pfffffft! miracle is interactionless? have you ever played it? its very hard to play, easy to screw up and lose the game even when you play it a lot, and completely interactive! it still uses minions, no more leeroy combo, but that just made the deck variations even more interesting! thye kill miracle, im quitting this game. im nmot here to play mid-range minion football
...for the other player, yes it is. You dumb the board and see what happens. You don't get to trade with heir minions or anything most of the time. Same for stall mage. Hence "interaction-less". I don't mean for the player that plays those rather brain dead decks.
This game needs interesting decks. If it gets reduced to minion trading it will die very quickly.
Rogues need a 4 mana weapon on par with Paladin and Warrior in order to give Miracles a weapon that allows them to play 2 Blade Flurry and shore up the 4 mana drop more than they need anything to deal with Secrets - the game likely needs an Acidic Swamp Ooze or Big Game Hunter variant for Secrets as a whole tho', which would give Rogue's more Shadowstep utility.
Burst Miracles is not dead, regardless of the Leeroy Jenkins nerf you can still play Arcane Golem, Cold Blood and Faceless Manipulator as long as you have Shadowstep to decrease the cost of Arcane Golem for the combo turn and Coldlight Oracle to ensure you draw into all of the cards that you need. Burst Miracles is entirely viable in tournament play, on ladder it really comes down to finding ways to shore up the Zoo and Hunter match ups, as the Perdition's Blade and 2xBlade Flurry package doesn't seem to be enough. At a guess, I think the deck needs to look really hard at cutting Bloodmage Thalnos for Doomsayer as Spellpower isn't really important once you cut garbage like Fan of Knives and Shiv. Maybe a 2xDoomsayer package or the Acolyte of Pain, Wild Pyromancer engine is what you really need on ladder right now, I think a lot of the slots have to be completely rethought vs all of the aggro on ladder right now - it's pretty exhausting to go thru' Zoo after Zoo or Hunter after Hunter right now.
The problem isn't the win condition, we have enough alternatives for that, the problem is just not dying to aggro while having a win condition strong enough to burst down Warrior and Priest from ridiculous life/armor totals while still having enough removal to deal with Face decks as I think the match up relies way too much on the Coin and SI7 Agent and you have no way of knowing what to mulligan for as you've got Handlock + Zoo in the meta.
I'll keep rocking Miracles on ladder tho', we just have to adapt the deck to deal with different segments of ladder, legendary or tournament etc. and Sacred Cow card choices need to be slaughtered.
I would like to point out that as part of the "stop complaining and adapt crowd," I do not, nor have I ever, play(ed) Miracle or any other deck with it's draw engine as Auctioneer. That being said, my original post stands. Quit bitching and get better.
I really wouldn't nerf Zoo, yeah it's annoying in the sense that it forces every deck to pass the "Zoo test" but a meta without cheap, competitive aggro would be really awful.
Not quite understanding why it would be awful without a cheap aggro deck? What's the point of nerfing any damn card, if you can just load up a board full of cheap ones and win? Nothing needs to be nerfed then
pfffffft! miracle is interactionless? have you ever played it? its very hard to play, easy to screw up and lose the game even when you play it a lot, and completely interactive! it still uses minions, no more leeroy combo, but that just made the deck variations even more interesting! thye kill miracle, im quitting this game. im nmot here to play mid-range minion football
...for the other player, yes it is. You dumb the board and see what happens. You don't get to trade with heir minions or anything most of the time. Same for stall mage. Hence "interaction-less". I don't mean for the player that plays those rather brain dead decks.
they should nerf Ice mages then.. I've had to suffer through a douchebag going afk for 5 rounds, making it seem as if he's throwing the game, while making me wait for his turn to end each turn.. wipe the board, drop a dragon, kill me next round. Interactless, he literally played 2 creeps. Apparently thats fine, because you don't see it often, but miracle isn't?
2 nights ago, turn 10 I had 25 health and he dropped thalnos and finished me with just spells in his hand. Yet, people complain about Leeroy.
