I have told ya fan boys, Aviana Kun combo is the problem.
Aviana Kun is what the vocal minority doesn't like because it is a combo/otk archtype.
The vocal minority hates any combo/otk deck because the vocal minority wants the game to ONLY be based around slow attrition-based minion/removal wars (which only half of the classes are specifically designed for in wild).
Nerfing Aviana was to both appease the vocal minority & to preserve new(er) set pack sales since nerfing new cards discourages as many packs from that set being sold. So don't kid yourself into thinking that T5 100% felt that the combo was a problem. Afterall, the decks never achieved tier 1 before melon was released due to inconsistencies with drawing the entire combo in time.
Now, to the actual topic of the thread. Big Priest dies to any consistent hyper aggressive deck and the deck is inconsistent since it relies on one copy of one card being drawn in the first five turns of a game. Smart players also know how to prioritize transform targets (ie never waste transform effects on statues & always use them on Rag, never kill Rag because it will always come back anyway, sometimes with two rezzed copies). I always just suck up leaving Rag on the board since experience has taught me that it just helps the priest player much more than just leaving it up. Oh, and any rogue decks massively punishes Big Priest with Sap and especially Vanish.
I have told ya fan boys, Aviana Kun combo is the problem.
Aviana Kun is what the vocal minority doesn't like because it is a combo/otk archtype.
The vocal minority hates any combo/otk deck because the vocal minority wants the game to ONLY be based around slow attrition-based minion/removal wars (which only half of the classes are specifically designed for in wild).
Nerfing Aviana was to both appease the vocal minority & to preserve new(er) set pack sales since nerfing new cards discourages as many packs from that set being sold. So don't kid yourself into thinking that T5 100% felt that the combo was a problem. Afterall, the decks never achieved tier 1 before melon was released due to inconsistencies with drawing the entire combo in time.
Now, to the actual topic of the thread. Big Priest dies to any consistent hyper aggressive deck and the deck is inconsistent since it relies on one copy of one card being drawn in the first five turns of a game. Smart players also know how to prioritize transform targets (ie never waste transform effects on statues & always use them on Rag, never kill Rag because it will always come back anyway, sometimes with two rezzed copies). I always just suck up leaving Rag on the board since experience has taught me that it just helps the priest player much more than just leaving it up. Oh, and any rogue decks massively punishes Big Priest with Sap and especially Vanish.
A lot of classes can be built as a control deck. Even my control hunter deck in wild can easily beat control and agro decks. I don't know what you're talking about. People are pissed about combo decks because they are the only really non-interactive archetype, every other archetype is way more interactive than them. Just think of the combo vs combo matchup, I think you would agree that most times, those are the most retarded matchups ever. Stall, draw as fast as possible, and whoever has the combo first wins.
I have told ya fan boys, Aviana Kun combo is the problem.
Aviana Kun is what the vocal minority doesn't like because it is a combo/otk archtype.
The vocal minority hates any combo/otk deck because the vocal minority wants the game to ONLY be based around slow attrition-based minion/removal wars (which only half of the classes are specifically designed for in wild).
Nerfing Aviana was to both appease the vocal minority & to preserve new(er) set pack sales since nerfing new cards discourages as many packs from that set being sold. So don't kid yourself into thinking that T5 100% felt that the combo was a problem. Afterall, the decks never achieved tier 1 before melon was released due to inconsistencies with drawing the entire combo in time.
Now, to the actual topic of the thread. Big Priest dies to any consistent hyper aggressive deck and the deck is inconsistent since it relies on one copy of one card being drawn in the first five turns of a game. Smart players also know how to prioritize transform targets (ie never waste transform effects on statues & always use them on Rag, never kill Rag because it will always come back anyway, sometimes with two rezzed copies). I always just suck up leaving Rag on the board since experience has taught me that it just helps the priest player much more than just leaving it up. Oh, and any rogue decks massively punishes Big Priest with Sap and especially Vanish.
A lot of classes can be built as a control deck. Even my control hunter deck in wild can easily beat control and agro decks. I don't know what you're talking about. People are pissed about combo decks because they are the only really non-interactive archetype, every other archetype is way more interactive than them. Just think of the combo vs combo matchup, I think you would agree that most times, those are the most ******** matchups ever. Stall, draw as fast as possible, and whoever has the combo first wins.
The point is that while you technically can build any class into a control class in wild it will always be inferior during most control mirrors when pit against classes that have been overspecialized in control (ie lock, priest, warrior, & mage).
Combo decks are not non-interactive (coming from someone who almost exclusively plays combo I don't just get to sit around doing nothing for the whole game). The key difference is that with the combo archtype you interact differently than say a midrange or standard control deck. Combo decks interact during fewer of their turns but the turns they do interact with you are usually more impactful (not just talking about when they kill you). For example, a combo druid will be reactive just like a control deck and wait til you over commit then plague you. Or a priest will wait til you present reasonable pressure and scream you. The archtype doesn't interact with small one-for-one trading interactions most of the time.
