10/10 with life steal and all it needs to do is sit in your hand for a 30+ damage OTK. Plenty of cards that summon a board of minions. It's just too easy to buff this card. Quite ridiculous that it starts at 5 damage instead of just 1.
Use to love my Malygos deck. Actually took straegy to pull off a decent combo. Seems pointless to run now because now you just play Sire Denathrius for an instant 30 damage + lifesteal without having to do anything
That you think garbage braindead maly decks are "skill" decks makes your entire view irrelevant. With exception of druid which just does whatever it wants, surviving and buildning up a sire takes more thought in deckbuilding than ~draw most of my deck then play a bunch of +5 spells for cheap~.
Too slow and easily picked from Hand with steal. Also itse otettu much dead card If you dont draw it on early turms
I had stopped running in my 40 card hunter decks, but now I have a more infuse-focused deck again, I've put the card back in.
It's really nice if you manage to get some value out of a afterlife attendant, as when you pull card like Sire, they already have some charges on them.
I really wasn't sure about the afterlife attendant at first, as I thought "surely it'll just be targeted and get no value" but even if this is the case, it takes pretty much a whole turn to remove, so it has done it's job to an extent. Ofc having it charge up your bigger infuse minions while in deck is ideal, but just using it as a soft taunt can really swing tempo.
It's became one of my favourite cards this expansion (especially in my big hunter decks with a lot of infuse cards) I'm not sure it would go into anything else, but it's right at home in Hunter where we were already trading off lots of smaller minions to infuse our bigger ones.
Too slow and easily picked from Hand with steal. Also itse otettu much dead card If you dont draw it on early turms
I had stopped running in my 40 card hunter decks, but now I have a more infuse-focused deck again, I've put the card back in.
It's really nice if you manage to get some value out of a afterlife attendant, as when you pull card like Sire, they already have some charges on them.
Thought that card was kind of interesting but can only imagine value in demon hunter or druid because of their rush to death control spells. most infuse cards are 5 or less so its kind of crazy that you could activate your entire deck.
Too slow and easily picked from Hand with steal. Also itse otettu much dead card If you dont draw it on early turms
I had stopped running in my 40 card hunter decks, but now I have a more infuse-focused deck again, I've put the card back in.
It's really nice if you manage to get some value out of a afterlife attendant, as when you pull card like Sire, they already have some charges on them.
Thought that card was kind of interesting but can only imagine value in demon hunter or druid because of their rush to death control spells. most infuse cards are 5 or less so its kind of crazy that you could activate your entire deck.
It's great in the right 40 card Hunter deck as well as it runs a lot of infuse cards. Also running Shadehound it can be great to get that juiced up ahead of time. The deck in question also runs snake trap, that way you can have that activate, play afterlife attendant and then juice up both of them at once by trading in the 3 x snakes.
The snakes can also be the recipient of the buff from shadehound, which turns them into 3/3's.
Definitely an interesting rendition of an already powerful deck. I actually prefer this version as well, if only because I'd played the more popular one for almost 2 months before it became a tier one deck... playing something slightly more fresh is more fun to me, even if it's winrate isn't quite as high.
Even without Saber in the deck though, you can do some pretty crazy mana cheating... for example if you hit a bear or hydra with harpoon, then you pull stormpike ram with pet collector the next turn, and trade it off, then you have a 7 cost beast being played for 3 mana.
I'm not sure on exact maths of it, but I think it might be more efficient then running the saber. I guess it really just comes down to taste and what people prefer though, as all versions of this deck are really good.
love denath but few removal and situational. denath has no drawback, this is the main problem.
He should get nerfed to infuse(2) to reduce his damage significantly. Likewise nerf Theo to 5 mana. Hoping for balance patch within two weeks.
A 4-mana 3/3 does not need a nerf.
And Denathrius is just a 10 mana 10/10 which is understatted for the cost.
Both cards have battlecries though.
What I'm saying is Theotar most often is a very slow card to play against aggressive decks. It's so risky, a 4-mana 3/3. Sure, man one aggressive card, just a scratch, so much more in hand or in deck. Just because it has potential to steal a wincon does not mean it needs a nerf. Because most times it's a slow and mediocre play.
