nope, it has a counter dummy... where-as charge minions kind of, don't?? just run skulking geist if 1 mana spells worry you, if you aren't running geist then you must not be that concerned by it. the point of the game is doing enough face damage until you win, and you are asking blizzard to stop players from being allowed to go face?? aka, uninteractive card text?? less restrictions are better, just adjust to the meta unless you suck.
Sorry, guys, waiting for turn 6 for Skulking Geist to be useful is already too late, almost all the time.
yeah thats why u clear till then... and they don’t always have the combo turn 6 right? u kinda have to have pw:shield,2x spirit and inner fire plus a good enough target on board. thats 5 cards after 10 drawn...
just watched stanchifka playing vs priest: his 1/2 acolite of pain got potioned, 2x pw:shield, 3x divine spirit inner fire - face 48dmg (he was at 43)... i have a feeling that potionof madness and shadow visions were far more potent here:-/ inner fire is/was/has been fine
Those are exactly taking the point.
To be extremely precise (sorry about being OCDish) the Pw:Shield is not mandatory, and even if the opponent has 2x spirit and inner fire, he A) have to have a good enough target on board, so he B) have to be lucky as with any other deck.
PS: In the first quote the A) (opportunity makes the thief) and B) was lucky fulfilled for Stans opponent. It might not happened and without Potion of Madness it will not.
Actually inner fire is almost as easy to one shot as the old broken charge card.
You might need inner fire + some other card to do it, but you can quite easily just kill somebody from nowhere all you need is a minion out with a reasonable amount of toughness.
However it wont be going away since theres a new priest card in the set which doubles the toughness of ALL your minions. ( and it's odd cost so it WILL appear in decks with inner fire)
Blizzard doesnt like the INSTANT charge kill thing, but they havent stopped leeroy + duplication or the more recent cubelock + doomguard.
which suprises me why they let that 15 damage to the face from nowhere slide.
People + blizzard want interactive games not just GATHER your X cards then instantly destroy your opponent though there are still numerous ways to do that I hope they print some more cards to avoid that fate.
The problem with Charge was there was an uncounterable combo that you can only avoid by playing a taunt minion, or killing the enemy before he can release the combo.
You do realize that you called it "uncounterable" and then said how it could be countered with taunts?
That being said, Charge was no different than Mage decks with Open the Waygate, and honestly pretty tame in comparison to what Shadowreaper Anduin could do. Any deck around Charge had to draw a lot of cards, assemble 4 or 5 pieces (iirc), and needed a lot of mana + a clean board for it. Inner Fire is actually a lot more flexible than Charge was.
The real issue is, that Team 5 can't make up their mind wether they like 20+ damage combos/OTKs or not. I guess, the actual problem for them with Warrior's OTK was, that the deck was almost entirely consisting of Classic and Basic cards, thus staying in Standard forever, whereas Inner Fire+Divine Spirit was, for most of Hearthstone's history, a pretty weak, unpopular combo and is likely losing much of its edge with Kabal Talonpriest and all the Dragon stuff that keeps Priest alive.
The problem with Charge was there was an uncounterable combo that you can only avoid by playing a taunt minion, or killing the enemy before he can release the combo.
You do realize that you called it "uncounterable" and then said how it could be countered with taunts?
That being said, Charge was no different than Mage decks with Open the Waygate, and honestly pretty tame in comparison to what Shadowreaper Anduin could do. Any deck around Charge had to draw a lot of cards, assemble 4 or 5 pieces (iirc), and needed a lot of mana + a clean board for it. Inner Fire is actually a lot more flexible than Charge was.
The real issue is, that Team 5 can't make up their mind wether they like 20+ damage combos/OTKs or not. I guess, the actual problem for them with Warrior's OTK was, that the deck was almost entirely consisting of Classic and Basic cards, thus staying in Standard forever, whereas Inner Fire+Divine Spirit was, for most of Hearthstone's history, a pretty weak, unpopular combo and is likely losing much of its edge with Kabal Talonpriest and all the Dragon stuff that keeps Priest alive.
