Because the Naga's discount like it works now is it not a bug?
Brode said they are aware that Naga Sea Witch decks are seeing higher activity, and it is not a bug.
Sneaky change though. I never saw any mention of it anywhere, why change a random obscure card like this? I'm sure before the change most people didn't know this card even existed, haha. Not that I'm complaining.
it's a meme, it's veeeery rewardng when you pull it off but without tutors or card draw you can easily have your naga seawitch in the bottom of yolour deck while dead drawing into giants
it's a meme, it's veeeery rewardng when you pull it off but without tutors or card draw you can easily have your naga seawitch in the bottom of yolour deck while dead drawing into giants
Shouldn't be a problem for warlocks (hero power), hunters (tracking) and druid (ramp / nourish + UI).
it's a meme, it's veeeery rewardng when you pull it off but without tutors or card draw you can easily have your naga seawitch in the bottom of yolour deck while dead drawing into giants
Shouldn't be a problem for warlocks (hero power), hunters (tracking) and druid (ramp / nourish + UI).
you could as easily dead draw the giants long before you play UI allowing opponents to play more aggresively
you could as Easily toss away 1-4 giants when using tracking for the Seawitch,
and you could as easily jsut die as warlock while spending massive amounts of life tapping to a seawitch and as with Druid this allows your opponent to be more agressive plus you'd also be dead drawing giants.
it's a meme, it's veeeery rewardng when you pull it off but without tutors or card draw you can easily have your naga seawitch in the bottom of yolour deck while dead drawing into giants
Shouldn't be a problem for warlocks (hero power), hunters (tracking) and druid (ramp / nourish + UI).
you could as easily dead draw the giants long before you play UI allowing opponents to play more aggresively
you could as Easily toss away 1-4 giants when using tracking for the Seawitch,
and you could as easily jsut die as warlock while spending massive amounts of life tapping to a seawitch and as with Druid this allows your opponent to be more agressive plus you'd also be dead drawing giants.
We assume we cycle through 20 cards (which is fairly easy). We assume we need 1 or greater success with naga, from 20 cards: 89% of drawing. That's pretty decent.
But of course we know this, because if your logic was true then decks like freeze mage (or combo decks in general) could never work, but they often do.
Discards from tracking is irrelevant, the hunter version isn't planning on going through the entire deck and rarely needs to. Discards only matter in games that go to fatigue, until then you are discarding unknowns.
it's a meme, it's veeeery rewardng when you pull it off but without tutors or card draw you can easily have your naga seawitch in the bottom of yolour deck while dead drawing into giants
Shouldn't be a problem for warlocks (hero power), hunters (tracking) and druid (ramp / nourish + UI).
you could as easily dead draw the giants long before you play UI allowing opponents to play more aggresively
you could as Easily toss away 1-4 giants when using tracking for the Seawitch,
and you could as easily jsut die as warlock while spending massive amounts of life tapping to a seawitch and as with Druid this allows your opponent to be more agressive plus you'd also be dead drawing giants.
We assume we cycle through 20 cards (which is fairly easy). We assume we need 1 or greater success with naga, from 20 cards: 89% of drawing. That's pretty decent.
But of course we know this, because if your logic was true then decks like freeze mage (or combo decks in general) could never work, but they often do.
Discards from tracking is irrelevant, the hunter version isn't planning on going through the entire deck and rarely needs to. Discards only matter in games that go to fatigue, until then you are discarding unknowns.
yes but games only go to fatigue if you are not killed first, it''s a very slow plan with individual pieces that for the msot part can't be summoned or don't work by their own, the reason Freeze mage and the combo decks that have made it into competitive play work is because their pieces work by themselves and are good enough by themselves in case of emergencies, but most giants aren't since most giants require their own sinergy to work, snergies which are completely unexistant in these type of Naga decks because;
Without naga:
you simply don't run enough minion generation to Play Sea Giant
Your opponent will never have enough cards on their hand to let you play Clockwork Giant
You'll be basically dead when you are able to play Molten Giant
there's simply not enough deckspace for enough spells in this kind of deck to play Arcane Giant,
it's a meme, it's veeeery rewardng when you pull it off but without tutors or card draw you can easily have your naga seawitch in the bottom of yolour deck while dead drawing into giants
Shouldn't be a problem for warlocks (hero power), hunters (tracking) and druid (ramp / nourish + UI).
you could as easily dead draw the giants long before you play UI allowing opponents to play more aggresively
you could as Easily toss away 1-4 giants when using tracking for the Seawitch,
and you could as easily jsut die as warlock while spending massive amounts of life tapping to a seawitch and as with Druid this allows your opponent to be more agressive plus you'd also be dead drawing giants.
We assume we cycle through 20 cards (which is fairly easy). We assume we need 1 or greater success with naga, from 20 cards: 89% of drawing. That's pretty decent.
