There's a card from Classic, that's actually being played in the current meta?
It must be HoF'd immediately.
My thoughts exactly. If we're going to eventually ban any classic card that becomes playable in newer decks, leaving the equivalent of the River Crocolisks, Chillwind Yetis, and Gruuls of the set (which nobody will want to use) then you might as well stop nit picking through the set and just remove classic from standard completely. I'm growing tired of people trying to find excuses to ban things from classic because they see play and people don't like seeing some of the same cards continue to see both old and new uses for their viability.
Well, with current summon-friendly cards Doomguard is quite a staple in any Tempo or combo Warlock. Whenever Aggro, Tempo or Combo Warlock become a thing in the meta, Doomguard enters the scene as a key card.
That makes it a fair candidate for HoF.
Indeed if they told me they HoF Doomguard, i would be a bit surprised at first, but it wouldn't sound that strange to me.
However, trying to be in the devs' shoes, i wouldn't be certain about such a decision.
I guess it depends a lot on how they plan to develop Warlock for the next year. They already gave him loads of tools, and if they want to provide some more, they might need to make some space first.
If only we could remove the Skull of the Man'Ari and silence the Possessed Lackies with the cards available in game... Oh wait!
Weapon techs sucks in a meta with more than 30% priests and silences are completely useless vs any warlock cards because he can destroy in turn was played and give a middle finger to your silence techs.
You're going to run into enough warlocks to make running the tech more worth it in the long run, unless you're assuming that people don't play control warlock in the meta (lul). And no actually you can silence lackey to hurt the lock and that is a card they aren't going to destroy the turn they play it. Even silencing Voidlord can be helpful if you're close to pushing lethal before the DK comes out so that is another potential target for the card.
Weapon techs have to be good in more than 50% of the matchs to deserve the slot.
Vs warlocks can sucks, some lists don't use the weapon and except for very one situation when you destroy the weapon one turn after be played any other scenario will be bad, warlock draw the weapon and you don't draw the tech or you draw the tech but warlock don't draw the weapon.
Vs priest is useless, vs rogue is almost useless (you have to draw 2 cards with Harrison to be good), vs druid is useless and only mage deck is useful is tempo secret with Aluneth but suffers the same problems with warlock.
Conclusion, weapon techs are bad in this meta.
Silence tech is good but not vs warlocks can kill your own minions in the same turn he played, making any tech totally useless.
So in other words you support Doomguard going to the HoF to...
No, I don't support this, already said before, only reply the post saying weapon tech and silence is enough to bring the deck down.
no the card itself is fair is a good tempo swing in exchange of 2 cards for the zoo as for the cubelock the deck will not stick around is really easy to counter and meta will adapt,adding a silence and a weapon removal kills this decks.
Silence is useless vs warlocks but works vs other decks or vs warlocks with very bad hands but don't happen often.
Weapon tech is bad because is useless vs priests and have too many of them right now.
Dude cubelock is completly fine counterable. Tech in a weapon removal, 1-2 silences and you are fine. Its not blizzards mistake that you dont tech in weapon removal against skull. If you remove their weapon and they drew doomguard its a dead card so calm the fuck down.
Playing a lot this end season in rank 3 and tech weapon is bad.
Too many priests, so hard to play vs them and a slot lost to a bad card make the match almost impossible to win, you need the best of the best to have a chance.
And use the weapon tech vs warlock need to be absolutely perfect to work, he play the weapon you remove the weapon in the next turn, if:
1- He play the weapon but you don't draw your tech card or draw 2 turns late is useless, he already summon the demons.
2- He don't draw the weapon, you keep your useless weapon tech the entire game as a dead card.
Just don't deserve the slot, weapon class like shaman and warrior are dead, in more than 50% of the time is just better have something else in that slot.
Aggressive warlock decks haven't been particularly viable for the past year or so, and Doomguard hasn't really seen much play as a result. Post-K&C, both Zoo and Control versions of Warlock seem quite viable, and for the first time since the game launched, the slower Control builds for the class have found a place for Doomguard. All things considered, that seems like a good thing - more archetypes using more cards.
The OP hasn't really made a particularly strong case for relegating the card to Wild - "Blizz can't print more cards that summon a free Doomguard." It might be entirely true that Blizzard can't risk releasing more cards that allow free Doomguards to pop onto the field, but it isn't obvious how that relates to limiting design space - presumably, "summoning free Doomguards" has never been one of the boxes which the devs check off when designing a new set. Getting free stuff was one of the core themes which lent an identity to K&C - it might be ten years before a similarly themed set focusses on a similar mechanic. In the meantime, we might see other Recruit minions, but none of them need to summon Doomguards.
