Indeed Velen is not a guaranteed win if you pull it out, but it's harder for them to 30+ you in one turn. You just have to make them spend resources so they don't have many cards for the combo.
Exactly, make the Prest waste card early, so when he cast the hero card, he will just be a minor annoyance.
well priest was unplayable for months is normally players want to play it
I don’t think Priest was ever unplayable. It just used to be hard and exhausting to pilot. I’ve guilded Anduin back in 2016 and it was painful sometimes: being on a constant verge of dying. Now priests sure have better time.
I think I’m just a hipster when it comes to HS decks, lol. When it’s unpopular, I enjoy it. When it becomes mainstream, my essence rejects it. I got some easy wins with pre-nerf grim patron warrior and quickly got bored with it. Same goes for jade druid, quest warrior, original miracle rogue, and ultimately, dk-razakus priest. Bullshit decks like secret paladin and quest rogue I’ve never even touched, lol.
If you think anduin is fair and fun you shouldn't be making card games. Even if it is balanced it is a stupid and unfun design. You have to sit there through relatively long turns for this game trying to win when there is about a 70% chance you are going to lose. It feels like a waste of time and that it may be easier to just concede and move onto the next game.
If you think anduin is fair and fun you shouldn't be making card games. Even if it is balanced it is a stupid and unfun design. You have to sit there through relatively long turns for this game trying to win when there is about a 70% chance you are going to lose. It feels like a waste of time and that it may be easier to just concede and move onto the next game.
It's necessary. Semi-broken win conditions are the only thing that can make controllish decks viable.
Classic control builds are cramped down to about max 2 cards for win conditions, maybe 3 if you are very greedy. Simply because aggro / tempo / curve cards have such obscene power, and because you have so many RNG cards that can highroll (which they have the time to do versus slow decks). It used to be that we could fit 5-6 big cards in control decks, and if you consider how laughable that is now - then you understand how incredibly strong curvestone has become. Control warrior is hovering at below 40% avg winrates, which is ridiculous for a class with the strongest removal in the game... but it's what you get from a meta with evolve / stonehill / firelands / glyph / exodia.
Look at the only other competitive control deck in the meta, big priest, it basically has to cheese out enormous threats early to contend.
Heck, raza-priest isn't even that solid (good, but not T1) in the meta according to VS stats, that's how much the game is geared towards curvestone.
If you think anduin is fair and fun you shouldn't be making card games. Even if it is balanced it is a stupid and unfun design. You have to sit there through relatively long turns for this game trying to win when there is about a 70% chance you are going to lose. It feels like a waste of time and that it may be easier to just concede and move onto the next game.
It's late game strength and insane burst potential is offset by a total abandonment of all early game board presence and reliance on highlander decklist, situational removal, and drawing two specific cards in time, with no real way to stall the game aside from drawing the right cards in time.
If you're referring to the deathknight specifically, it's a pretty good card design that just happens to be a little nuts strong because of Raza. On it's own, it's good but not insane, right alongside the power level of the other deathknights. I imagine they'll all be broken at some point.
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If you think anduin is fair and fun you shouldn't be making card games. Even if it is balanced it is a stupid and unfun design. You have to sit there through relatively long turns for this game trying to win when there is about a 70% chance you are going to lose. It feels like a waste of time and that it may be easier to just concede and move onto the next game.
It's necessary. Semi-broken win conditions are the only thing that can make controllish decks viable.
Classic control builds are cramped down to about max 2 cards for win conditions, maybe 3 if you are very greedy. Simply because aggro / tempo / curve cards have such obscene power, and because you have so many RNG cards that can highroll (which they have the time to do versus slow decks). It used to be that we could fit 5-6 big cards in control decks, and if you consider how laughable that is now - then you understand how incredibly strong curvestone has become. Control warrior is hovering at below 40% avg winrates, which is ridiculous for a class with the strongest removal in the game... but it's what you get from a meta with evolve / stonehill / firelands / glyph / exodia.
Look at the only other competitive control deck in the meta, big priest, it basically has to cheese out enormous threats early to contend.
Heck, raza-priest isn't even that solid (good, but not T1) in the meta according to VS stats, that's how much the game is geared towards curvestone.
First of all : Highlander priest is not a control deck ! It's a combo deck . Big difference .
Control decks usually try to win by having answered all of the opponents threats until they either concede or are out of steam , while combo decks cycle into their deck to find their win condition before the opponent can kill them .
