Now, I've seen a few powerful combos..but this one seems to take the cake. Is there any sort of limitations on this?
To be clear, thus far the strongest combo I've found(realistically) would be something like; Summon ysera, and a shield bearer/any taunter on turn #9. Turn #10 you Power word Shield her twice, Divine Spirit her Twice, Inner Fire and you have yourself a 72 atk 72 health monster.
To show how ridiculous this is; if your ysera lives for just a single turn, you can Power Word shield her, Divine Spirit her, inner fire, and Mass Dispel to 1hko any player, regardless of the scenario. That's only 5 cards, 4 of which you have two of. In a deck based around drawing cards, it's not hard to imagine having this setup by turn 10 or so.
Divine Spirit seems to be the problem, do you think this card will go through in its current iteration? Do you think it's a fair card?
Looked at like this, and from seeing the priest deck in action yesterday I'm going to say NOPE. Nerf the hell out of that card, quick! For 2 mana that is way to good. Make it a fixed increase instead, so it's better for low level cards, but not as extreme for high level cards.
Rollback Post to RevisionRollBack
If you see a bad post on the forum use the report function under it, so I or someone else of the moderation team can take care of it!
yh I agree it was obvious when he buffed it's hp. and it's 3 mana cost. apart from the obvious big game hunter a single silence can make the combo in op and inner just by itself absolete.
Let's see about how "lucky" you need to make an insta-kill combo. In a draw deck, I'm going to assume you're going to draw roughly 1.5-2x cards per hand. To make an insta-kill combo, you need; Ysera, or any x/12 minion, one power word shield, one DS, and one of either crazed alchemist(two in your deck), or Inner Fire(two exist). Alternatively you could get a x/5 minion with one PW:s and two DS, and either a crazed alchemist or an inner fire. This means you need a 1/30 card, two of a 4/30, and one of a 4/30.
You have a 98% chance of getting the Inner fire or Crazed Alchemist by your 18th card.
You have an 83% chance of getting the Power word Shield/DS combination you need for the Ysera setup.
You have a 60% chance of getting the Ysera you need.
48% of the time you'll get this combo by your 18th card. 41% of the time you'll also have gotten a Mass Dispel by this point.
You have a 41% chance that on turn #10 you win. There are many other ways to win with this deck; you don't need a 30/30 to win a game, obviously. Ysera can't be killed with Big Game Hunter upon summoning(she's a 4/12), and when her power is 30/30 you should win right then anyways, mass dispel clears taunters. You could always get lucky and have two power word:shields, two DS, and inner fire in your hand early and simply make a x/2 a 32/32(+6=8*2=16*2=32). If they've used both of their classes assassination-type spells, and you don't expect they have a big game hunter - you can very easily do this much much sooner. The sheer power of this is ridiculous, especially for non-legendary cards(DS should be legendary)
when you return a cartd to your hand all buffs and bebuffs as well as dmg taken is reset. It's like you just drew the card from your deck so if he returns your 32/32 before you can attack his hero. your ysera will be a 4/12 again and all those cards you invested will be wasted
when you return a cartd to your hand all buffs and bebuffs as well as dmg taken is reset. It's like you just drew the card from your deck so if he returns your 32/32 before you can attack his hero. your ysera will be a 4/12 again and all those cards you invested will be wasted
No it doesn't, they expressly stated the EXACT opposite. Not that it matters, since with this setup the game would end the same turn you make her a 32/32...
when you return a cartd to your hand all buffs and bebuffs as well as dmg taken is reset. It's like you just drew the card from your deck so if he returns your 32/32 before you can attack his hero. your ysera will be a 4/12 again and all those cards you invested will be wasted
No it doesn't, they expressly stated the EXACT opposite. Not that it matters, since with this setup the game would end the same turn you make her a 32/32...
I saw a blue post this also. Buffs are permanent even if returned to hand (until silenced)
when you return a cartd to your hand all buffs and bebuffs as well as dmg taken is reset. It's like you just drew the card from your deck so if he returns your 32/32 before you can attack his hero. your ysera will be a 4/12 again and all those cards you invested will be wasted
No it doesn't, they expressly stated the EXACT opposite. Not that it matters, since with this setup the game would end the same turn you make her a 32/32...
