Just wondering how people are liking all this trash "you cant play your cards" updates in past year or so.
Mutanus-boring, another card that made shudderwock decks more obnoxious
Tickatus- 10 cards with bran is far too many cards. But what really makes this card worst if when it gets discounted/easier to activate and sometimes not even from warlock class. a rogue playing a 1 mana delete 10 of your cards...lemme shadowstep this real quick...deleted 10 more is ridculous. Also because it's a tribe, it can be discovered via amalgam or other discovery.
Okani- Proof dev team is trash at card design. Much shudderwock cancer.
Theodor -my god, could you be less stupid. wont even go into detail how back this. In general there is WAY too many ways for you too look at what your opponent has in their hand.
Objection- With combination of explosive runes and counterspell, mage can now not only steam roll you but prevent you for playing the game
another mage spell i forgetting the name is 4 mana and just removes a card from the game. As much as I can appreciate a counter to 2 minion big priest...this is trash design.
Example of taxing cards that arent too ridiculous. Loatheb is just 1 turn. Gnomeferatu only burns one random card. Watchtower is a lil annoying but not braindead obnoxious. A downside is it cant attack. There's a few minion/spells count more cards that dont see play because they actually require some strategy to use and you cant just throw them in any deck like everything listed above that has no downside.
Hmmmm disruption isn't exactly a new thing in this game. Are you sure that this is the right card game for you?
1) You dont know the difference between "disruption" (demon project, glide, immolate(not sure how i feel about this but not deserving of this list) and "I eat crayons derp derp..I played a card so you cant play a card...derp derp..red crayons taste the best"
Mate, you are losing your shit over the power creeping of an essential game element. Hence it seems like you aren't content with the core design of the game. Mutanus destroys a card for 7 mana, shield slam costs 1 and has been one of the most powerful removal tools, ever since day 1. If your problem is that you can't win consistently with OTK decks, well then you just don't like this game. OTK decks were never meant to be a big part of HS and were all nerfed to the ground during the first 4 years.
Objection/life sentence are super weak compared to the other disruption tools lol.
Honestly the bigger issue is how the game mode is progressing where any control deck currently runs all disruption cards it can use, 2x rat/theotar/mutanus/specific class cards are staples at this point. These aren't like "haha I messed up your turn" cards, these are "haha I rolled the dice and just won the game by removing important cards", and it feels pretty depressing to have happen to you.
Rat and theotar specifically are really good cards no matter the matchup imo. You can label them as anti-combo cards but really they work against everything. Against aggro, rat is a 2 mana 2/6 taunt that still removes an important battlecry (such as a spirit poacher). And against aggro when you get the opening, you'll gladly take away a burn card/strong minion from the opponent and give them something useless for their own gameplan like a board clear. The disruption cards are also the best cards in control vs. control, which right now comes down to who can remove as many important cards from their opponent's hand without them actually playing them.
I do feel we're at a point where any more powerful disruption cards are printed, this is the future of control decks at this point, and it's frustrating. Equally as dangerous is the fact that the existence of so many of these cards allows them to print more "I win" cards like shudderwock, so the game just devolves into "hope to mess with your opponents I win cards". I want cards like loatheb which require planning to fuck over your opponent, not unconditionally broken disruption.
Hmmmm disruption isn't exactly a new thing in this game. Are you sure that this is the right card game for you?
1) You dont know the difference between "disruption" (demon project, glide, immolate(not sure how i feel about this but not deserving of this list) and "I eat crayons derp derp..I played a card so you cant play a card...derp derp..red crayons taste the best"
2)Latter part couldn't be a more useless post.
So far the only useless post I've seen on this thread is you OP. All the cards you listed are considered disruption. If they play Mutanus, that DISRUPTS your game plan. If they play Objection, it again, disrupts your game play. Call it what you want OP, but a spade is a spade and these cards are just forms of disruption. Every card gane has them in some form. Other games are FAR more abusive than hearthstone with disruption. Be glad your opponents can't TRULY disrupt your turns, like in Yugioh or Magic bruv. Hearthstone is nothing.
TL:DR Get over it OP. Card disruption is a great thing. Learn to play with it or switch games but you'll get no relief.