Denathrius on his own his fine. Its when the battlecry is repeated thats the problem. Bringing back Brann to standard has been a huge mistake and Brilliant Macaw is hideously good for 3 mana
That you think garbage braindead maly decks are "skill" decks makes your entire view irrelevant. With exception of druid which just does whatever it wants, surviving and buildning up a sire takes more thought in deckbuilding than ~draw most of my deck then play a bunch of +5 spells for cheap~.
And the first sentence you wrote makes your point of view irrelevant. So who really won there? Lol.
Denathrius on his own his fine. Its when the battlecry is repeated thats the problem. Bringing back Brann to standard has been a huge mistake and Brilliant Macaw is hideously good for 3 mana
This is accurate. Same with flop. I hate the card shadowstep. Macaw is worst. I have a shudderwockless evolve quest shaman with macaw in it but typically use it for smaller things and to complete quest but relaying denath's bc for 5 mana is so gross. Same can be done with new cthun though. Just doesnt see much play.
Especially in arena, cut this OP shit out of arena ffs
Havent played arena since battlegrounds was added. I typically hate seeing legendaries period(i recall playing someone who played 3 legendary cards to my none...not fun). this is OP in arena. This or the infuse 9 cost that eats 3 minions. Dont you just win the the game?
The problem is not denatrius himself, is the sinergy with the 20 mana druid, the way It can sumon a lot of tokens while draw, gain armor, board pressure....
Its way too opresive bcause of druid in the others classes its an average card, in shaman is cool 2 bcause of the parrots but thats all
everything about having 20 mana is wrong. Sire is just 1 of many obnoxious options.
love denath but few removal and situational. denath has no drawback, this is the main problem.
He should get nerfed to infuse(2) to reduce his damage significantly. Likewise nerf Theo to 5 mana. Hoping for balance patch within two weeks.
A 4-mana 3/3 does not need a nerf.
And Denathrius is just a 10 mana 10/10 which is understatted for the cost.
Both cards have battlecries though.
What I'm saying is Theotar most often is a very slow card to play against aggressive decks. It's so risky, a 4-mana 3/3. Sure, man one aggressive card, just a scratch, so much more in hand or in deck. Just because it has potential to steal a wincon does not mean it needs a nerf. Because most times it's a slow and mediocre play.
I mostly avoid playing Theo in my decks, as it can go wrong for you if you are forced to tempo it out. with this in mind it can sit as a dead card in my hand for entire games.
The one time it came in very useful though was Vs. a Quest Priest. They were 1 damage shy of being able to take out my Brann from previous turns, so I got to double Theo after they played Quest Reward (I got it on the first try anyway though) but as I still had Brann up that meant I got 2 x Shards as well... it was amazing
(this was in relic DH so my Theo cost next to nothing to play, I had more than enough mana to play the shard as well)
I only wish my opponent didn't concede the second I picked their Quest reward (I think you can tell base on the speed of the pick, as they conceded immediately after I clicked on it... I should have took a while and baited them, but that would have just been mean)
Long story short, though... I don't like running Theo as the risk is too much for me, and doesn't suit my playstyle too well. I think the card is a necessary evil though, when combo decks can become incredibly dominant.
It does suck to get Theo'd when you're playing a weaker deck though, and they take your finisher or something. Makes the game unwinnable in like 90+% of scenarios when this happens.
He should get nerfed to infuse(2) to reduce his damage significantly. Likewise nerf Theo to 5 mana. Hoping for balance patch within two weeks.
A 4-mana 3/3 does not need a nerf.
When it steals your wincon, it does. Blizz are watching him and we think he will get nerfed to 5 mana.
And Denathrius is just a 10 mana 10/10 which is understatted for the cost.
Both cards have battlecries though.
That you think garbage braindead maly decks are "skill" decks makes your entire view irrelevant. With exception of druid which just does whatever it wants, surviving and buildning up a sire takes more thought in deckbuilding than ~draw most of my deck then play a bunch of +5 spells for cheap~.
Fun > Meta
Too slow and easily picked from Hand with steal. Also itse otettu much dead card If you dont draw it on early turms
I had stopped running in my 40 card hunter decks, but now I have a more infuse-focused deck again, I've put the card back in.