I saw a blue post this also. Buffs are permanent even if returned to hand (until silenced)
A turn 10 five-card combo is by no means overpowered, particularly when you need to leave a key piece of the combo vulnerable for a turn before you can pull it off. Keep in mind that your opponent doesn't need to actually kill Ysera -- just dealing a few points of damage to her will greatly reduce the power she'll gain from divine spirit and inner fire.
If you're drawing enough cards to reliably get the cards you need by turn 10, then you necessarily will be doing relatively little to prevent your opponent from killing you first. A half-decent aggro deck will have you dead by turn 6 or 7 easily if you don't put up any resistance.
A turn 10 five-card combo is by no means overpowered, particularly when you need to leave a key piece of the combo vulnerable for a turn before you can pull it off. Keep in mind that your opponent doesn't need to actually kill Ysera -- just dealing a few points of damage to her will greatly reduce the power she'll gain from divine spirit and inner fire.
If you're drawing enough cards to reliably get the cards you need by turn 10, then you necessarily will be doing relatively little to prevent your opponent from killing you first. A half-decent aggro deck will have you dead by turn 6 or 7 easily if you don't put up any resistance.
Oh I won't disagree it has weaknesses, but this is just taking it to the extreme. Two DS + one IF on ANYTHING will make it monstrous. That's just three cards added to your deck - Most decks have enough room for this, easily. You could very easily make a priest agro deck, and simply tote 2 ds 2 ifs.
Interestingly; I believe this would let you reach a higher atk than anything else in the game. As in my original post; 74/74, enemy priest mind controls, drops two pw:s's bringing her to 80.. double DS bringing her to 320, IF to make her 320/320 :D
Oh-ho, It can go even higher, though it takes an incredibly high amount of luck.
If both players successfully Thoughtsteal DS two times each.
Ysera double power word shielded for 4/18, mind controlled and given two more power word shields, for 4/24, Thoughtsteal gives 2 DSes (giving a total of 4 in this players hand), bringing 4/24 to 4/96 Mindvision twice for two DSes, - making it 4/384. Player 1 mindcontrols Ysera back, and thoughtsteals 2x DSes, giving 4 DSes. Mind visions for 2 more Dses, bringing it to 6 DSes; all used upon this Ysera, bringing her to 24,576. IF to make her 24,576/24,576.
This is ignoring Loremaster Cho for a second, who could make this go for damn near infinity.
To show where this really gets powerful; this can be used either as an early lucky aggro deck; with turn 4 32/32 potential, or a late game 1hit-ko monster. Turn 1:do whatever with your lol1crystal. Turn 2: drop Lightwell. Turn 3: PW:S+DS Turn 4: DS Inner Fire Attack with your 32/32.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Now, I've seen a few powerful combos..but this one seems to take the cake. Is there any sort of limitations on this?
To be clear, thus far the strongest combo I've found(realistically) would be something like; Summon ysera, and a shield bearer/any taunter on turn #9. Turn #10 you Power word Shield her twice, Divine Spirit her Twice, Inner Fire and you have yourself a 72 atk 72 health monster.
To show how ridiculous this is; if your ysera lives for just a single turn, you can Power Word shield her, Divine Spirit her, inner fire, and Mass Dispel to 1hko any player, regardless of the scenario. That's only 5 cards, 4 of which you have two of. In a deck based around drawing cards, it's not hard to imagine having this setup by turn 10 or so.
Divine Spirit seems to be the problem, do you think this card will go through in its current iteration? Do you think it's a fair card?
Uhm, I was under the impression that the Faerie Dragon would not be able to be the target of helpful spells either..
I edited that out before I even posted, when I realized my mistake.
Is that still showing? o_o
Nope, it's gone now
Looked at like this, and from seeing the priest deck in action yesterday I'm going to say NOPE. Nerf the hell out of that card, quick! For 2 mana that is way to good. Make it a fixed increase instead, so it's better for low level cards, but not as extreme for high level cards.
If you see a bad post on the forum use the report function under it, so I or someone else of the moderation team can take care of it!
yh I agree it was obvious when he buffed it's hp. and it's 3 mana cost. apart from the obvious big game hunter a single silence can make the combo in op and inner just by itself absolete.
Let me change your mind
Let's see about how "lucky" you need to make an insta-kill combo. In a draw deck, I'm going to assume you're going to draw roughly 1.5-2x cards per hand. To make an insta-kill combo, you need; Ysera, or any x/12 minion, one power word shield, one DS, and one of either crazed alchemist(two in your deck), or Inner Fire(two exist). Alternatively you could get a x/5 minion with one PW:s and two DS, and either a crazed alchemist or an inner fire. This means you need a 1/30 card, two of a 4/30, and one of a 4/30.