Big priest is not a control deck either . Big Priest is high roll deck . Saying big priest is control is like saying astral druid is control . They are both something else . High roll decks are the most degenerate decks imo, as they plan to win is based solely on draw RNG , the same principle as flipping a coin . The only thing that prevents them from being nerfed is that their "coin is rigged against them" meaning they usually lose to draw RNG . But that makes the player they manage to eventually high roll feel so much worse , it's a shame .
Second of all: Most of the powerful combo decks have been nerfed in the past, because as Blizzard admits, watching hopelessly as your opponent burns you down from hand in one or few turns is completely un interactive and un fun .
This is what should happen in this case as well and the only reason it's not it's cause Blizzard didn't milk enough money from Raza and Anduin yet .
My personal opinion on Priest is that the combo is way too easy to achieve meaning it's OP . I think Anduin should read: "After you play a card refresh your hero power this game" . So if you want it to deal damage you should play Shadowform, a cool card that thanks to Anduin will never see play again .
If you think anduin is fair and fun you shouldn't be making card games. Even if it is balanced it is a stupid and unfun design. You have to sit there through relatively long turns for this game trying to win when there is about a 70% chance you are going to lose. It feels like a waste of time and that it may be easier to just concede and move onto the next game.
It's necessary. Semi-broken win conditions are the only thing that can make controllish decks viable.
Classic control builds are cramped down to about max 2 cards for win conditions, maybe 3 if you are very greedy. Simply because aggro / tempo / curve cards have such obscene power, and because you have so many RNG cards that can highroll (which they have the time to do versus slow decks). It used to be that we could fit 5-6 big cards in control decks, and if you consider how laughable that is now - then you understand how incredibly strong curvestone has become. Control warrior is hovering at below 40% avg winrates, which is ridiculous for a class with the strongest removal in the game... but it's what you get from a meta with evolve / stonehill / firelands / glyph / exodia.
Look at the only other competitive control deck in the meta, big priest, it basically has to cheese out enormous threats early to contend.
Heck, raza-priest isn't even that solid (good, but not T1) in the meta according to VS stats, that's how much the game is geared towards curvestone.
First of all : Highlander priest is not a control deck ! It's a combo deck . Big difference .
Control decks usually try to win by having answered all of the opponents threats until they either concede or are out of steam , while combo decks cycle into their deck to find their win condition before the opponent can kill them .
Big priest is not a control deck either . Big Priest is high roll deck . Saying big priest is control is like saying astral druid is control . They are both something else . High roll decks are the most degenerate decks imo, as they plan to win is based solely on draw RNG , the same principle as flipping a coin . The only thing that prevents them from being nerfed is that their "coin is rigged against them" meaning they usually lose to draw RNG . But that makes the player they manage to eventually high roll feel so much worse , it's a shame .
Second of all: Most of the powerful combo decks have been nerfed in the past, because as Blizzard admits, watching hopelessly as your opponent burns you down from hand in one or few turns is completely un interactive and un fun .
This is what should happen in this case as well and the only reason it's not it's cause Blizzard didn't milk enough money from Raza and Anduin yet .
My personal opinion on Priest is that the combo is way too easy to achieve meaning it's OP . I think Anduin should read: "After you play a card refresh your hero power this game" . So if you want it to deal damage you should play Shadowform, a cool card that thanks to Anduin will never see play again .
He said "controllish", which is correct.
Also, combo and control are not at all mutually exclusive concepts. In MTG you often talk of hybrid decks, "combo-control" etc.
All combo decks look to draw a few specific key cards which their deck is built around, in order to either deliver OTK (Freeze/Exodia Mage) or a high damage burst finisher (Miracle Rogue). Quest Rogue, yes it's built around one card - the Quest - but you always have that in the opener and it's not looking to deliver OTK or high damage burst. It's something entirely different.
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With this power next expansion Priest will have shit cards. And next year when raza , kazakus rotate away , Priest will comeback to trash tier again lolz
That's not what the deck's win condition is though. It's win condition is simply playing more 5/5s than the opponent can deal with. As I said, combo decks are centered around drawing a small number (2 to 5) *specific* cards in order to win. What *specific* cards does Quest Rogue rely on drawing as its win condition?