Another example of combo decks being interactive is also when they purposefully don't make a certain play, rather than actually making a play. For people who don't really understand the playstyle they usually just chalk it up to "not interacting with the opponent". However, this is not the case during more skill-testing games. Another example, I play a variety of combo/otk warlock decks, one of which is the Deathspeaker Geist Defile OTK and another being Mecha'Thun. So often I have faced slow control or combo priests in wild with these decks and I know they are running at least 1, though often 2, screams in the deck. I have purposefully interacted with my opponent's strategy of trying to bait me into using Gul'Dan on an empty board by making the very intentional decision to not Gul'Dan because then I lose my life tap cycling to get more of my combo pieces and I allow the priest to give me a bunch of garbage top decks, potentially following up with a N'Zoth turn right after. This is all very intentional interaction, but the opponent doesn't see that. They simply see me pass my turn and again chalk it up to stalling or not interacting.
You see very similar plays when you have a control deck facing a control warlock deck. The warlock's opponent may hold off on dropping N'Zoth or a wide/tall board until the warlock has committed with either Gul'Dan or their own N'Zoth, making it so the control lock can't just auto-play their Nether. Now, say you go against a Shudderwok Shaman and get a read on their hand that they have Volcano. When you play a bunch of stats on the board so that there is more than 15 health you are playing around the otk player's board clear and interacting with them, potentially leaving some bodies still up on the board to continue pressure into their overloaded turn. I could provide more examples but you should see the point. OTK playstyles are generally not non-interactive, they just care about different board/game advantages and interact differently than some of the other playstyles.
Wow, we've now deviated a lot from the OP. Back to Big Priests. They are a highroll deck but as more cards continue to get printed I imagine we will see other classes getting more and more answers to minions, some of which will no doubt be applicable to the types of big minions Big Priests dishes out.
Big Priest is the worst deck to play against. Not even close to any other bullshit in any format ever. How people can justify a turn 4 coin flip win is beyond me. Oh well.....
It's right now so strong because there are many paladins in wild. They run a lot of low-life minions forSunkeeper Tarim (and ironically nobody complains about him)
Maybe because you only can get 1 (3 if lucky) Sunkeeper Tarim's per match? Instead of the 6 resurrected Ragnaros' in the span of 5 turns.
Personally I played some fun Control Lock around 10, and got only big priests, and lost against them a lot, so I got mad and switched to aggro mage... Now i literally have 100% winrate against them (in about 15 games). I'm in rank 4 now. I really hate stupid aggro decks, but at least I f*ck Big Priests, so I don't care.
Big priest is easy to beat. You just have to play an aggro deck that doesn't rely too much on the board to win like kingsbane rogue, burn mage or pirate warrior.
Big priest is easy to beat. You just have to play an aggro deck that doesn't rely too much on the board to win like kingsbane rogue, burn mage or pirate warrior.
ez right? oh wait, but what happens if i dont like playing aggro? oh well unistalls
Big priest is easy to beat. You just have to play an aggro deck that doesn't rely too much on the board to win like kingsbane rogue, burn mage or pirate warrior.
ez right? oh wait, but what happens if i dont like playing aggro? oh well unistalls
Make reserect 5 Mana, eternal servitude 7 Mana and spellstone 9 Mana and delete Barnes from the game. Or better yet just delete the entire priest class, and replace it with the monk or demon Hunter class.... A guy can dream right?
Big priest is easy to beat. You just have to play an aggro deck that doesn't rely too much on the board to win like kingsbane rogue, burn mage or pirate warrior.
ez right? oh wait, but what happens if i dont like playing aggro? oh well unistalls
Odd control warrior dunks on big priest
Also exodia mage.
This.
It does suck a bit that the big priest matchup makes people feel so bad that they have to consider targeting it directly. Regardless of how strong it may or may not be, it does seem to have an overly negative impact on the most vocal part of the player base.
Personally, matching up against big priest just makes me feel bad about trying new control/midrange/combo decks. I play a fair amount of aggro, too and I think I win against big priest more often than not. But even when I completely dominate the matchup I still feel really really bored by the whole experience. I can't imagine the opponent feels that great either.
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Aviana Kun is what the vocal minority doesn't like because it is a combo/otk archtype.
The vocal minority hates any combo/otk deck because the vocal minority wants the game to ONLY be based around slow attrition-based minion/removal wars (which only half of the classes are specifically designed for in wild).
Nerfing Aviana was to both appease the vocal minority & to preserve new(er) set pack sales since nerfing new cards discourages as many packs from that set being sold. So don't kid yourself into thinking that T5 100% felt that the combo was a problem. Afterall, the decks never achieved tier 1 before melon was released due to inconsistencies with drawing the entire combo in time.