Objection/life sentence are super weak compared to the other disruption tools lol.
Honestly the bigger issue is how the game mode is progressing where any control deck currently runs all disruption cards it can use, 2x rat/theotar/mutanus/specific class cards are staples at this point. These aren't like "haha I messed up your turn" cards, these are "haha I rolled the dice and just won the game by removing important cards", and it feels pretty depressing to have happen to you.
Rat and theotar specifically are really good cards no matter the matchup imo. You can label them as anti-combo cards but really they work against everything. Against aggro, rat is a 2 mana 2/6 taunt that still removes an important battlecry (such as a spirit poacher). And against aggro when you get the opening, you'll gladly take away a burn card/strong minion from the opponent and give them something useless for their own gameplan like a board clear. The disruption cards are also the best cards in control vs. control, which right now comes down to who can remove as many important cards from their opponent's hand without them actually playing them.
I do feel we're at a point where any more powerful disruption cards are printed, this is the future of control decks at this point, and it's frustrating. Equally as dangerous is the fact that the existence of so many of these cards allows them to print more "I win" cards like shudderwock, so the game just devolves into "hope to mess with your opponents I win cards". I want cards like loatheb which require planning to fuck over your opponent, not unconditionally broken disruption.
Objection seems too obnoxious to me but i absolutely and precisely agree with everything else you stated. Just toss'em in deck. Derp derp.
I do feel we're at a point where any more powerful disruption cards are printed, this is the future of control decks at this point, and it's frustrating. Equally as dangerous is the fact that the existence of so many of these cards allows them to print more "I win" cards like shudderwock, so the game just devolves into "hope to mess with your opponents I win cards". I want cards like loatheb which require planning to fuck over your opponent, not unconditionally broken disruption.
I do feel we're at a point where any more powerful disruption cards are printed, this is the future of control decks at this point, and it's frustrating. Equally as dangerous is the fact that the existence of so many of these cards allows them to print more "I win" cards like shudderwock, so the game just devolves into "hope to mess with your opponents I win cards". I want cards like loatheb which require planning to fuck over your opponent, not unconditionally broken disruption.
Yeah, the only way control decks can win is to pull out the "I win" card, which is frustrating for both because when you hit the card, you basically win, and when you don't hit it, you lose without being able to do anything. Finishers are printed with way too much power and that makes it so you have to have a faster finisher or disruption. Traditional control is dead against anything else than aggro.
What? All secret mages in wild run Objection. That BS even works against eater of secrets, which makes the deck untechable for... as if it wasn't broken enough.
What? All secret mages in wild run Objection. That BS even works against eater of secrets, which makes the deck untechable for... as if it wasn't broken enough.
Exactly. Get objection and counter spell out at same time. You likely just won the game unless some coins, plays a 1 drop AND then has a play to gain some board presence. You can "sort of" play into explosive runes but objection is just going to be automatic value 80%+ of the time. The fact there are so many ways to play secrets for free just make this crap too ridiculous.
Edited add: I thought the polymorph secret was good. Objection is too much. As title says, its a "you cant play your cards" card. Garbage design.
Just wondering how people are liking all this trash "you cant play your cards" updates in past year or so.
Mutanus-boring, another card that made shudderwock decks more obnoxious
Tickatus- 10 cards with bran is far too many cards. But what really makes this card worst if when it gets discounted/easier to activate and sometimes not even from warlock class. a rogue playing a 1 mana delete 10 of your cards...lemme shadowstep this real quick...deleted 10 more is ridculous. Also because it's a tribe, it can be discovered via amalgam or other discovery.
Okani- Proof dev team is trash at card design. Much shudderwock cancer.
Theodor -my god, could you be less stupid. wont even go into detail how back this. In general there is WAY too many ways for you too look at what your opponent has in their hand.
Objection- With combination of explosive runes and counterspell, mage can now not only steam roll you but prevent you for playing the game
another mage spell i forgetting the name is 4 mana and just removes a card from the game. As much as I can appreciate a counter to 2 minion big priest...this is trash design.
