outcome. There's already too many random-based cards which can absolutely win you a game/set you up for a win just because of RNG (I'm looking at you, Unstable Portal). Mad Bomber for example is fine - he has a nice body for the cost and comes with a great effect, which can also be a drawback. It's not a pretty much guaranteed win condition, but you know what you have on the board and whether you can take that risk. Same with discard mechanics in Warlock playstyle - this kind of random outcome is fine - it's a price you need to be willing and ready to pay.
Control and Combo decks do not rely on luck, people play those with careful strategies and planning ahead. It really sucks to get your ass kicked by the guy who managed to get all the lucky procs on Juggler, Portaled himself some juicy legend and got Emergency Coolant and Finicky Cloakfield EVERY TIME. Look how fast Mage decks wreck Tournaments right now, pro players with really skillful decks lose to the Unstable Portal.
The only archetype this card does not mess with is Aggro - which is why it would be really unfortunate. Getting Glaivezooka replaced with any other 2 drop or spell isn't really that much of a problem in Face Hunter/Rush Paladin. They need only 15-20 cards to wreck their opponent, the order of draw doesn't really matter.
i like it, fuck patron- mystrerious chall
My thoughts exactly. :)
Besides, it affects your deck in the same way, so you can't really rely on combos either.
I would cheer! Because the game suddenly got actually interesting.
Sorry, but you're talking to someone who has zero love for OTK's and 14+ damage-on-empty-board plays. (And no, I don't like face-rush either) I'm just like that.
Sorry, but face is NOT place :P
OTK-based decks don't work, because you can't rely on it. If you build your deck solely around OTK - you're not going to have success with it, unless you luck out a lot.
The only "dream situation" which happens quite often is the Mysterious Challenger's 4-5 secret christmas tree outcome.
I play a lot of unorthodox Warlocks, Malygos-based and Deathwing-based. 80% of wins happen without even using those two legends. Those decks are actually creative, have a lot of playstyles and really flexible. Getting fucked by double Huffer and topdeck Quick Shot into Arcane Golem - that is a problem.
One of the great things about TGT is the attempt to slow down the meta, hopefully they're gonna build on that and make the scene a bit more competitive. Look at this game to see what I'm talking about. I'm not saying Tom60229 isn't a good player, because he won with Kolento before with other decks, but that finale - come on.
I'm all for making the game harder for a certain sort of arch-type, especially one that's really popular in the meta, say, Aggro. The way this is done is to release cards that while don't directly interact with the arch-type, indirectly however, affect it quite a bit. For aggro that would be sticky taunt minions like Sludge Belcher or good healing spells like Healing Wave. For control it's the Big Game Hunter and removals like Polymorph or Hex. Interestingly enough, there isn't much to counter combo all that much. The reason why that is, of course, is that playing combo-oriented decks is already hard enough. Sometimes you just don't draw the combo pieces and your opponent ends up killing you simply because you didn't draw that one last card which was at the bottom of your deck.
Even so, if the meta does become infested with combo oriented decks, I do believe there are ways to make the meta difficult for them, without completely destroying the arch-type. Here's an example of a card that would make combo decks even more difficult. This cards a part of a Pandaria- themed expansion I'm currently working on.
The infamous Black Market Dealer:
Since the coins are just ordinary The Coins, it'll make drawing combo pieces for combo decks even more aggravating, while still not completely destroying the arch-type.
Deck attack = bye bye, nope, never :P remove the opponents deck and it can be a fun card to play for yourself, but as it is now ... just nope.
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Deck attacks may be fun (for the attacker) and i love the idea, but Blizzard hates it and they never will implement it u.u
Mill! Mill!