But of course we know this, because if your logic was true then decks like freeze mage (or combo decks in general) could never work, but they often do.
Discards from tracking is irrelevant, the hunter version isn't planning on going through the entire deck and rarely needs to. Discards only matter in games that go to fatigue, until then you are discarding unknowns.
yes but games only go to fatigue if you are not killed first, it''s a very slow plan with individual pieces that for the msot part can't be summoned or don't work by their own, the reason Freeze mage and the combo decks that have made it into competitive play work is because their pieces work by themselves and are good enough by themselves in case of emergencies, but most giants aren't since most giants require their own sinergy to work, snergies which are completely unexistant in these type of Naga decks because;
Without naga:
you simply don't run enough minion generation to Play Sea Giant
Your opponent will never have enough cards on their hand to let you play Clockwork Giant
You'll be basically dead when you are able to play Molten Giant
there's simply not enough deckspace for enough spells in this kind of deck to play Arcane Giant,
You'd need to run too many gimicky overload cards to play Snowfury Giant
you can't play Mountain Giant unless you are a warlock lifetapping and basically passing your first 4 turns.
Druids with giants have been sitting comfortable on #1 Legend in wild pretty damn well, I think you're underestimating the power of cycle.
But even if we disregarded that (which we shouldn't), hypothetical cheese mechanics that only work half the time and mostly win the game when they do is piss poor design.
The pros are calling for naga to be reverted back. Wild is broken now and as bad as tavern brawl. Ben Brode himself is "watching" naga and hopefully will revert this buff no one asked for.
I have been playing the Naga Sea Witch, Bright-Eyed Scout & giant package all week with every class other than Druid. The best performing classes were Hunter, Rogue & Priest.
A couple things to note:
It's not played very much. Most likely due to the deck being half epic cards.
The meta has two highly represented counters to giant turns with Paladin & Priest.
Control Warlock is a huge loser in this as they never have an answer to a giant turn before turn-8.
A few decks can kill you before turn-5.
Overall I do fell the current Naga interaction is bad for the game moving forward. Here are some highlights from the week.
I myself playtesting Demon Giants Handlock that Clickpwn made and it is absolutely nuts. Warlock can use molten and mountain better than any class since you hurt yourself while tapping and you can play mountain even without Naga.
Also the best answer to giants is shadowflame one of your giants and then it is pretty much gg. I didn't lose any game from rank 10 to 6 and from 6 to 5 with 2 loses.
The demon package and Warlock DK are another win condition. You have better clears than other classes with hellfire, shadowflame and with good setup, defile. Voidcallers are super good with bringing on demons and if you bring malganis it is gg for aggro decks.
I have been playing the Naga Sea Witch, Bright-Eyed Scout & giant package all week with every class other than Druid. The best performing classes were Hunter, Rogue & Priest.
i just can't believe this, this combo is absolute BS, i'm speechless.... so now a turn 5 29/29 on board is fair? yeah sure, you won't pull it off every turn but it's really unfair when you do.
2 classes can counter it yeah, good to know for the rest.
i just can't believe this, this combo is absolute BS, i'm speechless.... so now a turn 5 29/29 on board is fair? yeah sure, you won't pull it off every turn but it's really unfair when you do.
2 classes can counter it yeah, good to know for the rest.
Time to play gwent i guess
This doesn't happen, like ever, I put in 70 games today with a 44% win rate and never landed more than 2 giants on Turn 5.
I will just add this, as I was pretty negative earlier in the thread - I like that Blizzard revisited an old card and actually buffed something, a card that never really saw any play at all. This is good, but they kinda dove right in deep here and created a single card that created new but similar highly powerful decks across different classes. Maybe start smaller?
i just can't believe this, this combo is absolute BS, i'm speechless.... so now a turn 5 29/29 on board is fair? yeah sure, you won't pull it off every turn but it's really unfair when you do.
2 classes can counter it yeah, good to know for the rest.
Time to play gwent i guess
I don't even which two classes you mean. Warlock (PO and Shadowflame, Bloodbloom and Nether, Mountainflame, IGB PO Defile etc.), Priest (Lightbomb), Paladin (Equality and Consecration, Pyro or trade tokens), Mage (I knew it!), Warrior (Brawl), Rogue (mill and burn the cards with Vanish or kill the Naga before Prep Vanish), Shaman (with 10 overload).
i just can't believe this, this combo is absolute BS, i'm speechless.... so now a turn 5 29/29 on board is fair? yeah sure, you won't pull it off every turn but it's really unfair when you do.
2 classes can counter it yeah, good to know for the rest.
