Sigh. Here we go again. Jade didn't ruin control, it merely forced other control decks to find ways to win that weren't fatigue. Because Reno is the only viable control oriented deck at the present (blame Kazakus and Patches, NOT Jade Idol), and because Renolock is the only Reno based control deck with end game burst/big finisher, it's easy to point the finger at Jade Idol for "ruining control."
Guys, Jade Idol didn't only ruin Fatigue archetypes, it also ruined slow decks as a whole. Honestly, what control option other than combolock do you have ? none other than bad druid luck really (malygod shenanigans actually work but they are barely viable in the game).
Please, don't compare this to CW vs Freeze. Freeze is one deck, control is a part of the community.
And don't tell me it's only one class so it's fine. By pushing many players to avoid such an unfair game, the aggro ratio went up around 15%*, making the game far less attractive for control players (and for everyone I guess..).
So yes we are very right to continue alerting about jade idols, because we were still able to a have a bit of fun in the game (obviously not in aggro or idol match-ups).
* Measured an increase from ~60% to ~75% aggro decks in the meta (EU, from Dec to Feb, from rank 5 to 2).
People sticking up for this card kill me. Why is it OK for only one deck to have infinite draw value, on top of rising stats for 1 mana?
Why isn't it?
Still waiting...
You're making the claim, so you have to prove why it's bad before anyone else has to prove why it isn't.
What claim? It was a question and I asked it first.
So stop dicking around and answer it.
The claim was "It is not okay for a deck to have infinite draw value, on top of rising stats for 1 mana." I counter-argue that "It *is* okay for a deck to have infinite draw value, on top of rising stats for 1 mana." I don't have to explain why because you didn't explain why it isn't okay. Our arguments have equal substance and cancel each other out.
People sticking up for this card kill me. Why is it OK for only one deck to have infinite draw value, on top of rising stats for 1 mana?
Why isn't it?
Still waiting...
You're making the claim, so you have to prove why it's bad before anyone else has to prove why it isn't.
What claim? It was a question and I asked it first.
So stop dicking around and answer it.
The claim was "It is not okay for a deck to have infinite draw value, on top of rising stats for 1 mana." I counter-argue that "It *is* okay for a deck to have infinite draw value, on top of rising stats for 1 mana." I don't have to explain why because you didn't explain why it isn't okay. Our arguments have equal substance and cancel each other out.
Sigh. Here we go again. Jade didn't ruin control, it merely forced other control decks to find ways to win that weren't fatigue. Because Reno is the only viable control oriented deck at the present (blame Kazakus and Patches, NOT Jade Idol), and because Renolock is the only Reno based control deck with end game burst/big finisher, it's easy to point the finger at Jade Idol for "ruining control."
Exceeeeept that's a half truth. Control decks are always more attrition based. Remove minions with most efficient removal tools until you arrive on a stable board position from where you can then win. That's what control does. Yes, some control decks have alternate winconditions that can ignore such a thing but that simply happens to be the Renolock with the Leeroy combo. But that's only because Warlock has the innate drawpower to run a combo like that reliably. Aside from also having the card to make it so over the top with Power Overwhelming. The other wincondition that warlock always ran, Jaraxxus? It's nothing else than what I've described. Clear the board until it's a stable game situation and then slap your big threat on the board, in this case one that keeps generating value, similar to Jade druid. With the difference Jaraxxus first of all can only played by himself not with anything else the turn he activates. And the stuff he spawns has a fixed value while only spawning once a turn. Plus Jaraxxus puts himself at risk by capping HP at 15.
Just in comparison that is a far more fair lategame option compared to Jade which in essence does the same aka put a timer on the game because there are not enough removal options available to deal with it.
Renodecks /can/ win through fatigue but that's not neccessarily what they aim to do just because they can. Attrition is not the same as fatigue.
Basically you are creating a false equivalence where every control deck that doesn't aim to instantly finish you with some kind of burst combo is a fatigue deck which is flat out wrong. This is partially because not every deck is even capable of such combos. Control doesn't win versus Jade not because they can't fatigue them but because their removal can't keep up with the endless generation of threats. Heck Midjadeshaman is strong but as a control deck you do not neccessarily end up struggling versus them as much as druid because you know that their threat generation is for one, finite and for another their drawing power sucks.