Example of taxing cards that arent too ridiculous. Loatheb is just 1 turn. Gnomeferatu only burns one random card. Watchtower is a lil annoying but not braindead obnoxious. A downside is it cant attack. There's a few minion/spells count more cards that dont see play because they actually require some strategy to use and you cant just throw them in any deck like everything listed above that has no downside.
Fun > Meta
Hmmmm disruption isn't exactly a new thing in this game. Are you sure that this is the right card game for you?
1) You dont know the difference between "disruption" (demon project, glide, immolate(not sure how i feel about this but not deserving of this list) and "I eat crayons derp derp..I played a card so you cant play a card...derp derp..red crayons taste the best"
2)Latter part couldn't be a more useless post.
Fun > Meta
no one is running objection or the exile card
Mate, you are losing your shit over the power creeping of an essential game element. Hence it seems like you aren't content with the core design of the game. Mutanus destroys a card for 7 mana, shield slam costs 1 and has been one of the most powerful removal tools, ever since day 1. If your problem is that you can't win consistently with OTK decks, well then you just don't like this game. OTK decks were never meant to be a big part of HS and were all nerfed to the ground during the first 4 years.
Objection/life sentence are super weak compared to the other disruption tools lol.
Honestly the bigger issue is how the game mode is progressing where any control deck currently runs all disruption cards it can use, 2x rat/theotar/mutanus/specific class cards are staples at this point. These aren't like "haha I messed up your turn" cards, these are "haha I rolled the dice and just won the game by removing important cards", and it feels pretty depressing to have happen to you.
Rat and theotar specifically are really good cards no matter the matchup imo. You can label them as anti-combo cards but really they work against everything. Against aggro, rat is a 2 mana 2/6 taunt that still removes an important battlecry (such as a spirit poacher). And against aggro when you get the opening, you'll gladly take away a burn card/strong minion from the opponent and give them something useless for their own gameplan like a board clear. The disruption cards are also the best cards in control vs. control, which right now comes down to who can remove as many important cards from their opponent's hand without them actually playing them.
I do feel we're at a point where any more powerful disruption cards are printed, this is the future of control decks at this point, and it's frustrating. Equally as dangerous is the fact that the existence of so many of these cards allows them to print more "I win" cards like shudderwock, so the game just devolves into "hope to mess with your opponents I win cards". I want cards like loatheb which require planning to fuck over your opponent, not unconditionally broken disruption.
So far the only useless post I've seen on this thread is you OP. All the cards you listed are considered disruption. If they play Mutanus, that DISRUPTS your game plan. If they play Objection, it again, disrupts your game play. Call it what you want OP, but a spade is a spade and these cards are just forms of disruption. Every card gane has them in some form. Other games are FAR more abusive than hearthstone with disruption. Be glad your opponents can't TRULY disrupt your turns, like in Yugioh or Magic bruv. Hearthstone is nothing.
TL:DR Get over it OP. Card disruption is a great thing. Learn to play with it or switch games but you'll get no relief.
Objection seems too obnoxious to me but i absolutely and precisely agree with everything else you stated. Just toss'em in deck. Derp derp.
Fun > Meta
You forgot the 2/4 watchpost :P
I wonder if watchpost goes back to 4 health when it rotates into wild.
Twitch: Pacific_Onion
That is so right...
Yeah, the only way control decks can win is to pull out the "I win" card, which is frustrating for both because when you hit the card, you basically win, and when you don't hit it, you lose without being able to do anything. Finishers are printed with way too much power and that makes it so you have to have a faster finisher or disruption. Traditional control is dead against anything else than aggro.
What? All secret mages in wild run Objection. That BS even works against eater of secrets, which makes the deck untechable for... as if it wasn't broken enough.
My comments refer mostly to the wild format.
Exactly. Get objection and counter spell out at same time. You likely just won the game unless some coins, plays a 1 drop AND then has a play to gain some board presence. You can "sort of" play into explosive runes but objection is just going to be automatic value 80%+ of the time. The fact there are so many ways to play secrets for free just make this crap too ridiculous.
Edited add: I thought the polymorph secret was good. Objection is too much. As title says, its a "you cant play your cards" card. Garbage design.
Fun > Meta