Seriously there is no way to fix this card. Whatever they do people will always find ways to repeat the effect infinitely. Is this a fun and interactive game? Sitting and watching powerless my opponent play 4, 5, 6 turns in a row?
No wonder everyone is forced to play power creep decks. At least versus those you lose on turn 3 and can quickly move on to the next match. Just saying…
Just kill them before. And of course it’s nerfable. Every nerf makes it worse, and as long as it’s bad it doesn’t matter that it feels horrible when it goes of since you will see it very seldom.
they could eg make it a1 tick location , they could set requirements to 20 spells etcpp
Change the card text to "can only be cast once per game" and the problem is solved.
I like this solution.
It's not an issue right now because hyper aggro is 90% of wild, and the deck is trash against that. Same way that infinite Shudderwork is an automatic win if you play it - equally as annoying, but the game never reaches that turn anymore. If in the future broad changes are made to fix the turn 3-4 aggro gameover stupidity then sure, it should be looked at.
I agree. Only real solution until then is to auto-concede when you see it played
Yep - Unless you are playing hyper-aggro and can vomit your hand fast, you are done. Your board will be frozen constantly and once they get their two straight turns you lose. Horrible deck, instant concede for most of us.
The quest should be deleted though, for sure. Dumbest thing ever, outside of the Hunter quest.
Just kill them before. And of course it’s nerfable. Every nerf makes it worse, and as long as it’s bad it doesn’t matter that it feels horrible when it goes of since you will see it very seldom.
they could eg make it a1 tick location , they could set requirements to 20 spells etcpp
So, like I said: Hyper aggro & full hand barf right away or you're dead? I guess we agree! If you are playing midrange, control or if your aggro deck cant get out there fast enough its GG. Yep.
No. The quest is ok per se. Iceblock should just trigger a maximum of 2 times per game. Which means it can‘t be replayed by other cards.
I remember the old days where you use the questreward for the antonidas combo. Wasn‘t that easy to play without dying. And you had only 6 spells to play, if I‘m right.
You have infinite turns cause of iceblock beeing able to play 5-6 times a game.
Another solution would be to change cost of critical quests to 3 mana to slow them down. But you still have the same problem with iceblock.
Same with shudderwock. repeat 5-7 battlecries at random or can‘t return back to the hand. I would be totally fine with this.
Just kill them before they combo off. It takes SOOOO much to set up. If you can't kill them before they -play 8 spells that didn't start in their deck (16 cards total or 15 if they have coin usually because they have to discover spells, which is 1 discover spell+the spell they discover) - play E.T.C AND potion or get lucky and discover potion - Play a 9 mana Rommath
On top of all that, they have to be careful with the spells they play because 1.) If a spell is discovered and played that can kill Rommath and it does, they lose 2.) If they play too many discover spells that fill hand before potion can trigger to add rommath to hand, they lose
you deserve the L if you consider this a problem but are totally ok with "Play totem, play totem, play spell that makes totem big. Swing".
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Seriously there is no way to fix this card. Whatever they do people will always find ways to repeat the effect infinitely. Is this a fun and interactive game? Sitting and watching powerless my opponent play 4, 5, 6 turns in a row?
No wonder everyone is forced to play power creep decks. At least versus those you lose on turn 3 and can quickly move on to the next match. Just saying…
I agree. Only real solution until then is to auto-concede when you see it played
Just kill them before. And of course it’s nerfable. Every nerf makes it worse, and as long as it’s bad it doesn’t matter that it feels horrible when it goes of since you will see it very seldom.
they could eg make it a1 tick location , they could set requirements to 20 spells etcpp
Change the card text to "can only be cast once per game" and the problem is solved.
I like this solution.
It's not an issue right now because hyper aggro is 90% of wild, and the deck is trash against that. Same way that infinite Shudderwork is an automatic win if you play it - equally as annoying, but the game never reaches that turn anymore. If in the future broad changes are made to fix the turn 3-4 aggro gameover stupidity then sure, it should be looked at.
Yep - Unless you are playing hyper-aggro and can vomit your hand fast, you are done. Your board will be frozen constantly and once they get their two straight turns you lose. Horrible deck, instant concede for most of us.
The quest should be deleted though, for sure. Dumbest thing ever, outside of the Hunter quest.
So, like I said: Hyper aggro & full hand barf right away or you're dead? I guess we agree! If you are playing midrange, control or if your aggro deck cant get out there fast enough its GG. Yep.
No. The quest is ok per se. Iceblock should just trigger a maximum of 2 times per game. Which means it can‘t be replayed by other cards.
I remember the old days where you use the questreward for the antonidas combo. Wasn‘t that easy to play without dying. And you had only 6 spells to play, if I‘m right.
You have infinite turns cause of iceblock beeing able to play 5-6 times a game.
Another solution would be to change cost of critical quests to 3 mana to slow them down. But you still have the same problem with iceblock.
Same with shudderwock. repeat 5-7 battlecries at random or can‘t return back to the hand. I would be totally fine with this.
Just kill them before they combo off. It takes SOOOO much to set up. If you can't kill them before they
-play 8 spells that didn't start in their deck (16 cards total or 15 if they have coin usually because they have to discover spells, which is 1 discover spell+the spell they discover)
- play E.T.C AND potion or get lucky and discover potion
- Play a 9 mana Rommath
On top of all that, they have to be careful with the spells they play because
1.) If a spell is discovered and played that can kill Rommath and it does, they lose
2.) If they play too many discover spells that fill hand before potion can trigger to add rommath to hand, they lose
you deserve the L if you consider this a problem but are totally ok with "Play totem, play totem, play spell that makes totem big. Swing".