The problem in itself isn't purely based on the Jade Idol, the blame lays partly there the other part rests on the auctioneer which lets druid cycle through their whole deck with hardly any effort at all thus keep up with their threat generation.
Sigh. Here we go again. Jade didn't ruin control, it merely forced other control decks to find ways to win that weren't fatigue. Because Reno is the only viable control oriented deck at the present (blame Kazakus and Patches, NOT Jade Idol), and because Renolock is the only Reno based control deck with end game burst/big finisher, it's easy to point the finger at Jade Idol for "ruining control."
Exceeeeept that's a half truth. Control decks are always more attrition based. Remove minions with most efficient removal tools until you arrive on a stable board position from where you can then win. That's what control does. Yes, some control decks have alternate winconditions that can ignore such a thing but that simply happens to be the Renolock with the Leeroy combo. But that's only because Warlock has the innate drawpower to run a combo like that reliably. Aside from also having the card to make it so over the top with Power Overwhelming. The other wincondition that warlock always ran, Jaraxxus? It's nothing else than what I've described. Clear the board until it's a stable game situation and then slap your big threat on the board, in this case one that keeps generating value, similar to Jade druid. With the difference Jaraxxus first of all can only played by himself not with anything else the turn he activates. And the stuff he spawns has a fixed value while only spawning once a turn. Plus Jaraxxus puts himself at risk by capping HP at 15.
Just in comparison that is a far more fair lategame option compared to Jade which in essence does the same aka put a timer on the game because there are not enough removal options available to deal with it.
Renodecks /can/ win through fatigue but that's not neccessarily what they aim to do just because they can. Attrition is not the same as fatigue.
Basically you are creating a false equivalence where every control deck that doesn't aim to instantly finish you with some kind of burst combo is a fatigue deck which is flat out wrong. This is partially because not every deck is even capable of such combos. Control doesn't win versus Jade not because they can't fatigue them but because their removal can't keep up with the endless generation of threats. Heck Midjadeshaman is strong but as a control deck you do not neccessarily end up struggling versus them as much as druid because you know that their threat generation is for one, finite and for another their drawing power sucks.
The problem in itself isn't purely based on the Jade Idol, the blame lays partly there the other part rests on the auctioneer which lets druid cycle through their whole deck with hardly any effort at all thus keep up with their threat generation.
Control isn't simply "remove all your threats until you run out and then win by default." It's "remove your threats efficiently and turn card advantage into board advantage and then take over the aggression." Why was old Control Priest made better by Elise? Because it previously had no late game finish and was simply the first scenario I described. It OFTEN relied on simply running an opponent out of threats, and just dealing a tiny amount of damage at time.
I've lost to Renolock, Reno Mage, mid/control Shaman, as a Jade Druid player. They were able to remove my threats and then turn that into board advantage, which I could go face with my 8/8s or just die the next turn. Jade Idol didn't ruin control, so stop saying it did.
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The broken thing about jade idol is that the 3 shuffeled cards are the same as their source. It could easily be fixed by making a jade idol token card that doesn't have the option to get more copies.
i loved the 50 shades of warrior meta, warrior had viable decks in al shapes from aggro and mid range (Pirate as aggro, Dragons as eithe rof the two, Patron as mid-range) and control (basically Yogg warrior, c'thun warrior and n'zoth warrior were viable control decks with different win conditions), meaning that even if most of the games were against warriors there'd be a lot of diversity because of the sheer amount of widely different viable warrior decks, nowadays you see a warrior and you pretty much know it's smash face pirates :(, way to devolve a class Blizz!,
I also feel that jade idol is super broken - no other card no even combo of a few cards has had the power before to remove whole archtyped from the meta.
Sigh. Here we go again. Jade didn't ruin control, it merely forced other control decks to find ways to win that weren't fatigue. Because Reno is the only viable control oriented deck at the present (blame Kazakus and Patches, NOT Jade Idol), and because Renolock is the only Reno based control deck with end game burst/big finisher, it's easy to point the finger at Jade Idol for "ruining control."
