Greetings, i've thought of different ways to counter Kingsbane rogue other than divine shield or freezing the enemy hero or the obvious solution ( silence), your thoughts are appreciated.
Giant Blacksmith of Anor Londo
This can be played after Rogue has buffed her weapon for you to steal it :D
Freezing the weapon in your hand means you can't use it on your next turn.
The crystal merchant in Dark souls
In Dark souls 1, Domnhall is known to sell Crystallized gears, which can't be enchanted.
"The flow of time is always cruel... its speed seems different for each person, but no one can change it... A thing that does not change with time is a memory of younger days..."
I think a tech card to make it so that you can't "buff" weapons, similar to your domhnall of zena card could be interesting. It would offer a lot more interactivity for control decks. You can either use it early, and risk valeera going down and the person creating a copy of kingsbane using that and buffing it back up into oblivion, or you wait too late and die anyway. I think that I think crystallize all copies to be a bit excessive, I would much rather just crystallize currently equipped weapon.
While Kingsbane has no direct counter, removing a deck’s win condition entirely is much too powerful. With Jade Druid, killing Idol by playing Skulking Geist still leaves some other Jades, and just prevents going infinite. If a Kingsbane is made unenchantable, the deck has nothing it can do to win besides enchanting a 2 health hero weapon.
While Kingsbane has no direct counter, removing a deck’s win condition entirely is much too powerful. With Jade Druid, killing Idol by playing Skulking Geist still leaves some other Jades, and just prevents going infinite. If a Kingsbane is made unenchantable, the deck has nothing it can do to win besides enchanting a 2 health hero weapon.
But if you already have enchants on it it is fine, and valeera provides a second copy (without buffs) if it was made unenchantable early in game?
With the reiteration of Kingsbane card text to : Always keeps enchantments make it pretty clear that it cannot lose enchantments basically saying it is an Aura judging by the text, i would expect Always to be Always in this case. It does not say it may keep enchantments it is stricly saying Always keeps enchantments which is a big difference in wording between may and always.
Besides the effect of Equip a copy of the opponent weapon is very powerful , it is like Malkorok when used right keep in mind that card has high roll potential but is a CLASS card.
What is the catch of Freezing the weapon in hand or frezzing face? they just have to spend 1 more mana to reequip it? i mean you cannot combo this with Azalina unless you Thaurrissan both of the cards, while it may work with a Howlfiend Treachery deck stop giving warlocks more tools.
Besides if you try to return the weapon to hand when theyre hand is full it will just trigger the deathrattle of the weapon and acting like an ooze.
Also deathrattle's do not trigger is a very powerful effect nowhere near worth 1 Mana is at worst a Silence in many cases on a stick card is just broken and can be comboed with basically any board clear at 3 mana that it does not even target kingsbane anymore.
With the reiteration of Kingsbane card text to : Always keeps enchantments make it pretty clear that it cannot lose enchantments basically saying it is an Aura judging by the text, i would expect Always to be Always in this case. It does not say it may keep enchantments it is stricly saying Always keeps enchantments which is a big difference in wording between may and always.
It didn't say remove any enchantment, it says it can't be enchanted any further, and that is ok when we look at Kingsbane's text, because it says "keep" not "can"
Don't care too much about the stats, i just focused on the text, so it's ok to make it 8 mana 6/7 as an example, because high drops are much slower than 5< minions.
The reason for freezing the card is the opponent can't use it next turn, combo it with a freeze minion to have 2 turns without your enemy do anything,
DT wont trigger is really strong for a low drop minion, a 7 or 6 cost minions will be ok for a minion with such text.
I think the worst part about kingsbane currently is the draw. You can ooze their weapon, but they still have a lot of ways to draw it. If there could be a way to mess up their draw somehow, that could have been an interactive counter to the deck. Too bad it's rotating next exp so nothing will be done about it.
If we are talking about new tech cards, I would have loved to have seen a neutral card that reads "you and your opponent swap weapons" largely because it can counter dangerous setup weapons and because you could do some evil things with Aluneth (imagine playing big priest and somebody force-equips an aluneth to your hero).
