First I want to say that this isn't a salty thread and I'm not complaining about the decks I'll mention or the combo/otk archetype but questioning Blizzard decisions.
Remember traditional Freeze mage with Ice Lance it used to deal 30~36 damage a turn with Emperor Thaurissan discount on 4 ot of 6~7 combo pieces ?
Even though Emperor did rotate out they also rotated Ice Lance out because mage can deal 22 damage in 1 turn (5 cards combo)
Remember Leeroy + PO ? Remember Worgen Warrior ? They were all deemed noninteractive by Blizzard and were nerfed out of existence or rotated out of standard.
But now Priest can deal 28~32 damage in one turn with only 4 cards AND IT ISN'T EVEN THE MAIN WIN CONDITION OF THE DECK unlike the decks i mentioned before !
Also Exodia mage ? like god forbid mage can deal 22 damage in one turn let's print a card allows for infinite Fireballs !
Personally i dislike combo decks because you either have to tech against them or play aggro - neither of those suit me - i like control and not being able to survive against 30+ damage in one turn is unacceptable. I hate exodia mage and any decks that can do that. Force of natur + savage roar or PO+leeroy+faceless was never the problem because you could heal out of range.
Personally i dislike combo decks because you either have to tech against them or play aggro - neither of those suit me - i like control and not being able to survive against 30+ damage in one turn is unacceptable. I hate exodia mage and any decks that can do that. Force of natur + savage roar or PO+leeroy+faceless was never the problem because you could heal out of range.
Control Warrior can survive way more than 30 damage in a turn. The option is there for those who wish to take it.
Otherwise, see the combo building up in advance and adapt to it to win. Exodia mage is a good example of this. It's really easy to just hammer her into the floor before she can get all the pieces together, even with the extra lives. Once in a while it's not going to work, but the majority of the time it will be a win for you.
This is why I don't play Quest Mage much unless I need the quest points. Way to easily beaten most of the time! :-(
Personally i dislike combo decks because you either have to tech against them or play aggro - neither of those suit me - i like control and not being able to survive against 30+ damage in one turn is unacceptable. I hate exodia mage and any decks that can do that. Force of natur + savage roar or PO+leeroy+faceless was never the problem because you could heal out of range.
Control Warrior can survive way more than 30 damage in a turn. The option is there for those who wish to take it.
Otherwise, see the combo building up in advance and adapt to it to win. Exodia mage is a good example of this. It's really easy to just hammer her into the floor before she can get all the pieces together, even with the extra lives. Once in a while it's not going to work, but the majority of the time it will be a win for you.
This is why I don't play Quest Mage much unless I need the quest points. Way to easily beaten most of the time! :-(
You're not incorrect in what you said... but you missed the entire point of the person you are responding to.
1. Yes, control warrior can survive more than 30 damage in a turn. They cannot survive infinite fireballs, which was the point.
2. Yes, Exodia mage can be hammered down quickly - by AGGRO - which is what the person said they disliked playing.
Personally i dislike combo decks because you either have to tech against them or play aggro - neither of those suit me - i like control and not being able to survive against 30+ damage in one turn is unacceptable. I hate exodia mage and any decks that can do that. Force of natur + savage roar or PO+leeroy+faceless was never the problem because you could heal out of range.
Control Warrior can survive way more than 30 damage in a turn. The option is there for those who wish to take it.
Otherwise, see the combo building up in advance and adapt to it to win. Exodia mage is a good example of this. It's really easy to just hammer her into the floor before she can get all the pieces together, even with the extra lives. Once in a while it's not going to work, but the majority of the time it will be a win for you.
This is why I don't play Quest Mage much unless I need the quest points. Way to easily beaten most of the time! :-(
You're not incorrect in what you said... but you missed the entire point of the person you are responding to.
1. Yes, control warrior can survive more than 30 damage in a turn. They cannot survive infinite fireballs, which was the point.