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Anyway: combo decks are not necessarily OTK decks, but deck where the combination of plays/card interactions yield such a big advantage that victory is nearly assured. The combo deck needs time to get the combo online, and can do this by keeping the opponent busy. How this is done depends primarily on the class. A combo hunter deck (should that exist) will most likely play aggro elements while a priest will play control elements simply because Priest lacks aggro cards.
In this sense, Quest Rogue is a combo deck with control elements (direct damage, and the trading of minions without the intent to go face).
People always need a deck to complain about. To be fair, it's not like highlander decks are that good design. The deck isn't OP, but it's really stupid. if you draw Raza on 5 and Anduin before 10 you'll pretty much always win. The deck is heavily draw dependent. Powerful 1-of cards just kind of suck to play and play against especially because its either you draw them on curve and do insane or don't and get fucked. Keleseth is the most gross example of this. You got keleseth on 2? Your winrate just went up some 30 percent (I don't know the actual number but it's pretty high). Getting lucky enough the have Keleseth on 2, or Raza of 5 has nothing to do with skill, which is why playing against those decks feels so bad. You lose if they do and are salty because you got unlucky, or you win because they don't and can't really take credit for the win because 'their draw was bad.'
No it's not. Raza is rotating soon and Blizzard doesn't give a flying fuck about wild so you know!
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Like...dog sh!t.
If you think anduin is fair and fun you shouldn't be making card games. Even if it is balanced it is a stupid and unfun design. You have to sit there through relatively long turns for this game trying to win when there is about a 70% chance you are going to lose. It feels like a waste of time and that it may be easier to just concede and move onto the next game.
Look at the only other competitive control deck in the meta, big priest, it basically has to cheese out enormous threats early to contend.
Heck, raza-priest isn't even that solid (good, but not T1) in the meta according to VS stats, that's how much the game is geared towards curvestone.
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Quest Rogue was not a combo deck.
All combo decks look to draw a few specific key cards which their deck is built around, in order to either deliver OTK (Freeze/Exodia Mage) or a high damage burst finisher (Miracle Rogue). Quest Rogue, yes it's built around one card - the Quest - but you always have that in the opener and it's not looking to deliver OTK or high damage burst. It's something entirely different.
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With this power next expansion Priest will have shit cards. And next year when raza , kazakus rotate away , Priest will comeback to trash tier again lolz
That's not what the deck's win condition is though. It's win condition is simply playing more 5/5s than the opponent can deal with. As I said, combo decks are centered around drawing a small number (2 to 5) *specific* cards in order to win. What *specific* cards does Quest Rogue rely on drawing as its win condition?
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I hope they get carried away and nerf both priests decks in unplayability. Good riddance.
I give up. Everything is a combo deck and Priest is OP.
Agree to disagree because this is getting off topic.
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Why are we still talking about this when the link at the start of the thread shows the deck now with under a 50% winrate?
There seem to be a lot of misunderstanding between deck archetypes (aggro, control, combo) and midrange/tempo.
A good explanation for the MtG community is given by the Tolarian Tutor on YouTube:
archtetypes: https://www.youtube.com/watch?v=-oHXgHZpbGU
tempo/midrange: https://www.youtube.com/watch?v=BD87RkKeutI
Anyway: combo decks are not necessarily OTK decks, but deck where the combination of plays/card interactions yield such a big advantage that victory is nearly assured. The combo deck needs time to get the combo online, and can do this by keeping the opponent busy. How this is done depends primarily on the class. A combo hunter deck (should that exist) will most likely play aggro elements while a priest will play control elements simply because Priest lacks aggro cards.
In this sense, Quest Rogue is a combo deck with control elements (direct damage, and the trading of minions without the intent to go face).
People always need a deck to complain about. To be fair, it's not like highlander decks are that good design. The deck isn't OP, but it's really stupid. if you draw Raza on 5 and Anduin before 10 you'll pretty much always win. The deck is heavily draw dependent. Powerful 1-of cards just kind of suck to play and play against especially because its either you draw them on curve and do insane or don't and get fucked. Keleseth is the most gross example of this. You got keleseth on 2? Your winrate just went up some 30 percent (I don't know the actual number but it's pretty high). Getting lucky enough the have Keleseth on 2, or Raza of 5 has nothing to do with skill, which is why playing against those decks feels so bad. You lose if they do and are salty because you got unlucky, or you win because they don't and can't really take credit for the win because 'their draw was bad.'
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No it's not. Raza is rotating soon and Blizzard doesn't give a flying fuck about wild so you know!