I am not exactly sure how freezing the card works, freeze only works on minions or Heroes not weapons , weapons only work when Hero is not frozen it seems like an iffy mechanic besides it can be countered by Valeera or Doomerang even Blade flurry because you just equip it even frozen does not matter.
It cannot be enchanted is not that strong of an effect in Wild when rogue can oil it very fast and draw it until turn 8 anyway.
What I really enjoyed was Ooze + Gnomeferatu, usually triggering a rage quit ... Regarding Barehanded Orc: Wouldn't that remove all enchantments from Kingsbane? It is worded in the same way as Sap and if we apply the same logic which is used for minions which are returned to hand, enchantments should be removed because Kingsbane only keeps its enchantments through triggering the deathrattle ...
Edit: I just realized that it depends on how the wording of Kingsbane is interpreted, i.e. if the "It keeps all enchantments." is included in the deathrattle or stands on its own. However, considering the interaction with the death knight's hero power, I would think that it loses the enchantments if bounced back to hand...
Doomerang proves you that it would not lose the enchantments.
Rogue isn’t the problem, stupid hunter is the problem how about making something to counter them instead. All you see is secret spell hunter on ladder even teching in chief inspector can’t stop them.
The 2nd & 3rd cards seem interesting (I'm curious exactly how the animations & programming would work for the 2nd card since we have nothing that does something like freezing in the hand).
One idea that I often think of off the top of my head to soft counter Kingsbane is an echo ooze.
Kingslayer Ooze
4 mana 4/4.
Echo. Battlecry: Remove one durability from your opponent's weapon. If it still has durability reduce the weapon's attack by half.
Don't people see the problem here? These cards are all hosers - they are useless outside of the Kingsbane matchup. They would be even less useful than Chief Inspector, which sees little play. People would plop these in their deck after getting tilted by a Kingsbane loss and then not face a Kingsbane again, losing multiple matches from drawing a useless card. Perhaps the geniuses at Team 5 who made Kingsbane owe the players a fix but I honestly don't see, outside of a specific build hoser, what that fix could possibly be. They really stepped in it by greenlighting this thing.
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Free to try and find a game, dealing cards for sorrow, cards for pain.
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Greetings, i've thought of different ways to counter Kingsbane rogue other than divine shield or freezing the enemy hero or the obvious solution ( silence), your thoughts are appreciated.
Giant Blacksmith of Anor Londo
This can be played after Rogue has buffed her weapon for you to steal it :D
Freezing the weapon in your hand means you can't use it on your next turn.
The crystal merchant in Dark souls
In Dark souls 1, Domnhall is known to sell Crystallized gears, which can't be enchanted.
Or... Ooze
"The flow of time is always cruel... its speed seems different for each person, but no one can change it... A thing that does not change with time is a memory of younger days..."
I think a tech card to make it so that you can't "buff" weapons, similar to your domhnall of zena card could be interesting. It would offer a lot more interactivity for control decks. You can either use it early, and risk valeera going down and the person creating a copy of kingsbane using that and buffing it back up into oblivion, or you wait too late and die anyway. I think that I think crystallize all copies to be a bit excessive, I would much rather just crystallize currently equipped weapon.
I am a simple man : I see Dark Souls references, I upvote.
While Kingsbane has no direct counter, removing a deck’s win condition entirely is much too powerful. With Jade Druid, killing Idol by playing Skulking Geist still leaves some other Jades, and just prevents going infinite. If a Kingsbane is made unenchantable, the deck has nothing it can do to win besides enchanting a 2 health hero weapon.
But if you already have enchants on it it is fine, and valeera provides a second copy (without buffs) if it was made unenchantable early in game?
i made other Dark souls based cards,
check here : https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/219052-dark-souls-custom-cards-i-made
+ any ooze
Ooze+Gnomeferatu (need skill or wait till fatigue)
Rogue spell - switch weapons with your opponent
With the reiteration of Kingsbane card text to : Always keeps enchantments make it pretty clear that it cannot lose enchantments basically saying it is an Aura judging by the text, i would expect Always to be Always in this case. It does not say it may keep enchantments it is stricly saying Always keeps enchantments which is a big difference in wording between may and always.