2. Yes, Exodia mage can be hammered down quickly - by AGGRO - which is what the person said they disliked playing.
True enough - I was responding to the concept of surviving 30+ damage in a turn as opposed to "infinite" damage, which I guess is a different concept altogether. :-) (Mainly since I am aware of a number of decks who can output silly damage given the chance) - though I wouldn't suggest Turtle Warrior for that match up, sure - unless you run a good anti-secret tech. :-P
On the note of Aggro tho, you don't HAVE to play aggro to beat Ex-Mage. You do, of course have to actualyl whittle away at her though. You can't sit back and do nothing and hope you end game is better than hers. Most of my wins against Ex-Mage are from decks like Dragon Priest, Rogue Prince, etc. Mid-range and Slow-burn decks. I generally dislike playing aggro as I find it a little boring tbh.
As for Exodia, I guess I am one of the (lucky?) few that don't seem to have that much problem with her generally. Of course, I get the odd time where they pull half a dozen ice blocks out of their Mage butt somehow, and yes it is agonisingly annoying, but it doesnt seem to happen too often for me. Just goes to show how strong a "free turn" is. :-)
Personally i dislike combo decks because you either have to tech against them or play aggro - neither of those suit me - i like control and not being able to survive against 30+ damage in one turn is unacceptable. I hate exodia mage and any decks that can do that. Force of natur + savage roar or PO+leeroy+faceless was never the problem because you could heal out of range.
Control Warrior can survive way more than 30 damage in a turn. The option is there for those who wish to take it.
Otherwise, see the combo building up in advance and adapt to it to win. Exodia mage is a good example of this. It's really easy to just hammer her into the floor before she can get all the pieces together, even with the extra lives. Once in a while it's not going to work, but the majority of the time it will be a win for you.
This is why I don't play Quest Mage much unless I need the quest points. Way to easily beaten most of the time! :-(
You're not incorrect in what you said... but you missed the entire point of the person you are responding to.
1. Yes, control warrior can survive more than 30 damage in a turn. They cannot survive infinite fireballs, which was the point.
2. Yes, Exodia mage can be hammered down quickly - by AGGRO - which is what the person said they disliked playing.
True enough - I was responding to the concept of surviving 30+ damage in a turn as opposed to "infinite" damage, which I guess is a different concept altogether. :-) (Mainly since I am aware of a number of decks who can output silly damage given the chance) - though I wouldn't suggest Turtle Warrior for that match up, sure - unless you run a good anti-secret tech. :-P
On the note of Aggro tho, you don't HAVE to play aggro to beat Ex-Mage. You do, of course have to actualyl whittle away at her though. You can't sit back and do nothing and hope you end game is better than hers. Most of my wins against Ex-Mage are from decks like Dragon Priest, Rogue Prince, etc. Mid-range and Slow-burn decks. I generally dislike playing aggro as I find it a little boring tbh.
As for Exodia, I guess I am one of the (lucky?) few that don't seem to have that much problem with her generally. Of course, I get the odd time where they pull half a dozen ice blocks out of their Mage butt somehow, and yes it is agonisingly annoying, but it doesnt seem to happen too often for me. Just goes to show how strong a "free turn" is. :-)
Turtle warrior can actually win against infinite fireballs - Saw a Trolden video once where the player gained an insane amount of armor (I believe it was by using "Dead mans hand" with "Bring it on!") and could have won if the other player didn't get the last firebal off before the roped ran out.
Turtle warrior can actually win against infinite fireballs - Saw a Trolden video once where the player gained an insane amount of armor (I believe it was by using "Dead mans hand" with "Bring it on!") and could have won if the other player didn't get the last firebal off before the roped ran out.
Ahh! The old "Infinite vs infinite" matchup! I reckon that would have been a fun one to watch! :-)
Ice lance wasn't rotated out because of combo decks, it was because theyw anted to give mage more spell generating effects like cabalsit's tome or Glyph, in other words they didn't want to give Freeze mage levels of burst to every mage deck out there, and it works, if you want burst you play Freeze or Exodia, but Secret Mage, Tempo mage and un'goro's burn mage won't have access to those levels of burst.
The nerfs Blizzard did were to the classic set. They're fine with OTK and combo decks in general, but the main combo cards can't be in the classic set. If there's a viable OTK deck in classic (or at least the main combo cards), every expansion, that deck will always be viable since there will always be enough cards to stall to the late game (or else Blizzard has a bigger problem on their hand). And Blizzard then has an added issue of making sure that any new cards in an expansion don't make the OTK deck even stronger.
