Today a number of decks already approach fatigue states pretty easily. The ones that jump to mind are Miracle Rogue and Jade Druid, both of which leverage Gadgetzan Auctioneer to move quickly through their entire deck - and while Jade Druid doesn't fatigue, a well played Skulking Geist could turn a fast burn through a deck into a fatigue state pretty easily.
Finally, the Death Knight spell cards Doom Pact and Army of the Dead burn cards off the top of your deck, which can further push you into fatigue.
Of course, in addition to these cards, we're seeing a lot of powerful game ending cards. So perhaps this will simply mean much faster games. What do you think? Is fatigue going to be more relevant after KFT?
Exodia mage will take over the meta if it ever gets THAT slow. I'm not a fan of the exodia mage deck, I think it's boring and unimaginative. However, I hated the fatigue meta even more which was even more boring and unimaginative.
I think there's a card link issue for Army of the Dead. The card I'm referencing is a 6 mana spell that removes the top 5 cards from your deck and summons any minions from those 5. It was played in the recent reveal stream and pushed Puffin into fatigue.
I think there's a card link issue for Army of the Dead. The card I'm referencing is a 6 mana spell that removes the top 5 cards from your deck and summons any minions from those 5. It was played in the recent reveal stream and pushed Puffin into fatigue.
Ah yes you're correct. The right one is on the KFT guide.
As for exodia mage being easily countered by dirty rat that's a bit of a stretch. There's 5 cards necessary for the combo and only 3 of which are minions so you have a 1/10 chance of dropping your rat at the right time to pull 1 part of the combo. Not ideal. A better counter and more reliable one would be to use Doomed Apprentice or Nerubian Unraveler to force your opponent to waste time removing that monster. The combo can't be run until T10 so just drop one of those T10 and your oppoent has to make a choice. much better than hoping you just happen to pull 1 of 3 cards that may or may not be in their hand that would kill the combo. Still not a perfect counter though.
Uhhh nope. Right now in hearthstone midrange and combo decks have access to some of the most powerful anti control tools we've ever seen. Yes obvious jade Druid and quest Mage exist as the 2 control killers but they have obvious counters. But people forget that midrange paladin, miracle rogue, and even taunt warrior all exist as decks that are capable of putting out a ton of damage and or minion pressure that a greedy fatigue warrior deck would not be able to deal with. There's not just the threat of jades but really the whole meta right now is extremely anti slow decks and that's not gonna change with the expansion imo.
There's an odd number of cards in the set that really only help in fatigue, so it's something I've wondered if Blizzard knows more than we do. I doubt it would get to the point where people are tech-ing for fatigue with Dead Man's Hand and Archbishop Benedictus, though. If it got /that/ slow, the aggro and midrange decks would start rising again, and OTK decks like Quest Mage would run rampant.
I'm more curious about Wild, where if you play a control deck it isn't /that/ uncommon to get to a point where fatigue is a factor in control v control matchups. Might not make it to fatigue, but you start eyeing the number of cards left in the deck. The DK's have enough healing to make the game go the distance, and wild has enough control cards (Sludge Belcher, Antique Healbot, Reno Jackson) to get it to the point where playing the DK's is probable. Demonlock and Priest Reno/Raza/DK look to be monsters in Wild.
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Today a number of decks already approach fatigue states pretty easily. The ones that jump to mind are Miracle Rogue and Jade Druid, both of which leverage Gadgetzan Auctioneer to move quickly through their entire deck - and while Jade Druid doesn't fatigue, a well played Skulking Geist could turn a fast burn through a deck into a fatigue state pretty easily.
Additionally, we're seeing more cards which lend themselves to significant draw power. For example, Warrior is getting a lot more whirlwind effects that can vastly increase the value of Acolyte of Pain and Battle Rage, while Priest is getting Spirit Lash, which can combo well with Northshire Cleric and Circle of Healing for massive draws. Both are also getting tools to resist fatigue in the form of Dead Man's Hand and Archbishop Benedictus. (Other examples include Druid's Ultimate Infestation, which draws a whopping 5 cards, and Rogue's Roll the Bones.
Finally, the Death Knight spell cards Doom Pact and Army of the Dead burn cards off the top of your deck, which can further push you into fatigue.
Of course, in addition to these cards, we're seeing a lot of powerful game ending cards. So perhaps this will simply mean much faster games. What do you think? Is fatigue going to be more relevant after KFT?
Exodia mage will take over the meta if it ever gets THAT slow. I'm not a fan of the exodia mage deck, I think it's boring and unimaginative. However, I hated the fatigue meta even more which was even more boring and unimaginative.
Side note,I don't think Army of the Dead burns cards
Exodia mage is too easily countered by Kezan in wild and Dirty Rat in standard.
I think there's a card link issue for Army of the Dead. The card I'm referencing is a 6 mana spell that removes the top 5 cards from your deck and summons any minions from those 5. It was played in the recent reveal stream and pushed Puffin into fatigue.
As for exodia mage being easily countered by dirty rat that's a bit of a stretch. There's 5 cards necessary for the combo and only 3 of which are minions so you have a 1/10 chance of dropping your rat at the right time to pull 1 part of the combo. Not ideal. A better counter and more reliable one would be to use Doomed Apprentice or Nerubian Unraveler to force your opponent to waste time removing that monster. The combo can't be run until T10 so just drop one of those T10 and your oppoent has to make a choice. much better than hoping you just happen to pull 1 of 3 cards that may or may not be in their hand that would kill the combo. Still not a perfect counter though.
Uhhh nope. Right now in hearthstone midrange and combo decks have access to some of the most powerful anti control tools we've ever seen. Yes obvious jade Druid and quest Mage exist as the 2 control killers but they have obvious counters. But people forget that midrange paladin, miracle rogue, and even taunt warrior all exist as decks that are capable of putting out a ton of damage and or minion pressure that a greedy fatigue warrior deck would not be able to deal with. There's not just the threat of jades but really the whole meta right now is extremely anti slow decks and that's not gonna change with the expansion imo.
There's an odd number of cards in the set that really only help in fatigue, so it's something I've wondered if Blizzard knows more than we do. I doubt it would get to the point where people are tech-ing for fatigue with Dead Man's Hand and Archbishop Benedictus, though. If it got /that/ slow, the aggro and midrange decks would start rising again, and OTK decks like Quest Mage would run rampant.
I'm more curious about Wild, where if you play a control deck it isn't /that/ uncommon to get to a point where fatigue is a factor in control v control matchups. Might not make it to fatigue, but you start eyeing the number of cards left in the deck. The DK's have enough healing to make the game go the distance, and wild has enough control cards (Sludge Belcher, Antique Healbot, Reno Jackson) to get it to the point where playing the DK's is probable. Demonlock and Priest Reno/Raza/DK look to be monsters in Wild.