I think Sludge Belcher is a bit too good, I don't know what I'd change about it though.
I used to think that, but I've changed my mind. Harvest Golem is 4/4 for 3, balanced around the fact that it can be dealt with in "pieces". Belcher is 4/7 for 5, similarly balanced, although with taunt. In fact, 4/7 is the "fair" stats value based on the 2x(mana)+1 formula, and it still has the 'disadvantage' that it can be dealt with in pieces. Sometimes that's good, sometimes that's bad, but either way it fulfills it's intention: slow down a rush deck.
I remember reading some opinions (before Naxx was released) that a Sludge Belcher was just going to be an overpriced Sen'jin Shieldmasta with a 1/2 Taunt pet, and nobody was going to use it. Boy was that pre-review way off hey? Haha.
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Twitch name: Anatak15 NA Legend Season 48, 49, 52, 53, 54, 74
pfffffft! miracle is interactionless? have you ever played it? its very hard to play, easy to screw up and lose the game even when you play it a lot, and completely interactive! it still uses minions, no more leeroy combo, but that just made the deck variations even more interesting! thye kill miracle, im quitting this game. im nmot here to play mid-range minion football
...for the other player, yes it is. You dumb the board and see what happens. You don't get to trade with heir minions or anything most of the time. Same for stall mage. Hence "interaction-less". I don't mean for the player that plays those rather brain dead decks.
they should nerf Ice mages then.. I've had to suffer through a douchebag going afk for 5 rounds, making it seem as if he's throwing the game, while making me wait for his turn to end each turn.. wipe the board, drop a dragon, kill me next round. Interactless, he literally played 2 creeps. Apparently thats fine, because you don't see it often, but miracle isn't?
2 nights ago, turn 10 I had 25 health and he dropped thalnos and finished me with just spells in his hand. Yet, people complain about Leeroy.
I'd be up for an Auctioneer nerf. Having the ability only activate once per turn would kill the miracle decks, and if he got a stat bump it could keep him usable, like if he was a 4/6 instead then he'd still get some love - which he does deserve.
And why exactly should Miracle Decks be killed? It's not like they're imbalanced, in fact the actually dominate neither Ladder nor Tournaments. I don't get why so many people have it out for Cards that actually give people the ability to play decks that aren't like the usual Archetype. Go on let's nerf all Cards that open up interesting possibilites and all play Creature based Decks. Damn, thats sounds so entertaining.
Because it's a very interaction-less deck idea and boring to play against. Blizz has problems with that and rightly so. OTKs have been patched out exactly due to that reason. It doesn't matter if you play against a human or NPC as miracle deck. You can play the game alone. Apart from Loatheb there is not much how you can affect your opponent. Miracle and Spell Mage are so incredible boring to face, because there is nothing you can do to stop them. Lack of traps for all the classes and everything.
I really wouldn't nerf Zoo, yeah it's annoying in the sense that it forces every deck to pass the "Zoo test" but a meta without cheap, competitive aggro would be really awful.
Not quite understanding why it would be awful without a cheap aggro deck? What's the point of nerfing any damn card, if you can just load up a board full of cheap ones and win? Nothing needs to be nerfed then
Because low cost, competitive and aggressive decks are a good thing for developing the player base because they lower the barrier to entry, allow players to progress, shorten the time span of the average game and create a pillar of the meta? Why wouldn't you want cheap competitive aggro? Or cheap competitive anything for that matter?
Do you really think a 1 drop should be able to dictate to the whole meta to run Silence? Undertaker is probably the most format warping card in the game right now, if you didn't draw removal for it immediately the likelyhood is that you've already lost the game.
Miracles is alive and well, there may not be a lot of people playing it after the Leeroy nerf but it's still a competitive deck that's easily adapted to the meta game or tournament play. The burst win condition is only about a turn slower and less reliant on Shadowstep, I actually think the deck has gotten better vs it's bad match ups like Warrior and Priest and just lost ground vs aggro like Zoo and Hunter once it started running Coldlight Oracle and Faceless Manipulator etc.
