The problem is really Voidcaller, but many Warlock decks in wild are viable because of that card.
Darkest Hour lock has the biggest early highrolls but is also the most inconsistant of the slower warlock decks. Reno, Cube, Even and Mechathun decks are at a very similar level.
If the deck is tier 4 or higher, we'll probably see a nerf of bloodbloom. The same thing was with Naga sea witch. Warlocks cheated out 20-30 stats at turn 5 and blizzard killed Naga. Even big priest is slower than this warlock.
Oh no! But how am I supposed to dominate with my Big Priest............
Really? Can they not both be a problem? I've been playing Darkest Hour Warlock (haven't opened the cards I want for some of my other wild decks yet) and even I think it's problematic. There's far too many strong cheat-out-minion mechanics in wild that it makes the games super swingy. Even if Darkest Hour ends up not being great, it's incredibly un-fun to play against because either you draw what you need early and steamroll or you don't and you have severely lowered chances of winning. You could tell someone to tech, but with Nerubian Unraveler, you often can't even hit their board with an effective AOE, particularly if they're pulling off their combo on T4-6. IMO, a nerf to both Barnes' cost and Bloodbloom's cost seems to be the only way to slow them down to a point where they become more manageable.
Well, it was only a matter of time before warlock gets a huge tempo spell to combo with bloodbloom.
I want to try it, but I don't want to go to wild and face jades and barnes again.
Don't be afraid! Jades is a tier 3 deck and Big Priest is kept in check by rogues and aggro.
A lot of decks will slam down lots of huge guys early, though, even Secret mage (police aggro deck) has free 5-5s and paladins all run the Thekal/Molten combo.
I haven't played competitively in wild since RoS launched, so I have never faced this archtype myself (I saw it only once in a trolden video). Is it that consistent? To me it looks like a dumb deck, that is reliant on high rolls. NSW warlock had a somewhat reliable strategy, because you had to draw at least 1 naga and a bunch of giants by turn 5. The hero power helped you in this regard, whereas in the current deck the only things you want to draw are the imp summoning spells, Bloodbloom and Darkest Hour. Drawing minions just ruins your future combo and slows you down. I understand, that Plot Twist is there to put your threats back into your deck, but there is a chance for you to draw them again instead of the 6-mana spell.
I want to try it, but I don't want to go to wild and face jades and barnes again.
If for some reason you face a lot of jade druids, then Skulking Geist is always there to help you. This minion counters Mecha'thun/Mill Druid (don't know how popular it is in wild), Odd Warrior and every other deck, that runs good 1-cost spells.
Didn't fought so many locks playing this mechanic to be honest, but the decks using Darkest Hour seem too unstable to be a serious lasting problem. The combo with Bloodbloom is pretty sick still, but in the end of it all, i don't know how much of a big deal this is in wild.
It's a 'problem' in that the high roll nature of the deck is really frustrating if the deck pulls it off by turn 4 or 5. Most decks cannot deal with a large board and then you just lose on the next turn due to swings to the face. Barnes is the same way in Big Priest. If Barnes hits on turn 4 and they have at least 1 resurrect effect, the game is usually over.
This deck might become a problem in standard IF they release more and more large minions that have big stats or devastating board presence. So for now, Standard will be safe because there is no Bloodbloom type card.
But this deck cannot win if the board is clear of minions and can easily happen later in the game if they miss the high roll on all their spells lining up in the first few turns.
I don't like decks like this because they require no skill to play. They are just gambling simulator decks and I personally have no fun playing them other than seeing if I can personally pull of the combo once. Then I delete the deck and play actual decks without the crazy RNG auto win turns.
Really? Can they not both be a problem? I've been playing Darkest Hour Warlock (haven't opened the cards I want for some of my other wild decks yet) and even I think it's problematic. There's far too many strong cheat-out-minion mechanics in wild that it makes the games super swingy. Even if Darkest Hour ends up not being great, it's incredibly un-fun to play against because either you draw what you need early and steamroll or you don't and you have severely lowered chances of winning. You could tell someone to tech, but with Nerubian Unraveler, you often can't even hit their board with an effective AOE, particularly if they're pulling off their combo on T4-6. IMO, a nerf to both Barnes' cost and Bloodbloom's cost seems to be the only way to slow them down to a point where they become more manageable.
Mein Gott! I had an unpleasant feeling just watching it. It's really disgusting to summon a bunch of minions on turn 4 or 5 and your opponent not being able to answer them. I still stand on my stand point, that this is a dumb deck, which is reliant on high rolls (a person can draw one of the combo pieces way too late), but I admit it is frustrating to play against.
[edit] I fully agree with what badhank14 said above.
Really? Can they not both be a problem? I've been playing Darkest Hour Warlock (haven't opened the cards I want for some of my other wild decks yet) and even I think it's problematic. There's far too many strong cheat-out-minion mechanics in wild that it makes the games super swingy. Even if Darkest Hour ends up not being great, it's incredibly un-fun to play against because either you draw what you need early and steamroll or you don't and you have severely lowered chances of winning. You could tell someone to tech, but with Nerubian Unraveler, you often can't even hit their board with an effective AOE, particularly if they're pulling off their combo on T4-6. IMO, a nerf to both Barnes' cost and Bloodbloom's cost seems to be the only way to slow them down to a point where they become more manageable.
It's wild, man. It's always going to be this way.