So I said it was uncounterable except for 1 case which I mentioned, so what is wrong about that? xD
But anyway, the real difference is probably that the 'charge' deck contained enough anti-aggro tools (in those days) to hold up that it actually worked, meanwhile Quest Mage is in a meta where there is an overload of aggro decks that steamroll it.
I don't know why we are still arguing because the nerf that the OP gave is just ridiculous and kills the card for good...
some time ago Blizzo nerfed Charge because 1 turn kill was "not fun and not interactive". Yet Inner Fire stands unchanged. Inner Fire needs to be changed the same way Charge was changed, can't attack enem heroes. Plain, simple and balanced, just like Charge
Just because it is currently good in the meta doesn't mean it deserves a nerf. I have been playing inner fire for years now (before it was cool haha), especially with Lorewalker Cho and Lyra the Sunshard.
Inner Fire Isn't an issue. You have cards like Crazed Alchemist and now Void Ripper who basically do the same thing. The idea of a combo priest is that it has to be difficult to pull off and the payoff has to be worth it. A combo dragon priest deck has to divert most of it's resources towards pulling off the combo. They're vulnerable to a proactive strategy or silence. Stop asking to nerf any deck that is remotely popular with a 50%+ winrate ffs.
Nerfing Inner Fire doesn't accomplish much...because Crazed Alchemist can be used to achieve pretty much the same effect.
I do agree that the deck is really annoying to play against for a number of reasons:
,, Just use Skulking Geist! ,, - Ye...helps a lot when they have Crazed Alchemist , or when they kill you before turn 6 just because you didn't have a removal in the early game...
,,Just keep their board clear,, - Firstly...this is not that easy to do when they play really good on curve minions like Radiant Elemental + Power Word: Shield , Kabal Talonpriest , Twilight Drake , Drakonid Operative...and Secondly...They can just steal your minion to one shot you with even if the minion doesn't have that much hp ( another poster here wrote of a 1/2 being stolen and turned into a 42/42 or something ) .
,,Oh but you can just not play 1-2 attack minions,, - Well that would help if they didn't also have Twilight Acolyte to turn any minion into a Potion of Madness target.
,,Taunts stop the combo!,, - Well maybe if they didn't also have the best and most reliable ( thanks to Shadow Visions, that also makes the combo pieces more reliable ) silence effects in the game Silence and Mass Dispel ( Ha , you thought that if you had more then one taunt they won't be able to steal / silence all of them? Well this card destroys you )
All of these...plus the potential of an early game blowout thanks to good draws is what makes Inner Fire Priest so annoying to play against...There is pretty much nothing you can do to effectively counter them , just hope that they don't draw that good.
The only reason this deck is being played atm is because Blizzard printed blatantly op cards ( Kabal Talonpriest , Drakonid Operative , Potion of Madness ,Pint-Size Potion) just because Priest was the worst class at the time...I hope they learned not to do this again and to make bad classes better in increments ( Like what they did with Warlock.. Ungoro --> unplayable , KotFT --> OK , Kobolds --> Good ) instead of printing op cards for them. Also Shadow Visions is a really dangerous card to print because it essentially breaks the rules of deck building ( you can have 3-4 of one card in the deck ) + makes everything more consistent. And OTK decks that are too consistent are not really fun to play against . Blizzard nerfed a lot of those already.
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nope, it has a counter dummy... where-as charge minions kind of, don't?? just run skulking geist if 1 mana spells worry you, if you aren't running geist then you must not be that concerned by it. the point of the game is doing enough face damage until you win, and you are asking blizzard to stop players from being allowed to go face?? aka, uninteractive card text?? less restrictions are better, just adjust to the meta unless you suck.
god ur dumb.... 3 pages are of ppl telling you how idiotic your complaint is LOL.... facts, thanks for trying tho!