Exceeeeept that's a half truth. Control decks are always more attrition based. Remove minions with most efficient removal tools until you arrive on a stable board position from where you can then win. That's what control does. Yes, some control decks have alternate winconditions that can ignore such a thing but that simply happens to be the Renolock with the Leeroy combo. But that's only because Warlock has the innate drawpower to run a combo like that reliably. Aside from also having the card to make it so over the top with Power Overwhelming. The other wincondition that warlock always ran, Jaraxxus? It's nothing else than what I've described. Clear the board until it's a stable game situation and then slap your big threat on the board, in this case one that keeps generating value, similar to Jade druid. With the difference Jaraxxus first of all can only played by himself not with anything else the turn he activates. And the stuff he spawns has a fixed value while only spawning once a turn. Plus Jaraxxus puts himself at risk by capping HP at 15.
Just in comparison that is a far more fair lategame option compared to Jade which in essence does the same aka put a timer on the game because there are not enough removal options available to deal with it.
Renodecks /can/ win through fatigue but that's not neccessarily what they aim to do just because they can. Attrition is not the same as fatigue.
Basically you are creating a false equivalence where every control deck that doesn't aim to instantly finish you with some kind of burst combo is a fatigue deck which is flat out wrong. This is partially because not every deck is even capable of such combos. Control doesn't win versus Jade not because they can't fatigue them but because their removal can't keep up with the endless generation of threats. Heck Midjadeshaman is strong but as a control deck you do not neccessarily end up struggling versus them as much as druid because you know that their threat generation is for one, finite and for another their drawing power sucks.
The problem in itself isn't purely based on the Jade Idol, the blame lays partly there the other part rests on the auctioneer which lets druid cycle through their whole deck with hardly any effort at all thus keep up with their threat generation.
Control isn't simply "remove all your threats until you run out and then win by default." It's "remove your threats efficiently and turn card advantage into board advantage and then take over the aggression." Why was old Control Priest made better by Elise? Because it previously had no late game finish and was simply the first scenario I described. It OFTEN relied on simply running an opponent out of threats, and just dealing a tiny amount of damage at time.
I've lost to Renolock, Reno Mage, mid/control Shaman, as a Jade Druid player. They were able to remove my threats and then turn that into board advantage, which I could go face with my 8/8s or just die the next turn. Jade Idol didn't ruin control, so stop saying it did.
If Jade Idol had "ruined" control, it would be just as prevailing in the meta as Pirate Warrior or just about any Shaman deck, due to the effectiveness of a deck with a "ruined" mechanic in tournament play. As it is, Jade Druid has a place in a tournament toolbox, but it isn't as pervasive on the ladder as other decks. And as Schrute pointed out, a whole bunch of other control decks can deal with it effectively.
It seems to me (and I could be wrong) that a given control deck's effectiveness is multiplied by the player. An experienced player that can better manage their hand and the board state is going to have more relative success than one who has not had more development in those areas. This is not to say that cards like Jade Idol are not a factor, or that "you're doing it wrong, git gud," but to try and push all of the problems of an area of the meta onto one card feels reductive, at least from my perspective.
I think if Team 5 see Jade Idol and its ilk as a problem in the meta, they'll put something in Un'goro to try and counter it, even if it's some sort of lazy, badly designed gesture (looking at you, Golakka Crawler).
Sigh. Here we go again. Jade didn't ruin control, it merely forced other control decks to find ways to win that weren't fatigue. Because Reno is the only viable control oriented deck at the present (blame Kazakus and Patches, NOT Jade Idol), and because Renolock is the only Reno based control deck with end game burst/big finisher, it's easy to point the finger at Jade Idol for "ruining control."
Exceeeeept that's a half truth. Control decks are always more attrition based. Remove minions with most efficient removal tools until you arrive on a stable board position from where you can then win. That's what control does. Yes, some control decks have alternate winconditions that can ignore such a thing but that simply happens to be the Renolock with the Leeroy combo. But that's only because Warlock has the innate drawpower to run a combo like that reliably. Aside from also having the card to make it so over the top with Power Overwhelming. The other wincondition that warlock always ran, Jaraxxus? It's nothing else than what I've described. Clear the board until it's a stable game situation and then slap your big threat on the board, in this case one that keeps generating value, similar to Jade druid. With the difference Jaraxxus first of all can only played by himself not with anything else the turn he activates. And the stuff he spawns has a fixed value while only spawning once a turn. Plus Jaraxxus puts himself at risk by capping HP at 15.
Just in comparison that is a far more fair lategame option compared to Jade which in essence does the same aka put a timer on the game because there are not enough removal options available to deal with it.