You have a 98% chance of getting the Inner fire or Crazed Alchemist by your 18th card.
You have an 83% chance of getting the Power word Shield/DS combination you need for the Ysera setup.
You have a 60% chance of getting the Ysera you need.
48% of the time you'll get this combo by your 18th card. 41% of the time you'll also have gotten a Mass Dispel by this point.
You have a 41% chance that on turn #10 you win. There are many other ways to win with this deck; you don't need a 30/30 to win a game, obviously. Ysera can't be killed with Big Game Hunter upon summoning(she's a 4/12), and when her power is 30/30 you should win right then anyways, mass dispel clears taunters. You could always get lucky and have two power word:shields, two DS, and inner fire in your hand early and simply make a x/2 a 32/32(+6=8*2=16*2=32). If they've used both of their classes assassination-type spells, and you don't expect they have a big game hunter - you can very easily do this much much sooner. The sheer power of this is ridiculous, especially for non-legendary cards(DS should be legendary)
Okay, so you returned a 32/32 back to my hand, that I can resummon later. What good does that do ya? :p
when you return a cartd to your hand all buffs and bebuffs as well as dmg taken is reset. It's like you just drew the card from your deck so if he returns your 32/32 before you can attack his hero. your ysera will be a 4/12 again and all those cards you invested will be wasted
Let me change your mind
No it doesn't, they expressly stated the EXACT opposite. Not that it matters, since with this setup the game would end the same turn you make her a 32/32...
where did they state this? you're the first person I've seen to say they keep their buffs when you return a minion to hand
Let me change your mind
Yeah, I'm looking for the post I read it on right now.. I might be mistaken, but as I said it's irrelevant either way in this setup.
I saw a blue post this also. Buffs are permanent even if returned to hand (until silenced)
Yay! I'm not crazy - still can't find it though.
A turn 10 five-card combo is by no means overpowered, particularly when you need to leave a key piece of the combo vulnerable for a turn before you can pull it off. Keep in mind that your opponent doesn't need to actually kill Ysera -- just dealing a few points of damage to her will greatly reduce the power she'll gain from divine spirit and inner fire.
If you're drawing enough cards to reliably get the cards you need by turn 10, then you necessarily will be doing relatively little to prevent your opponent from killing you first. A half-decent aggro deck will have you dead by turn 6 or 7 easily if you don't put up any resistance.
Oh I won't disagree it has weaknesses, but this is just taking it to the extreme. Two DS + one IF on ANYTHING will make it monstrous. That's just three cards added to your deck - Most decks have enough room for this, easily. You could very easily make a priest agro deck, and simply tote 2 ds 2 ifs.
Interestingly; I believe this would let you reach a higher atk than anything else in the game. As in my original post; 74/74, enemy priest mind controls, drops two pw:s's bringing her to 80.. double DS bringing her to 320, IF to make her 320/320 :D
lol 320/320 that's beyond silly. Can't wait to see it happen in beta when someone undoubtedly makes a video of it when something like this happens. :P
If you see a bad post on the forum use the report function under it, so I or someone else of the moderation team can take care of it!
haha 320/320 :D yh that will happen and someone will post it :D
Let me change your mind
Oh-ho, It can go even higher, though it takes an incredibly high amount of luck.
If both players successfully Thoughtsteal DS two times each.
Ysera double power word shielded for 4/18, mind controlled and given two more power word shields, for 4/24, Thoughtsteal gives 2 DSes (giving a total of 4 in this players hand), bringing 4/24 to 4/96 Mindvision twice for two DSes, - making it 4/384. Player 1 mindcontrols Ysera back, and thoughtsteals 2x DSes, giving 4 DSes. Mind visions for 2 more Dses, bringing it to 6 DSes; all used upon this Ysera, bringing her to 24,576. IF to make her 24,576/24,576.
This is ignoring Loremaster Cho for a second, who could make this go for damn near infinity.
holy sh.t xD
Let me change your mind
To show where this really gets powerful; this can be used either as an early lucky aggro deck; with turn 4 32/32 potential, or a late game 1hit-ko monster. Turn 1:do whatever with your lol1crystal. Turn 2: drop Lightwell. Turn 3: PW:S+DS Turn 4: DS Inner Fire Attack with your 32/32.