It might be helpful if folks complaining about limitations of design space google a few articles by Mark Rosewater, in order to understand what design space actually is, and how different cards might expand, contract or otherwise impact the possible directions that the devs choose to push the game . . .
problem I see with Doomguard right now is with skull of man’ari, possessed lackey, cube and bloodreaver Gul’dan (none of which will rotate out), it is going to limit card design for well over a year.
They cannot print anything which lets you summon even more free Doomguards or it probably will break Warlock. Already you very easily can have 4+ Doomguards without their traditional big drawback. That’s a lot of charging.
yea, it could, since every competetive deck for warlock always seems to revolve around that card, anytime a charge minion leaves standard its good for standard
yea, it could, since every competetive deck for warlock always seems to revolve around that card, anytime a charge minion leaves standard its good for standard
I think people are missing the point. It’s not that I think Doomguard is OP or anything, it’s that with the new power of cards printed in this xpac in last, I think it now could be restricting their card design. Because there’s so many combos with it. (I don’t mean otk like Razakus, just that things like cube+Doomguard+Dark pact are real good)
There’s a limit to what they can add now that it’s so easy to get past Doomguard’s drawback.
The only think that is f--- up is your opinion.......... not everyone can play cube successful, and anyone who says so, ....... has never played cube lock before. Cubelock is said to be teir 3, so really no issue, Plus they all try because it is a really fun deck to play.
Unlike raza, cube has to be very interactive with the board, and needs to know when to play what......or you will not only lose to aggro decks, but also midrange and control.
People here saying Defenitely no etc. have no clue how Hall of fame, game nerfs are used by team 5.
Sure its not a 100% change but there is no denial that this is a potentiasl candidate for a change set rotation or nerf just for the fact that it has charge and thus is easy abusible to combo cards.
But it reminds me of Fiery war axe discussion were people said that the card will never be changed or rotated and started to insult everybody who actually had a clue.
While its definitely not a 100% nerf hall of fame, just come here and writing no in the chat shows little knowledge about this game.
This is defnititely on Team 5`s list of possible fame cards. And i think it goes there wether or not there will be a problematic card in the next set that would otherwise break Cube/Combo, like Dreadsteed got nerfed because Deathspeaker and Defile were made.
As it is now cubelock can't become too oppressive, so they just need to not support the archetype too much in the next expansion. You have a lot of tech cards at the moment that are really effective against them and against other t1 decks, like spellbreaker and oozes or harrison(silences are always useful and weapon removals are really useless only vs razakus at the moment). The most unfair thing the deck can do is cheat out a voidlord on turn 6, which is strong, but big priest can do the same with statue. The deck also has a good combo with umbra+doomguard+cube+pact, but it requires You to summon a doomguard somehow, then to have the other cards and still you can't oneshot heroes and you have to kill taunts to get damage in. I think the deck is pretty strong, but in this meta it has counters in the form of razapriest and exodia mage (dragon priest is not that good of a match up too). You can't also tech too much vs priest or you'll lose winrate vs aggro Paladin, which is not easy to win against if you start to play giants and facelesses to win vs priest. You can't also tech too much vs aggro, because deck slots are limited and you can't cut combo pieces or your winrate vs priest will drop to 0. I like to see the deck around and play with it sometimes because it requires skill to play it and to play against it, it also requires deckbuilding skills to adapt to the meta and get some more wins. The deck will lose misstress of mixtures with the next rotation, but aggro decks will lose patches. If they give something to aggro (since patches is a big loss) and they leave cubelock as it is, the deck is perfectly fine.
The warlocks decks are not oppressive. Nobody was calling for a nerf last expansion, even though doomguard was usually the zoolock finisher. It's stupid, IMO, to call for a nerf now. But, as usual on this forum, as soon as a deck gets to tier 1...the pitchforks come out. Pathetic.
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Well, with current summon-friendly cards Doomguard is quite a staple in any Tempo or combo Warlock. Whenever Aggro, Tempo or Combo Warlock become a thing in the meta, Doomguard enters the scene as a key card.
That makes it a fair candidate for HoF.
Indeed if they told me they HoF Doomguard, i would be a bit surprised at first, but it wouldn't sound that strange to me.
However, trying to be in the devs' shoes, i wouldn't be certain about such a decision.
I guess it depends a lot on how they plan to develop Warlock for the next year. They already gave him loads of tools, and if they want to provide some more, they might need to make some space first.
No.
stop fking crying about every card. its like disease. nerf this,nerf that. just play game
Aggressive warlock decks haven't been particularly viable for the past year or so, and Doomguard hasn't really seen much play as a result. Post-K&C, both Zoo and Control versions of Warlock seem quite viable, and for the first time since the game launched, the slower Control builds for the class have found a place for Doomguard. All things considered, that seems like a good thing - more archetypes using more cards.
