Demons at the end of turn. This is really needed change because now it is nearly impossible to interact without a weapon destroyer. Maybe you want to kill doomguard or 3/9 taunt with hex polymorph or entomb or even in a usual way. 1 or 2 doomguard from Guldan is already enough but this way they can almost every game get 4-5 doomguards or taunt without any interactable turns with these minions. Then game becoming boring because they are playing with themselves. Thats why i think weapon should change like this. They can still put minions without discard or on turn 5 3/9 taunts but we can interact with them. Otherwise they just do some sh*ts on their turn and waiting for turn 10 kill. This is not a game you play with yourself. I should do something too i think. What you guys think?
Note:This is not a cry or qq thread. I just want to get your opinions. Thanks :)
You realize this is a buff right? Because now they can get out demons on turn 5 rather than turn 6. Weapon destruction would be useless then. Control locks will just run Skull and no doomguard.
You're saying but then you can poly/silence etc, but you could also just use that turn to play ooze. Whats the difference?
The Warlock's weapon summoning happening at the start of the turn gives the card an inherent risk: it can be destroyed meaning you spent 5 mana on nothing. If the weapon summoned demons at the end of the turn, that risk you had would be non existant, meaning it would be even easier to summon whatever demon you have. Not only that, if the card summoned demons at the end of the turn, the tempo loss you get for playing the weapon on a zoolock deck would be much more mitigated (I tried that deck, the weapon was terrible because of it), especially if you can simply use it to splash out your low cost demons as set up for Bonemare, Demonfire and other cards of the sort.
The biggest thing Skull of the Man'ari has at the moment is that it's the only top tier deck where weapon removal IS a threat: Razakus Priest, Jade/Aggro Druid use no weapons, Aggro/Murloc Paladin uses several weapons so destroying one is only a small dent on their gameplan, Tempo Rogue only has the dagger, and decks like Tempo Mage, Evolve Shaman, Pirate/Control Warrior and Aggro/Midrange/Spell Hunter are not represented well enough on the metagame for weapon removal to be justified, meaning weapon removal isn't as important as a tech choice. And while that issue has Warlock's power level to blame mostly (and Priest's power level, of course), assuming the February patch Brode promised will address said power levels could also increase the weapon usage overall, leading to Skull of the Man'aris power level to dwindle without even nerfing the weapon.
You are talking about tier 2 deck and missing real problem razakuspriest. That's the real f*cked up. We should discuss this, not "nerfing" 4 cards combo.
They won't understand. They tend to forget that with the existence of Cubelock we have seen comparatively fewer Razakus Priest. Don't you know that if you nerf lock then Razakus Priest won't increase in popularity again? ;P
I want the warlock weapon to be nerfed too ~ for the wrong reason though. I opened a gold one and would love the dust refund :p
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Demons at the end of turn. This is really needed change because now it is nearly impossible to interact without a weapon destroyer. Maybe you want to kill doomguard or 3/9 taunt with hex polymorph or entomb or even in a usual way. 1 or 2 doomguard from Guldan is already enough but this way they can almost every game get 4-5 doomguards or taunt without any interactable turns with these minions. Then game becoming boring because they are playing with themselves. Thats why i think weapon should change like this. They can still put minions without discard or on turn 5 3/9 taunts but we can interact with them. Otherwise they just do some sh*ts on their turn and waiting for turn 10 kill. This is not a game you play with yourself. I should do something too i think. What you guys think?
Note:This is not a cry or qq thread. I just want to get your opinions. Thanks :)
Do you think that makes the weapon worse? lol It maybe doesn't make it better but for sure not even slightly worse, what makes you think you can deal with a Void Lord by turn 5 anyway? This would disrupt the cube action from time to time but if you can't kill the Void Lord immediatly it doesn't matter if it comes down at the end or at the start of the turn, the only downside from your change is that the doomguard would not be able to charge and with your logic you would still need to trade your whole board (or a good portion of it) and the warlock will beat you on the late game anyway, your change makes the gameplan for warlock weaker on some aspects but a lot stronger on others.