Now, to the actual topic of the thread. Big Priest dies to any consistent hyper aggressive deck and the deck is inconsistent since it relies on one copy of one card being drawn in the first five turns of a game. Smart players also know how to prioritize transform targets (ie never waste transform effects on statues & always use them on Rag, never kill Rag because it will always come back anyway, sometimes with two rezzed copies). I always just suck up leaving Rag on the board since experience has taught me that it just helps the priest player much more than just leaving it up. Oh, and any rogue decks massively punishes Big Priest with Sap and especially Vanish.
A lot of classes can be built as a control deck. Even my control hunter deck in wild can easily beat control and agro decks. I don't know what you're talking about. People are pissed about combo decks because they are the only really non-interactive archetype, every other archetype is way more interactive than them. Just think of the combo vs combo matchup, I think you would agree that most times, those are the most retarded matchups ever. Stall, draw as fast as possible, and whoever has the combo first wins.
The point is that while you technically can build any class into a control class in wild it will always be inferior during most control mirrors when pit against classes that have been overspecialized in control (ie lock, priest, warrior, & mage).
Combo decks are not non-interactive (coming from someone who almost exclusively plays combo I don't just get to sit around doing nothing for the whole game). The key difference is that with the combo archtype you interact differently than say a midrange or standard control deck. Combo decks interact during fewer of their turns but the turns they do interact with you are usually more impactful (not just talking about when they kill you). For example, a combo druid will be reactive just like a control deck and wait til you over commit then plague you. Or a priest will wait til you present reasonable pressure and scream you. The archtype doesn't interact with small one-for-one trading interactions most of the time.
Another example of combo decks being interactive is also when they purposefully don't make a certain play, rather than actually making a play. For people who don't really understand the playstyle they usually just chalk it up to "not interacting with the opponent". However, this is not the case during more skill-testing games. Another example, I play a variety of combo/otk warlock decks, one of which is the Deathspeaker Geist Defile OTK and another being Mecha'Thun. So often I have faced slow control or combo priests in wild with these decks and I know they are running at least 1, though often 2, screams in the deck. I have purposefully interacted with my opponent's strategy of trying to bait me into using Gul'Dan on an empty board by making the very intentional decision to not Gul'Dan because then I lose my life tap cycling to get more of my combo pieces and I allow the priest to give me a bunch of garbage top decks, potentially following up with a N'Zoth turn right after. This is all very intentional interaction, but the opponent doesn't see that. They simply see me pass my turn and again chalk it up to stalling or not interacting.
You see very similar plays when you have a control deck facing a control warlock deck. The warlock's opponent may hold off on dropping N'Zoth or a wide/tall board until the warlock has committed with either Gul'Dan or their own N'Zoth, making it so the control lock can't just auto-play their Nether. Now, say you go against a Shudderwok Shaman and get a read on their hand that they have Volcano. When you play a bunch of stats on the board so that there is more than 15 health you are playing around the otk player's board clear and interacting with them, potentially leaving some bodies still up on the board to continue pressure into their overloaded turn. I could provide more examples but you should see the point. OTK playstyles are generally not non-interactive, they just care about different board/game advantages and interact differently than some of the other playstyles.
Wow, we've now deviated a lot from the OP. Back to Big Priests. They are a highroll deck but as more cards continue to get printed I imagine we will see other classes getting more and more answers to minions, some of which will no doubt be applicable to the types of big minions Big Priests dishes out.
So optimize your deck?
Big Priest is the worst deck to play against. Not even close to any other bullshit in any format ever. How people can justify a turn 4 coin flip win is beyond me. Oh well.....
Dibbity don't touch that!
Maybe because you only can get 1 (3 if lucky) Sunkeeper Tarim's per match? Instead of the 6 resurrected Ragnaros' in the span of 5 turns.
- Williamo's card gallery -
Big Priest has so many bad matchups, please don't be salty.
Dead but dreaming
"Yeah just kill them before turn 4 ez"
Personally I played some fun Control Lock around 10, and got only big priests, and lost against them a lot, so I got mad and switched to aggro mage... Now i literally have 100% winrate against them (in about 15 games). I'm in rank 4 now. I really hate stupid aggro decks, but at least I f*ck Big Priests, so I don't care.
Big priest is easy to beat. You just have to play an aggro deck that doesn't rely too much on the board to win like kingsbane rogue, burn mage or pirate warrior.
ez right? oh wait, but what happens if i dont like playing aggro? oh well unistalls
Odd control warrior dunks on big priest
Also exodia mage.
Make reserect 5 Mana, eternal servitude 7 Mana and spellstone 9 Mana and delete Barnes from the game. Or better yet just delete the entire priest class, and replace it with the monk or demon Hunter class.... A guy can dream right?
This.
It does suck a bit that the big priest matchup makes people feel so bad that they have to consider targeting it directly. Regardless of how strong it may or may not be, it does seem to have an overly negative impact on the most vocal part of the player base.
Personally, matching up against big priest just makes me feel bad about trying new control/midrange/combo decks. I play a fair amount of aggro, too and I think I win against big priest more often than not. But even when I completely dominate the matchup I still feel really really bored by the whole experience. I can't imagine the opponent feels that great either.