Hmm so lets see i played smart by keeping board control, i fought down tought minions taunts etc, the mage is on 3 hp im on 15 whit taunt units and a few living minions up while he has none, he uses fireball + a ice block. I cant do damage to him now im on 9 hp and he dumps a pyroblast in my forehead, while i have and "army" to defend me, how is that fairplay? I have conqured what he have thrown at me i have been playing smart keeping up board control, but 2-3 very OP cards can dump 15 damage on me in 2 turns (would be ok IF i wouldent have defensive units up i know i can do the same if there isnt any minions up to defend the enemy) but now i got my defense up and still you get blasted, that is what i call OP as i have read in another comment yeah fine let the dmg card to 30-50% on the taunt units first THEN hit your hero.
I want balance when i play, its hard to achive and this is after all beta (soon open) and they are still tuning up the game, but since those that play mage as main hero refuses to see that they got some very OP spells its very hard to tune things. To make a good game is to make a balanced game.
Like I've said again and again, and I'll say it for the hundreth time, every class should have an option against secrets. That would be a very effective "nerf" to mages, and if that ever existed, you would've won said situation. The rest, is pretty much fine the way it is. Use some healing.
If you're being forced to play certain classes just to have access to self-healing abilities just to hope to counter mage aggro fire decks...then that's not something wrong with the players for not playing healing. That's a problem with mages for only having one way to counter them.
Certain classes? Everyone has access to Farseer. It's a 3/3 with 3 healing on it. Also, Warrior has its armor and Warlock has some healing potential coupled with removals, so you dont lose tempo. I'll agree that Shaman and Rogue are probably at the worst matchups against Mage, it's just too hard to beat Ice Block with them (though a very fast rogue deck can deal with it).
Plus, healing isn't the only way to counter it. It's just the easiest way, and soon people will start to see that healing is great in EVERY matchup, not just against Mage.
It's still too soon to argue that Mages are OP. I don't think they are (Ice Block being the sole exception).
Let me guess...you play mage. If you can't see how mages are overpowered, then let me spell it out for you.
Mage has zero weakness. Literally, anything and everything you can throw at them can be countered. Small creatures? Blizzard. Medium creatures? Flamestrike. Don't have those? Just drop a Frost Nova. A key spell that could turn the tides? Well, that's what COunterspell negates. How about having the win on the board and swinging sideways to their naked dome? Welp, they just Ice Blocked it all off and next turn Pyro you in the face.
I did the math. As far as effective removal spells go, mages have access to a combined total of TWENTY-TWO that range from mana costs 1 to 7. So, eleven different spells. Know how many priest has? Five. That's if you are silly enough to even count Mind Control post nerf as a removal spell (it isn't), and it's certainly not feasible versus a mage deck.
I'm not even factoring in mage's hero power, which is additional removal.
The only deck that can hope to stand a chance against mage is paladin, and that's only if you have the God draw to force a mage to 2-1 every creature you put down. Which is very unlikely. Druid is a close second. Priest a very distant third. Nothing else even comes close unless the mage plays so poorly you almost feel sorry for them or they draw the absolute worst draw in the history of card games.
Still don't think they're OP? You may want to reconsider what the word actually means. It means that they have a clear and distinct advantage over everything else. Which is exactly what they have.
honestly, make pyroblast 10 cost, that way a mage can't do 13 damage one turn, only 10. plus it gives the player 2 more turns to work out a winning situation before pyro comes to play.
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Let me guess...you play mage. If you can't see how mages are overpowered, then let me spell it out for you.
Mage has zero weakness. Literally, anything and everything you can throw at them can be countered. Small creatures? Blizzard. Medium creatures? Flamestrike. Don't have those? Just drop a Frost Nova. A key spell that could turn the tides? Well, that's what COunterspell negates. How about having the win on the board and swinging sideways to their naked dome? Welp, they just Ice Blocked it all off and next turn Pyro you in the face.
I did the math. As far as effective removal spells go, mages have access to a combined total of TWENTY-TWO that range from mana costs 1 to 7. So, eleven different spells. Know how many priest has? Five. That's if you are silly enough to even count Mind Control post nerf as a removal spell (it isn't), and it's certainly not feasible versus a mage deck.
I'm not even factoring in mage's hero power, which is additional removal.
The only deck that can hope to stand a chance against mage is paladin, and that's only if you have the God draw to force a mage to 2-1 every creature you put down. Which is very unlikely. Druid is a close second. Priest a very distant third. Nothing else even comes close unless the mage plays so poorly you almost feel sorry for them or they draw the absolute worst draw in the history of card games.
Still don't think they're OP? You may want to reconsider what the word actually means. It means that they have a clear and distinct advantage over everything else. Which is exactly what they have.
Great deck. Juts had a play around with it. I normally play an Alex/Pyro/Giants deck.
Went 6W - 0L (@ Rank 8). Extremely small sample but will play it a bit more to see how it goes.
Every single game I played was ended by a turn 8 pyro.
honestly, make pyroblast 10 cost, that way a mage can't do 13 damage one turn, only 10. plus it gives the player 2 more turns to work out a winning situation before pyro comes to play.