The OP hasn't really made a particularly strong case for relegating the card to Wild - "Blizz can't print more cards that summon a free Doomguard." It might be entirely true that Blizzard can't risk releasing more cards that allow free Doomguards to pop onto the field, but it isn't obvious how that relates to limiting design space - presumably, "summoning free Doomguards" has never been one of the boxes which the devs check off when designing a new set. Getting free stuff was one of the core themes which lent an identity to K&C - it might be ten years before a similarly themed set focusses on a similar mechanic. In the meantime, we might see other Recruit minions, but none of them need to summon Doomguards.
It might be helpful if folks complaining about limitations of design space google a few articles by Mark Rosewater, in order to understand what design space actually is, and how different cards might expand, contract or otherwise impact the possible directions that the devs choose to push the game . . .
I agree, Weapon tech and silence sometimes are not good enough. For me this is not an issue, but let's assume it is.
Why does the solution HAVE TO be a HoF?
Why not nerfing Possessed Lackey, Carnivorous Cube or Doomguard itself?
Why not creating a counter card for the archetype (As Eater of Secrets for Secret Paladin, Golakka Crawler for Pirate Warrior, Skulking Geist for Jade druid, etc)?
Greetings, traveler.
Let's make Hunter great.
yea, it could, since every competetive deck for warlock always seems to revolve around that card, anytime a charge minion leaves standard its good for standard
I think people are missing the point. It’s not that I think Doomguard is OP or anything, it’s that with the new power of cards printed in this xpac in last, I think it now could be restricting their card design. Because there’s so many combos with it. (I don’t mean otk like Razakus, just that things like cube+Doomguard+Dark pact are real good)
There’s a limit to what they can add now that it’s so easy to get past Doomguard’s drawback.
Change the text so that it triggers regardless of how it enters play - 'When Doomgaurd is summoned, its owner discards 2 cards.'
Free to try and find a game, dealing cards for sorrow, cards for pain.
The only think that is f--- up is your opinion.......... not everyone can play cube successful, and anyone who says so, ....... has never played cube lock before. Cubelock is said to be teir 3, so really no issue, Plus they all try because it is a really fun deck to play.
Unlike raza, cube has to be very interactive with the board, and needs to know when to play what......or you will not only lose to aggro decks, but also midrange and control.
Yeah it needs to go
Charge cards should't activate when summoned cards, like battlecry.
People here saying Defenitely no etc. have no clue how Hall of fame, game nerfs are used by team 5.
Sure its not a 100% change but there is no denial that this is a potentiasl candidate for a change set rotation or nerf just for the fact that it has charge and thus is easy abusible to combo cards.
But it reminds me of Fiery war axe discussion were people said that the card will never be changed or rotated and started to insult everybody who actually had a clue.
While its definitely not a 100% nerf hall of fame, just come here and writing no in the chat shows little knowledge about this game.
This is defnititely on Team 5`s list of possible fame cards. And i think it goes there wether or not there will be a problematic card in the next set that would otherwise break Cube/Combo, like Dreadsteed got nerfed because Deathspeaker and Defile were made.
As it is now cubelock can't become too oppressive, so they just need to not support the archetype too much in the next expansion. You have a lot of tech cards at the moment that are really effective against them and against other t1 decks, like spellbreaker and oozes or harrison(silences are always useful and weapon removals are really useless only vs razakus at the moment). The most unfair thing the deck can do is cheat out a voidlord on turn 6, which is strong, but big priest can do the same with statue. The deck also has a good combo with umbra+doomguard+cube+pact, but it requires You to summon a doomguard somehow, then to have the other cards and still you can't oneshot heroes and you have to kill taunts to get damage in. I think the deck is pretty strong, but in this meta it has counters in the form of razapriest and exodia mage (dragon priest is not that good of a match up too). You can't also tech too much vs priest or you'll lose winrate vs aggro Paladin, which is not easy to win against if you start to play giants and facelesses to win vs priest. You can't also tech too much vs aggro, because deck slots are limited and you can't cut combo pieces or your winrate vs priest will drop to 0. I like to see the deck around and play with it sometimes because it requires skill to play it and to play against it, it also requires deckbuilding skills to adapt to the meta and get some more wins. The deck will lose misstress of mixtures with the next rotation, but aggro decks will lose patches. If they give something to aggro (since patches is a big loss) and they leave cubelock as it is, the deck is perfectly fine.
The warlocks decks are not oppressive. Nobody was calling for a nerf last expansion, even though doomguard was usually the zoolock finisher. It's stupid, IMO, to call for a nerf now. But, as usual on this forum, as soon as a deck gets to tier 1...the pitchforks come out. Pathetic.