By definition, it's not OTK, since it requires having something on the board already.
To be extremely precise (sorry about being OCDish) the Pw:Shield is not mandatory, and even if the opponent has 2x spirit and inner fire, he A) have to have a good enough target on board, so he B) have to be lucky as with any other deck.
Inner Fire is fine.
PS: In the first quote the A) (opportunity makes the thief) and B) was lucky fulfilled for Stans opponent.
It might not happened and without Potion of Madness it will not.
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Actually inner fire is almost as easy to one shot as the old broken charge card.
You might need inner fire + some other card to do it, but you can quite easily just kill somebody from nowhere all you need is a minion out with a reasonable amount of toughness.
However it wont be going away since theres a new priest card in the set which doubles the toughness of ALL your minions. ( and it's odd cost so it WILL appear in decks with inner fire)
Blizzard doesnt like the INSTANT charge kill thing, but they havent stopped leeroy + duplication or the more recent cubelock + doomguard.
which suprises me why they let that 15 damage to the face from nowhere slide.
People + blizzard want interactive games not just GATHER your X cards then instantly destroy your opponent though there are still numerous ways to do that I hope they print some more cards to avoid that fate.
I don't know why we are still arguing because the nerf that the OP gave is just ridiculous and kills the card for good...
Inner Fire Isn't an issue. You have cards like Crazed Alchemist and now Void Ripper who basically do the same thing. The idea of a combo priest is that it has to be difficult to pull off and the payoff has to be worth it. A combo dragon priest deck has to divert most of it's resources towards pulling off the combo. They're vulnerable to a proactive strategy or silence. Stop asking to nerf any deck that is remotely popular with a 50%+ winrate ffs.
Death to Aggro!
The turn 2 56/56 combo will still be around post-rotation, so I guess you could still complain about that.
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Nerfing Inner Fire doesn't accomplish much...because Crazed Alchemist can be used to achieve pretty much the same effect.
I do agree that the deck is really annoying to play against for a number of reasons:
,, Just use Skulking Geist! ,, - Ye...helps a lot when they have Crazed Alchemist , or when they kill you before turn 6 just because you didn't have a removal in the early game...
,,Just keep their board clear,, - Firstly...this is not that easy to do when they play really good on curve minions like Radiant Elemental + Power Word: Shield , Kabal Talonpriest , Twilight Drake , Drakonid Operative...and Secondly...They can just steal your minion to one shot you with even if the minion doesn't have that much hp ( another poster here wrote of a 1/2 being stolen and turned into a 42/42 or something ) .
,,Oh but you can just not play 1-2 attack minions,, - Well that would help if they didn't also have Twilight Acolyte to turn any minion into a Potion of Madness target.
,,Taunts stop the combo!,, - Well maybe if they didn't also have the best and most reliable ( thanks to Shadow Visions, that also makes the combo pieces more reliable ) silence effects in the game Silence and Mass Dispel ( Ha , you thought that if you had more then one taunt they won't be able to steal / silence all of them? Well this card destroys you )
All of these...plus the potential of an early game blowout thanks to good draws is what makes Inner Fire Priest so annoying to play against...There is pretty much nothing you can do to effectively counter them , just hope that they don't draw that good.
The only reason this deck is being played atm is because Blizzard printed blatantly op cards ( Kabal Talonpriest , Drakonid Operative , Potion of Madness ,Pint-Size Potion) just because Priest was the worst class at the time...I hope they learned not to do this again and to make bad classes better in increments ( Like what they did with Warlock.. Ungoro --> unplayable , KotFT --> OK , Kobolds --> Good ) instead of printing op cards for them. Also Shadow Visions is a really dangerous card to print because it essentially breaks the rules of deck building ( you can have 3-4 of one card in the deck ) + makes everything more consistent. And OTK decks that are too consistent are not really fun to play against . Blizzard nerfed a lot of those already.