Or, to look at it a different way, all the viable decks at the moment will die when certain key cards rotate out. However, the OTK decks that the OP mentioned all would have stuck around forever had Blizzard not nerfed/sent cards to the hall of fame.
Because their fan base, rank 20 nabs, were so mad they could not win against combo decks, i mean they are noobs and they do not know how to play this game.
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First I want to say that this isn't a salty thread and I'm not complaining about the decks I'll mention or the combo/otk archetype but questioning Blizzard decisions.
Remember traditional Freeze mage with Ice Lance it used to deal 30~36 damage a turn with Emperor Thaurissan discount on 4 ot of 6~7 combo pieces ?
Even though Emperor did rotate out they also rotated Ice Lance out because mage can deal 22 damage in 1 turn (5 cards combo)
Remember Leeroy + PO ? Remember Worgen Warrior ? They were all deemed noninteractive by Blizzard and were nerfed out of existence or rotated out of standard.
But now Priest can deal 28~32 damage in one turn with only 4 cards AND IT ISN'T EVEN THE MAIN WIN CONDITION OF THE DECK unlike the decks i mentioned before !
Also Exodia mage ? like god forbid mage can deal 22 damage in one turn let's print a card allows for infinite Fireballs !
Why are Blizzard decisions so inconsistent ?
I agree
It's about keeping things fresh, not about being anti-combo.
I completely agree with you.
Rumors are carried by haters, spread by fools, and accepted by idiots.
Because #Blizzard.
Welcome to Hearthstone. We hope you enjoy your WTFWHATWASTHAT?OMFGHAXWHODESIGNEDTHISFUUUUU-----------!!!
Personally i dislike combo decks because you either have to tech against them or play aggro - neither of those suit me - i like control and not being able to survive against 30+ damage in one turn is unacceptable. I hate exodia mage and any decks that can do that. Force of natur + savage roar or PO+leeroy+faceless was never the problem because you could heal out of range.
The option is there for those who wish to take it.
Exodia mage is a good example of this. It's really easy to just hammer her into the floor before she can get all the pieces together, even with the extra lives. Once in a while it's not going to work, but the majority of the time it will be a win for you.
Cos they have a fetish with mage. Mage always get the better cards.
Agreed. Blizz cut out those combos that deal a lot of damage, only for combos that straight up win the game, regardless of life total.
Blizzard logic.
Nature is the Day.
Man is the Sun.
Woman is the Moon.
The Stone is the Sky.
The Art is the Way.
(Mainly since I am aware of a number of decks who can output silly damage given the chance) - though I wouldn't suggest Turtle Warrior for that match up, sure - unless you run a good anti-secret tech. :-P
Just goes to show how strong a "free turn" is. :-)
Skulking Geist eliminate most of combos but exodia mage
I don't like Hall of fame and I hope they don't push out more cards
Ice lance wasn't rotated out because of combo decks, it was because theyw anted to give mage more spell generating effects like cabalsit's tome or Glyph, in other words they didn't want to give Freeze mage levels of burst to every mage deck out there, and it works, if you want burst you play Freeze or Exodia, but Secret Mage, Tempo mage and un'goro's burn mage won't have access to those levels of burst.
The nerfs Blizzard did were to the classic set. They're fine with OTK and combo decks in general, but the main combo cards can't be in the classic set. If there's a viable OTK deck in classic (or at least the main combo cards), every expansion, that deck will always be viable since there will always be enough cards to stall to the late game (or else Blizzard has a bigger problem on their hand). And Blizzard then has an added issue of making sure that any new cards in an expansion don't make the OTK deck even stronger.
Or, to look at it a different way, all the viable decks at the moment will die when certain key cards rotate out. However, the OTK decks that the OP mentioned all would have stuck around forever had Blizzard not nerfed/sent cards to the hall of fame.
Because their fan base, rank 20 nabs, were so mad they could not win against combo decks, i mean they are noobs and they do not know how to play this game.