There's a simple way to counter the Wild Pyro/Commanding Shout combo, to the point where they have to use way more cards to get the same effect. Play deathrattle minions that summon a minion on death. Being serious though, it's not that bad, I've only seen it like twice, and they had to use about 5 cards for Ito actually be useful. If it only affected friendly minions then it would no longer be a board clear and would only be useful to Warior.
Every player in this community loves playing control/combo decks and the general consent is that if someone is playing Aggro/Tempo/Mid-Range they have no skill .
I reached legend so I do know how to play .
I guess I just have a different view of what fun means in this game . I for example do not consider fun to keep ruining what your opponent is trying to do until he concedes or you finally get your win condition . I consider fun being proactive and trying to win the game by your moves rather than just denying whatever the opponent is doing until he has nothing left .
I think the lack of interaction is OTK combo win conditions is indeed a problem. Their board clear? Not so much, sorry.
This thread really annoys me. People get mad cuz a combo actually works and is effective and so they get salty and say that the card*s should be nerfed without any thought about card balancing. If your salty go to the salt thread pls.
This thread really annoys me. People get mad cuz a combo actually works and is effective and so they get salty and say that the card*s should be nerfed without any thought about card balancing. If your salty go to the salt thread pls.
This thread doesn't bother me. Have you seen the poll results? There's nothing fundamentally wrong here, except perhaps some words in opening post.
I believe such non-interactive combos that punish the opponent for simply trying to put minions on the board aren't fun at all and should not be allowed to exists .
Several cards and combos already exist that punish opponents for "simply trying to put minions on the board".
Why is your example any different? HS has embraced these mechanisms for precisely the reason that they create doubt in players mind when stuffing the board with minions.
Every player in this community loves playing control/combo decks and the general consent is that if someone is playing Aggro/Tempo/Mid-Range they have no skill .
I reached legend so I do know how to play .
I guess I just have a different view of what fun means in this game . I for example do not consider fun to keep ruining what your opponent is trying to do until he concedes or you finally get your win condition . I consider fun being proactive and trying to win the game by your moves rather than just denying whatever the opponent is doing until he has nothing left .
I believe such non-interactive combos that punish the opponent for simply trying to put minions on the board aren't fun at all and should not be allowed to exists .
Several cards and combos already exist that punish opponents for "simply trying to put minions on the board".
Why is your example any different? HS has embraced these mechanisms for precisely the reason that they create doubt in players mind when stuffing the board with minions.
Wild Pyro + commanding shout is different because of 2 big reasons:
1 It does not care about sticky minions that would resist to a single Aoe meaning you can not play around it.
2 The opponent can draw cards at the same time leaving him with both the tempo and the card advantage because he still has minions on the board and a lot of cards in hand.
but we are talking about at least a 4 card combo (at least 5 cards for your #2 when you are talking Acolyte of Pain)
and that's not even for winning the game like some OTK combos
I don't mind otk combos . Opponent can't kill me if he's already dead . I mind that they have very powerful tools to stall the game . And what I mind most is that I can't do anything to protect my board from being wrecked by their combo clear .
Against Warlock you can play deathrantle minions and it will leave something behind .
Against freeze mage you can kill their doomsayer and prevent them from wrecking the board .
Against Paladin you can use devine shield or deathrantle to have something survive .
But against warrior no matter what you put it usually gets wrecked because warrior has overpowered tools . At least in the past there was GREEN LOATHEB to prevent such things but now there is literally nothing you can do to prevent it .
So yeah, it's probably warrior tools that are a bit too powerful and not the pyro in itself .
I've seen dozens of situations in witch this card in combination with commanding shout and other spells like execute was able to wreck an entire board regardless of number of minions or their power and there was absolutely nothing the opponent could do about it .
I believe such non-interactive combos that punish the opponent for simply trying to put minions on the board aren't fun at all and should not be allowed to exists .
I would change Pyromancer to do damage only to friendly minions . This would allow him to still be useful in decks like Patron Warrier without being overpowered .
What do you think ?
To do this combo you have to wait; while you wait you die if you don't play correctly. And at the end if you play that deck in a good way the spot when you use your combo pyro for more than 3 damage total are really rare. Make a nerf poll doesen't seems a nice idea dude.
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Wait this is an actual combo??
2 mana 3/4 needs a nerf
4 mana 7/7 needs a nerf
1 mana 2/1 with potential to give +2 attack to a minion needs a nerf
Guess that's all I can possibly say for this tough
Wild Pyro to clear off your cancer does not need any kind of nerf
Just remember the good times!
There's a simple way to counter the Wild Pyro/Commanding Shout combo, to the point where they have to use way more cards to get the same effect. Play deathrattle minions that summon a minion on death. Being serious though, it's not that bad, I've only seen it like twice, and they had to use about 5 cards for Ito actually be useful. If it only affected friendly minions then it would no longer be a board clear and would only be useful to Warior.
What the? Never.
Worgen Combo isn't even that good. Gotta do the ghoul combo after they mill your Worgen to give them a little hope
This thread really annoys me. People get mad cuz a combo actually works and is effective and so they get salty and say that the card*s should be nerfed without any thought about card balancing. If your salty go to the salt thread pls.
I'd keep an eye on Battle Rage for sure, so much cycle for combo decks.
This is fine.
I think moving it to a 2/2 and keeping everything else the same would be fine, aka the Knife Juggler nerf. But nothing more than that.
but we are talking about at least a 4 card combo (at least 5 cards for your #2 when you are talking Acolyte of Pain)
and that's not even for winning the game like some OTK combos
Oh no, something is finally original, better nerf it.
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