I am new to this forum but from what I've seen so far, most of the people do nothing but whining. Costructive critisim about the game is always helpful for developers to improve the game towards a way that people may enjoy, but this type of crying is not.
I believe nerfing should be done to bring balance between classes. So nerfing undertaker , a card which any player with any class can use in their decks, and auctioneer , since every class have low mana spells, are unnecessary.
And warlock's hero power isn't OP. Come on, drawing a card for 2mana and 2hp, I don't think it is cheap.
Questing Adventurer buffs up on ANY card payed, while Undertaker Needs a Deathrattle card. I understand Questing is a 3-Mana drop, but still?
You just answered your own question. For tempo and aggro, 3 mana is too slow for that card, since you would have to play it on turn 3 with coin at min. and then it only has 4/4 and can be easily removed by many weapons or spells. However, on turn one with coin, you can play undertaker then leper gnome and have a 2/3 and 2/1 that immediately give you board presence.
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"Blizzard is just a small indie game company" -Mathmachine
Undertaker really does need a change. If two decks are running Undertaker and one gets it out on turn 1 , and the other doesn't , it's literally a huge downhill battle right there for player 2, sometimes downright GG.
So many matches in this game come down to who drops and buffs Undertaker first right now, it's pretty lame.
Questing Adventurer buffs up on ANY card payed, while Undertaker Needs a Deathrattle card. I understand Questing is a 3-Mana drop, but still?
Undertaker is evenly budgeted even without growing (1/2 for 1 mana) .. Questing Adventurer starts off down three stat points - a 3 mana card should be 3/4 or 4/3. So until you buff him twice, he's underpowered.
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This game needs interesting decks. If it gets reduced to minion trading it will die very quickly.
Rogues need a 4 mana weapon on par with Paladin and Warrior in order to give Miracles a weapon that allows them to play 2 Blade Flurry and shore up the 4 mana drop more than they need anything to deal with Secrets - the game likely needs an Acidic Swamp Ooze or Big Game Hunter variant for Secrets as a whole tho', which would give Rogue's more Shadowstep utility.
Burst Miracles is not dead, regardless of the Leeroy Jenkins nerf you can still play Arcane Golem, Cold Blood and Faceless Manipulator as long as you have Shadowstep to decrease the cost of Arcane Golem for the combo turn and Coldlight Oracle to ensure you draw into all of the cards that you need. Burst Miracles is entirely viable in tournament play, on ladder it really comes down to finding ways to shore up the Zoo and Hunter match ups, as the Perdition's Blade and 2xBlade Flurry package doesn't seem to be enough. At a guess, I think the deck needs to look really hard at cutting Bloodmage Thalnos for Doomsayer as Spellpower isn't really important once you cut garbage like Fan of Knives and Shiv. Maybe a 2xDoomsayer package or the Acolyte of Pain, Wild Pyromancer engine is what you really need on ladder right now, I think a lot of the slots have to be completely rethought vs all of the aggro on ladder right now - it's pretty exhausting to go thru' Zoo after Zoo or Hunter after Hunter right now.
The problem isn't the win condition, we have enough alternatives for that, the problem is just not dying to aggro while having a win condition strong enough to burst down Warrior and Priest from ridiculous life/armor totals while still having enough removal to deal with Face decks as I think the match up relies way too much on the Coin and SI7 Agent and you have no way of knowing what to mulligan for as you've got Handlock + Zoo in the meta.
I'll keep rocking Miracles on ladder tho', we just have to adapt the deck to deal with different segments of ladder, legendary or tournament etc. and Sacred Cow card choices need to be slaughtered.
I would like to point out that as part of the "stop complaining and adapt crowd," I do not, nor have I ever, play(ed) Miracle or any other deck with it's draw engine as Auctioneer. That being said, my original post stands. Quit bitching and get better.