Besides the effect of Equip a copy of the opponent weapon is very powerful , it is like Malkorok when used right keep in mind that card has high roll potential but is a CLASS card.
What is the catch of Freezing the weapon in hand or frezzing face? they just have to spend 1 more mana to reequip it? i mean you cannot combo this with Azalina unless you Thaurrissan both of the cards, while it may work with a Howlfiend Treachery deck stop giving warlocks more tools.
Besides if you try to return the weapon to hand when theyre hand is full it will just trigger the deathrattle of the weapon and acting like an ooze.
Also deathrattle's do not trigger is a very powerful effect nowhere near worth 1 Mana is at worst a Silence in many cases on a stick card is just broken and can be comboed with basically any board clear at 3 mana that it does not even target kingsbane anymore.
It didn't say remove any enchantment, it says it can't be enchanted any further, and that is ok when we look at Kingsbane's text, because it says "keep" not "can"
Don't care too much about the stats, i just focused on the text, so it's ok to make it 8 mana 6/7 as an example, because high drops are much slower than 5< minions.
The reason for freezing the card is the opponent can't use it next turn, combo it with a freeze minion to have 2 turns without your enemy do anything,
DT wont trigger is really strong for a low drop minion, a 7 or 6 cost minions will be ok for a minion with such text.
I think the worst part about kingsbane currently is the draw. You can ooze their weapon, but they still have a lot of ways to draw it. If there could be a way to mess up their draw somehow, that could have been an interactive counter to the deck. Too bad it's rotating next exp so nothing will be done about it.
It's not rng if you call - Amaz
Kingsbane REALLY doesn't appreciate Hakkar, the Soulflayer decks (priest with 4+ Amaras or Druid OTK) because it relies on power-drawing. Also, you can just Thoughtsteal a buffed Kingsbane.
If we are talking about new tech cards, I would have loved to have seen a neutral card that reads "you and your opponent swap weapons" largely because it can counter dangerous setup weapons and because you could do some evil things with Aluneth (imagine playing big priest and somebody force-equips an aluneth to your hero).
I am not exactly sure how freezing the card works, freeze only works on minions or Heroes not weapons , weapons only work when Hero is not frozen it seems like an iffy mechanic besides it can be countered by Valeera or Doomerang even Blade flurry because you just equip it even frozen does not matter.
It cannot be enchanted is not that strong of an effect in Wild when rogue can oil it very fast and draw it until turn 8 anyway.
Andre of Astora: whenever this minion gets attacked by the enemy hero, drop kick him in the face.
Vamos: Battlecry: if your opponent has a weapon equipped, scare the shit out of them. Deathrattle: your focus gets spoiled
Sorry but I couldn't resist ;)
Doomerang proves you that it would not lose the enchantments.
--Alfi--
Rogue isn’t the problem, stupid hunter is the problem how about making something to counter them instead. All you see is secret spell hunter on ladder even teching in chief inspector can’t stop them.
The 2nd & 3rd cards seem interesting (I'm curious exactly how the animations & programming would work for the 2nd card since we have nothing that does something like freezing in the hand).
One idea that I often think of off the top of my head to soft counter Kingsbane is an echo ooze.
Kingslayer Ooze
4 mana 4/4.
Echo. Battlecry: Remove one durability from your opponent's weapon. If it still has durability reduce the weapon's attack by half.
Don't people see the problem here? These cards are all hosers - they are useless outside of the Kingsbane matchup. They would be even less useful than Chief Inspector, which sees little play. People would plop these in their deck after getting tilted by a Kingsbane loss and then not face a Kingsbane again, losing multiple matches from drawing a useless card. Perhaps the geniuses at Team 5 who made Kingsbane owe the players a fix but I honestly don't see, outside of a specific build hoser, what that fix could possibly be. They really stepped in it by greenlighting this thing.
Free to try and find a game, dealing cards for sorrow, cards for pain.