Sorry man, this is BS.
If you have no specific explanation about the matter, you might as well stop talking about something you don't care about.
I saw a lot of such deck in a legend rank and i think highrolling 4-5 big dudes on turn 3-4 is really stupid.
What do you think?
Oh no! But how am I supposed to dominate with my Big Priest............
The problem is really Voidcaller, but many Warlock decks in wild are viable because of that card.
Darkest Hour lock has the biggest early highrolls but is also the most inconsistant of the slower warlock decks. Reno, Cube, Even and Mechathun decks are at a very similar level.
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
If the deck is tier 4 or higher, we'll probably see a nerf of bloodbloom. The same thing was with Naga sea witch. Warlocks cheated out 20-30 stats at turn 5 and blizzard killed Naga. Even big priest is slower than this warlock.
Really? Can they not both be a problem? I've been playing Darkest Hour Warlock (haven't opened the cards I want for some of my other wild decks yet) and even I think it's problematic. There's far too many strong cheat-out-minion mechanics in wild that it makes the games super swingy. Even if Darkest Hour ends up not being great, it's incredibly un-fun to play against because either you draw what you need early and steamroll or you don't and you have severely lowered chances of winning. You could tell someone to tech, but with Nerubian Unraveler, you often can't even hit their board with an effective AOE, particularly if they're pulling off their combo on T4-6. IMO, a nerf to both Barnes' cost and Bloodbloom's cost seems to be the only way to slow them down to a point where they become more manageable.
I think it's not a problem when it comes to win-rate etc., but it is clearly as bullshit as Big Priest, NSW Warlock, Star Aligner Druid etc.
Losing in 1 turn so early is soul crushing and makes me hate the game
So Bloodbloom Darkest Hour is the new thing in Wild?Well, it was only a matter of time before warlock gets a huge tempo spell to combo with bloodbloom.
I want to try it, but I don't want to go to wild and face jades and barnes again.
It is stupid, but not as stupid as Star Aligner Druid was. So from my point of view it is still managenable xD
Moving into https://outof.cards/members/firepaladinhs/decks
Don't be afraid! Jades is a tier 3 deck and Big Priest is kept in check by rogues and aggro.
A lot of decks will slam down lots of huge guys early, though, even Secret mage (police aggro deck) has free 5-5s and paladins all run the Thekal/Molten combo.
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
Can someone post the deck-list or is it the following one?
I haven't played competitively in wild since RoS launched, so I have never faced this archtype myself (I saw it only once in a trolden video). Is it that consistent? To me it looks like a dumb deck, that is reliant on high rolls. NSW warlock had a somewhat reliable strategy, because you had to draw at least 1 naga and a bunch of giants by turn 5. The hero power helped you in this regard, whereas in the current deck the only things you want to draw are the imp summoning spells, Bloodbloom and Darkest Hour. Drawing minions just ruins your future combo and slows you down. I understand, that Plot Twist is there to put your threats back into your deck, but there is a chance for you to draw them again instead of the 6-mana spell.
If for some reason you face a lot of jade druids, then Skulking Geist is always there to help you. This minion counters Mecha'thun/Mill Druid (don't know how popular it is in wild), Odd Warrior and every other deck, that runs good 1-cost spells.
Didn't fought so many locks playing this mechanic to be honest, but the decks using Darkest Hour seem too unstable to be a serious lasting problem. The combo with Bloodbloom is pretty sick still, but in the end of it all, i don't know how much of a big deal this is in wild.
"My life... for Aiùr."
It's a 'problem' in that the high roll nature of the deck is really frustrating if the deck pulls it off by turn 4 or 5. Most decks cannot deal with a large board and then you just lose on the next turn due to swings to the face. Barnes is the same way in Big Priest. If Barnes hits on turn 4 and they have at least 1 resurrect effect, the game is usually over.
This deck might become a problem in standard IF they release more and more large minions that have big stats or devastating board presence. So for now, Standard will be safe because there is no Bloodbloom type card.
But this deck cannot win if the board is clear of minions and can easily happen later in the game if they miss the high roll on all their spells lining up in the first few turns.
I don't like decks like this because they require no skill to play. They are just gambling simulator decks and I personally have no fun playing them other than seeing if I can personally pull of the combo once. Then I delete the deck and play actual decks without the crazy RNG auto win turns.
https://m.youtube.com/watch?v=AUvabFD2qdY
It's wild, man. It's always going to be this way.
Mein Gott! I had an unpleasant feeling just watching it. It's really disgusting to summon a bunch of minions on turn 4 or 5 and your opponent not being able to answer them. I still stand on my stand point, that this is a dumb deck, which is reliant on high rolls (a person can draw one of the combo pieces way too late), but I admit it is frustrating to play against.
[edit] I fully agree with what badhank14 said above.
Sorry man, this is BS.
If you have no specific explanation about the matter, you might as well stop talking about something you don't care about.
Being dismissive is just BS.
Eternal formats are always going to be fucked. It's stupid trying to balance them.
This is false. ;)
They should simply stick to avoid cheating the mana curve (since they defined it a inas non-linear themselves) in any way that is not Mountain Giant.
Or, if they really want madness to be in the game:
1) make any curve-cheating (summon) cost no less than (6)+
2) if they also involve hand-cheating (summon from deck), cost no less than (8)+.
It is that simple.
This is false. ;)