They just need to nerf the charge mechanic on doomguard, thats the root problem.
I saw someone suggest to make "gain charge" part of the battlecry. Seems like a good idea, will mean any duplicated/cheated minions wouldnt have charge
They just need to nerf the charge mechanic on doomguard, thats the root problem.
I saw someone suggest to make "gain charge" part of the battlecry. Seems like a good idea, will mean any duplicated/cheated minions wouldnt have charge
Demons at the end of turn. This is really needed change because now it is nearly impossible to interact without a weapon destroyer. Maybe you want to kill doomguard or 3/9 taunt with hex polymorph or entomb or even in a usual way. 1 or 2 doomguard from Guldan is already enough but this way they can almost every game get 4-5 doomguards or taunt without any interactable turns with these minions. Then game becoming boring because they are playing with themselves. Thats why i think weapon should change like this. They can still put minions without discard or on turn 5 3/9 taunts but we can interact with them. Otherwise they just do some sh*ts on their turn and waiting for turn 10 kill. This is not a game you play with yourself. I should do something too i think. What you guys think?
Note:This is not a cry or qq thread. I just want to get your opinions. Thanks :)
You realize this is a buff right? Because now they can get out demons on turn 5 rather than turn 6. Weapon destruction would be useless then. Control locks will just run Skull and no doomguard.
You're saying but then you can poly/silence etc, but you could also just use that turn to play ooze. Whats the difference?
And you can just use silence / poly when they cube their doomguard...
The Warlock's weapon summoning happening at the start of the turn gives the card an inherent risk: it can be destroyed meaning you spent 5 mana on nothing. If the weapon summoned demons at the end of the turn, that risk you had would be non existant, meaning it would be even easier to summon whatever demon you have. Not only that, if the card summoned demons at the end of the turn, the tempo loss you get for playing the weapon on a zoolock deck would be much more mitigated (I tried that deck, the weapon was terrible because of it), especially if you can simply use it to splash out your low cost demons as set up for Bonemare, Demonfire and other cards of the sort.
The biggest thing Skull of the Man'ari has at the moment is that it's the only top tier deck where weapon removal IS a threat: Razakus Priest, Jade/Aggro Druid use no weapons, Aggro/Murloc Paladin uses several weapons so destroying one is only a small dent on their gameplan, Tempo Rogue only has the dagger, and decks like Tempo Mage, Evolve Shaman, Pirate/Control Warrior and Aggro/Midrange/Spell Hunter are not represented well enough on the metagame for weapon removal to be justified, meaning weapon removal isn't as important as a tech choice. And while that issue has Warlock's power level to blame mostly (and Priest's power level, of course), assuming the February patch Brode promised will address said power levels could also increase the weapon usage overall, leading to Skull of the Man'aris power level to dwindle without even nerfing the weapon.
Ranked game wins per class (26/Dec/2018): Druid - 457; Hunter - 482; Mage - 345; Paladin - 435; Priest - 295; Rogue - 234; Shaman - 430; Warlock - 419; Warrior - 367
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The funny thing is that people described the same mechanic as a flaw of the weapon when it was announced, saying it won't be playable...
So pretty much asking for a way to beat a deck without having to add a tech card to your deck (ie a weapon destroyer)? Gotcha.
I want the warlock weapon to be nerfed too ~ for the wrong reason though. I opened a gold one and would love the dust refund :p
They just need to nerf the charge mechanic on doomguard, thats the root problem.
I saw someone suggest to make "gain charge" part of the battlecry. Seems like a good idea, will mean any duplicated/cheated minions wouldnt have charge
I think the problem is less the weapon and more the weapon + lackey
If only the weapon existed then you need to draw the demon and the weapon
If only lackey existed then you need to draw lackey and not the demon
With both of these existing you can draw in any order really and you'll come out cheating a Voidlord out on turn 5