It's really nice if you manage to get some value out of a afterlife attendant, as when you pull card like Sire, they already have some charges on them.
I really wasn't sure about the afterlife attendant at first, as I thought "surely it'll just be targeted and get no value" but even if this is the case, it takes pretty much a whole turn to remove, so it has done it's job to an extent. Ofc having it charge up your bigger infuse minions while in deck is ideal, but just using it as a soft taunt can really swing tempo.
It's became one of my favourite cards this expansion (especially in my big hunter decks with a lot of infuse cards) I'm not sure it would go into anything else, but it's right at home in Hunter where we were already trading off lots of smaller minions to infuse our bigger ones.
Thought that card was kind of interesting but can only imagine value in demon hunter or druid because of their rush to death control spells. most infuse cards are 5 or less so its kind of crazy that you could activate your entire deck.
Fun > Meta
It's great in the right 40 card Hunter deck as well as it runs a lot of infuse cards. Also running Shadehound it can be great to get that juiced up ahead of time. The deck in question also runs snake trap, that way you can have that activate, play afterlife attendant and then juice up both of them at once by trading in the 3 x snakes.
The snakes can also be the recipient of the buff from shadehound, which turns them into 3/3's.
Definitely an interesting rendition of an already powerful deck. I actually prefer this version as well, if only because I'd played the more popular one for almost 2 months before it became a tier one deck... playing something slightly more fresh is more fun to me, even if it's winrate isn't quite as high.
Even without Saber in the deck though, you can do some pretty crazy mana cheating... for example if you hit a bear or hydra with harpoon, then you pull stormpike ram with pet collector the next turn, and trade it off, then you have a 7 cost beast being played for 3 mana.
I'm not sure on exact maths of it, but I think it might be more efficient then running the saber. I guess it really just comes down to taste and what people prefer though, as all versions of this deck are really good.
What I'm saying is Theotar most often is a very slow card to play against aggressive decks. It's so risky, a 4-mana 3/3. Sure, man one aggressive card, just a scratch, so much more in hand or in deck. Just because it has potential to steal a wincon does not mean it needs a nerf. Because most times it's a slow and mediocre play.
Denathrius on his own his fine. Its when the battlecry is repeated thats the problem. Bringing back Brann to standard has been a huge mistake and Brilliant Macaw is hideously good for 3 mana
And the first sentence you wrote makes your point of view irrelevant. So who really won there? Lol.
Especially in arena, cut this OP shit out of arena ffs
This is accurate. Same with flop. I hate the card shadowstep. Macaw is worst. I have a shudderwockless evolve quest shaman with macaw in it but typically use it for smaller things and to complete quest but relaying denath's bc for 5 mana is so gross. Same can be done with new cthun though. Just doesnt see much play.
Fun > Meta
Havent played arena since battlegrounds was added. I typically hate seeing legendaries period(i recall playing someone who played 3 legendary cards to my none...not fun). this is OP in arena. This or the infuse 9 cost that eats 3 minions. Dont you just win the the game?
Fun > Meta
This
Seek a therapist or English teacher.
Fun > Meta
everything about having 20 mana is wrong. Sire is just 1 of many obnoxious options.
Fun > Meta
Okay
I mostly avoid playing Theo in my decks, as it can go wrong for you if you are forced to tempo it out. with this in mind it can sit as a dead card in my hand for entire games.
The one time it came in very useful though was Vs. a Quest Priest. They were 1 damage shy of being able to take out my Brann from previous turns, so I got to double Theo after they played Quest Reward (I got it on the first try anyway though) but as I still had Brann up that meant I got 2 x Shards as well... it was amazing
(this was in relic DH so my Theo cost next to nothing to play, I had more than enough mana to play the shard as well)
I only wish my opponent didn't concede the second I picked their Quest reward (I think you can tell base on the speed of the pick, as they conceded immediately after I clicked on it... I should have took a while and baited them, but that would have just been mean)
Long story short, though... I don't like running Theo as the risk is too much for me, and doesn't suit my playstyle too well. I think the card is a necessary evil though, when combo decks can become incredibly dominant.
It does suck to get Theo'd when you're playing a weaker deck though, and they take your finisher or something. Makes the game unwinnable in like 90+% of scenarios when this happens.