Savanah Highmane
60 % of the time I'm winning 100% of the time
Not quite understanding why it would be awful without a cheap aggro deck? What's the point of nerfing any damn card, if you can just load up a board full of cheap ones and win? Nothing needs to be nerfed then
they should nerf Ice mages then.. I've had to suffer through a douchebag going afk for 5 rounds, making it seem as if he's throwing the game, while making me wait for his turn to end each turn.. wipe the board, drop a dragon, kill me next round. Interactless, he literally played 2 creeps. Apparently thats fine, because you don't see it often, but miracle isn't?
2 nights ago, turn 10 I had 25 health and he dropped thalnos and finished me with just spells in his hand. Yet, people complain about Leeroy.
I think Sludge Belcher is a bit too good, I don't know what I'd change about it though.
I used to think that, but I've changed my mind. Harvest Golem is 4/4 for 3, balanced around the fact that it can be dealt with in "pieces". Belcher is 4/7 for 5, similarly balanced, although with taunt. In fact, 4/7 is the "fair" stats value based on the 2x(mana)+1 formula, and it still has the 'disadvantage' that it can be dealt with in pieces. Sometimes that's good, sometimes that's bad, but either way it fulfills it's intention: slow down a rush deck.
I remember reading some opinions (before Naxx was released) that a Sludge Belcher was just going to be an overpriced Sen'jin Shieldmasta with a 1/2 Taunt pet, and nobody was going to use it. Boy was that pre-review way off hey? Haha.
Twitch name: Anatak15
NA Legend Season 48, 49, 52, 53, 54, 74
If Blizzard nerf Auctioneer without nerfing the warlock hero power, I'm done with this game.
I did include mage.
Because low cost, competitive and aggressive decks are a good thing for developing the player base because they lower the barrier to entry, allow players to progress, shorten the time span of the average game and create a pillar of the meta? Why wouldn't you want cheap competitive aggro? Or cheap competitive anything for that matter?
Do you really think a 1 drop should be able to dictate to the whole meta to run Silence? Undertaker is probably the most format warping card in the game right now, if you didn't draw removal for it immediately the likelyhood is that you've already lost the game.
Miracles is alive and well, there may not be a lot of people playing it after the Leeroy nerf but it's still a competitive deck that's easily adapted to the meta game or tournament play. The burst win condition is only about a turn slower and less reliant on Shadowstep, I actually think the deck has gotten better vs it's bad match ups like Warrior and Priest and just lost ground vs aggro like Zoo and Hunter once it started running Coldlight Oracle and Faceless Manipulator etc.
Hi ,
I am new to this forum but from what I've seen so far, most of the people do nothing but whining. Costructive critisim about the game is always helpful for developers to improve the game towards a way that people may enjoy, but this type of crying is not.
I believe nerfing should be done to bring balance between classes. So nerfing undertaker , a card which any player with any class can use in their decks, and auctioneer , since every class have low mana spells, are unnecessary.
And warlock's hero power isn't OP. Come on, drawing a card for 2mana and 2hp, I don't think it is cheap.
Why is undertaker so op, but Questing Adventurer is hardly anything?
Questing Adventurer buffs up on ANY card payed, while Undertaker Needs a Deathrattle card. I understand Questing is a 3-Mana drop, but still?
Lion King: Alternate Ending ;3
You just answered your own question. For tempo and aggro, 3 mana is too slow for that card, since you would have to play it on turn 3 with coin at min. and then it only has 4/4 and can be easily removed by many weapons or spells. However, on turn one with coin, you can play undertaker then leper gnome and have a 2/3 and 2/1 that immediately give you board presence.
"Blizzard is just a small indie game company" -Mathmachine
Undertaker, I assume. And, HOPEFULLY, Wisp. Such a game changer :D
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Undertaker really does need a change. If two decks are running Undertaker and one gets it out on turn 1 , and the other doesn't , it's literally a huge downhill battle right there for player 2, sometimes downright GG.
So many matches in this game come down to who drops and buffs Undertaker first right now, it's pretty lame.
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Undertaker is evenly budgeted even without growing (1/2 for 1 mana) .. Questing Adventurer starts off down three stat points - a 3 mana card should be 3/4 or 4/3. So until you buff him twice, he's underpowered.