Blizzard should make a special stream lessons or youtube videos in which they explain the the only way hs should be played is with supa dupa 1000 IQ control/combo homebrewed decks and 30 minutes long match is a minimum time period that proves you're not braindead blah blah something etc.
i just can't believe this, this combo is absolute BS, i'm speechless.... so now a turn 5 29/29 on board is fair? yeah sure, you won't pull it off every turn but it's really unfair when you do.
2 classes can counter it yeah, good to know for the rest.
I don't understand why they even did this to Naga Sea Witch. When they nerfed quest rogue, they said they did it because they didn't like the idea of everyone abusing a decklist for power level and they wanted to see a diverse range of decks. Basically that quest rogue was forcing out control decks and forcing everyone to play aggro decks because they were better against quest rogue. Now they change a card like sea witch. And even when they know everyone is exploiting how it works with giant cards, they to bury their shit when people ask "what the hell were you thinking?". Now wild is basically a sea of giant decks (no pun intended) from a variety of classes, or decks that are perfect counters to it. That is not what exploring decklist building is about. Giant mechanics have always been about meeting a certain requirement to play out (mountain giant if you have enough cards in your hand, for example. The ability to play 6 giants from your hand on turn 5 just because you have one of two naga sea witches in your hand is hardly a requirement, it's an exploit. I have both played this deck and played against it, and it just feels cheesy (to quote other replies) I'm not saying that HS should be perfectly balanced, but this is obviously bad for the game and creates a Red vs. Blue aspect. They're basically discouraging creativity in deckbuilding with this type of change.
From my experience, Hunter works really well since it has enough "tutor" cards to make it happen. While (IMO, of course), this is not good for the game, it actually gives Hunter another way to play and that's a good thing.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
it's a meme, it's veeeery rewardng when you pull it off but without tutors or card draw you can easily have your naga seawitch in the bottom of yolour deck while dead drawing into giants
The pros are calling for naga to be reverted back. Wild is broken now and as bad as tavern brawl. Ben Brode himself is "watching" naga and hopefully will revert this buff no one asked for.
I have been playing the Naga Sea Witch, Bright-Eyed Scout & giant package all week with every class other than Druid. The best performing classes were Hunter, Rogue & Priest.
A couple things to note:
Overall I do fell the current Naga interaction is bad for the game moving forward. Here are some highlights from the week.
►Youtube - New Video MON-FRI ►Twitch ►Twitter ►Hearthpwn ►Patreon
I myself playtesting Demon Giants Handlock that Clickpwn made and it is absolutely nuts. Warlock can use molten and mountain better than any class since you hurt yourself while tapping and you can play mountain even without Naga.
Also the best answer to giants is shadowflame one of your giants and then it is pretty much gg. I didn't lose any game from rank 10 to 6 and from 6 to 5 with 2 loses.
The demon package and Warlock DK are another win condition. You have better clears than other classes with hellfire, shadowflame and with good setup, defile. Voidcallers are super good with bringing on demons and if you bring malganis it is gg for aggro decks.
Playing warrior is all about Armor Up! or Tank Up! then Do Nothing.
i just can't believe this, this combo is absolute BS, i'm speechless.... so now a turn 5 29/29 on board is fair? yeah sure, you won't pull it off every turn but it's really unfair when you do.
2 classes can counter it yeah, good to know for the rest.
Time to play gwent i guess
I will just add this, as I was pretty negative earlier in the thread - I like that Blizzard revisited an old card and actually buffed something, a card that never really saw any play at all. This is good, but they kinda dove right in deep here and created a single card that created new but similar highly powerful decks across different classes. Maybe start smaller?
I guess it's op and broken but a lot of things in wild are op and broken, so it's fine.
I don't understand why they even did this to Naga Sea Witch. When they nerfed quest rogue, they said they did it because they didn't like the idea of everyone abusing a decklist for power level and they wanted to see a diverse range of decks. Basically that quest rogue was forcing out control decks and forcing everyone to play aggro decks because they were better against quest rogue. Now they change a card like sea witch. And even when they know everyone is exploiting how it works with giant cards, they to bury their shit when people ask "what the hell were you thinking?". Now wild is basically a sea of giant decks (no pun intended) from a variety of classes, or decks that are perfect counters to it. That is not what exploring decklist building is about. Giant mechanics have always been about meeting a certain requirement to play out (mountain giant if you have enough cards in your hand, for example. The ability to play 6 giants from your hand on turn 5 just because you have one of two naga sea witches in your hand is hardly a requirement, it's an exploit. I have both played this deck and played against it, and it just feels cheesy (to quote other replies) I'm not saying that HS should be perfectly balanced, but this is obviously bad for the game and creates a Red vs. Blue aspect. They're basically discouraging creativity in deckbuilding with this type of change.
From my experience, Hunter works really well since it has enough "tutor" cards to make it happen. While (IMO, of course), this is not good for the game, it actually gives Hunter another way to play and that's a good thing.