Renodecks /can/ win through fatigue but that's not neccessarily what they aim to do just because they can. Attrition is not the same as fatigue.
Basically you are creating a false equivalence where every control deck that doesn't aim to instantly finish you with some kind of burst combo is a fatigue deck which is flat out wrong. This is partially because not every deck is even capable of such combos. Control doesn't win versus Jade not because they can't fatigue them but because their removal can't keep up with the endless generation of threats. Heck Midjadeshaman is strong but as a control deck you do not neccessarily end up struggling versus them as much as druid because you know that their threat generation is for one, finite and for another their drawing power sucks.
The problem in itself isn't purely based on the Jade Idol, the blame lays partly there the other part rests on the auctioneer which lets druid cycle through their whole deck with hardly any effort at all thus keep up with their threat generation.
Control isn't simply "remove all your threats until you run out and then win by default." It's "remove your threats efficiently and turn card advantage into board advantage and then take over the aggression." Why was old Control Priest made better by Elise? Because it previously had no late game finish and was simply the first scenario I described. It OFTEN relied on simply running an opponent out of threats, and just dealing a tiny amount of damage at time.
I've lost to Renolock, Reno Mage, mid/control Shaman, as a Jade Druid player. They were able to remove my threats and then turn that into board advantage, which I could go face with my 8/8s or just die the next turn. Jade Idol didn't ruin control, so stop saying it did.
Just because you don't always win as Jade Druid vs. Renodecks doesn't mean there isn't an inherent design flaw based around the ability to infinitely generating massively growing, cheap threats. I'm even willing to point out that there is a perfectly fair version of the same kind of inevitability. Jaraxxus and the other Jade deck, Jade Shaman. Because both lack a certain kind of ability that Jade Druid, specifically the idol has. Shaman aren't infinite in threat and Jaraxxus isn't infinitely growing. The moment you attach both infinites to it you run into a severe problem, especially if you aren't confined to playing only one a turn.
No, Jade Idol isn't the only culprit here. Auctioneer makes it possible to efficiently and at barely any cost to a druid to cycle through their deck to push out boardstates you can't go up against unless you have some high end burst or strong mass boardwipes (Twisting Nether) both are tools which Warlock has access to, which makes it seem like they are the only deck willing to not play "attrition" based when it's partially because they are the only control deck capable of it.
Yes, I've oversimplified what control does but I will not stop saying that Jade Druid in its current form, is what ruins other control decks. If you see fatigue-attrition styles as one end of the extreme which you condemn then Jade Druid represents the opposite end of it and is just as critique worthy.
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Why is this an argument? Aren't Jade decks like control decks?
Guys, Jade Idol didn't only ruin Fatigue archetypes, it also ruined slow decks as a whole. Honestly, what control option other than combolock do you have ? none other than bad druid luck really (malygod shenanigans actually work but they are barely viable in the game).
Please, don't compare this to CW vs Freeze. Freeze is one deck, control is a part of the community.
And don't tell me it's only one class so it's fine. By pushing many players to avoid such an unfair game, the aggro ratio went up around 15%*, making the game far less attractive for control players (and for everyone I guess..).
So yes we are very right to continue alerting about jade idols, because we were still able to a have a bit of fun in the game (obviously not in aggro or idol match-ups).
* Measured an increase from ~60% to ~75% aggro decks in the meta (EU, from Dec to Feb, from rank 5 to 2).
Aggressive or Control? Don't we get other options like Midrange, Combo or Mill? :D
I would like to see a mixed meta (the one we have right now is almost there it just needs slightly less SMOrc Warrior and slightly more Combo Decks)
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The broken thing about jade idol is that the 3 shuffeled cards are the same as their source. It could easily be fixed by making a jade idol token card that doesn't have the option to get more copies.
i loved the 50 shades of warrior meta, warrior had viable decks in al shapes from aggro and mid range (Pirate as aggro, Dragons as eithe rof the two, Patron as mid-range) and control (basically Yogg warrior, c'thun warrior and n'zoth warrior were viable control decks with different win conditions), meaning that even if most of the games were against warriors there'd be a lot of diversity because of the sheer amount of widely different viable warrior decks, nowadays you see a warrior and you pretty much know it's smash face pirates :(, way to devolve a class Blizz!,
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