Yah. That's basically it. Anyone agree with me? If so I guess we should bring this up every now and then on forums. Make what I assume is the natural disgust when losing to this card known. So it gets on their radar.
Why?
This is an OTK combo. Those are bad.
You don't have to build around it. You just plug it into a strong Dragon archetype or whatever really. That is bad.
Most importantly it feels terrible to lose to.
You're cruising along, playing a regular game. Then because of that spell that finds spells. They just triple the health on a minion and kill you.
In that instance I personally feel like I didn't really get to play Hearthstone. I started a game of Hearthstone and then something amazingly dumb happened and the game ended.
Seems pretty easy to play around. Just trade into high health minions and deny draw as much as possible. Skulking Geistmakes them autoconcede, taunt and silent effects come in useful as well.
I agree with you in principle. Though, the win rate of this deck does make it seem like that isn't the case as much as it seems. But yah, on that level, I agree with you. This combo isn't competitively a problem.
That isn't really the point for me though. It doesn't matter to me how competitively viable the deck is. I beat it enough.
It is, for me, all about the gameplay feeling of playing against the deck. It's like why Coldlight Oracle got cut. Mill has 10% less win rate then Combo Priest. Playing against it just suuuuuuuuuuucks...............
I just feel like I get cheated out of a game every time they hit the combo on turn 5 or 7 and kill me. It doesn't happen that much. When it does, because I do almost always assume this is a possibility and try to keep health down on minions. I feel the same way when I get hit with this combo as I do when Barnes draws Y'Shaarj. There was no I could have won that game. My opponent drew the nuts. It just feels like a really dumb way to win.
I actually enjoyed it a bunch when silence priest was a thing (the one with ancient watchers and the 3 mana 4/8), but as far as I know that deck is completely bad now because dragons are so strong.
And yeah, probably 8 out of 10 times I lose to priest it is the spiteful deck, not the combo one. Geist all but guarantees victory if it doesn't hide in the bottom of your deck.
Skulking Geist just completly kill the combo, but I can agree that sometimes when the player gets perfect draws it can seems frustrating to play against it. But remember that is also quite easy to keep it in check (try to clear all high-health minions) and its winrate is quite low. Since it's not a Priest evergreen I don't think it will ever be rotate into HoF, at last not in the current situation of the game.
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For what profit is it to a man, if he gains the world and loses his own soul?
To each their own, I suppose. I've never really minded losing to this deck. It doesn't feel nearly as unfair as Big Priest or even Spiteful. Honestly, I thought the deck felt harder to beat a few expansions ago when it was the purify version. But we all have our own perspectives on what feels the worst in this game, so I certainly understand it.
The combo is clearly a card that limits design space. And if you look at it from blizzards point of view it is not really the most intuitive thing to play around, especially for new players lol. They always learn to trade up or trade evenly not just sack minions into large health minions for seemingly no reason.
It's the same argument as why spreading plague had to be nerfed its weird for new players to go against what they learned was right for the sake of playing around 2 cards.
Can be a problem with charge minions, but otherwise not really an OTK. If priest plays a high health minion and you don't answer on your next turn, you stand a good chance of losing the game, and rightfully so. Answers could include removing the minion, damaging the minion, playing a taunt, playing a secret like Freezing Trap or Misdirection. If you are running a deck with few minions/taunt, you are going to be vulnerable to this sort of tactic. Are we going to get rid of Dinosize or Blessing of Kings as well?
The combo is clearly a card that limits design space. And if you look at it from blizzards point of view it is not really the most intuitive thing to play around, especially for new players lol. They always learn to trade up or trade evenly not just sack minions into large health minions for seemingly no reason.
It's the same argument as why spreading plague had to be nerfed its weird for new players to go against what they learned was right for the sake of playing around 2 cards.
I agree with you, but not about removing it to make things more intuitive. The game is already incredibly simplistic, we don't need to dumb it down MORE. Like once you see a combo once and become aware that those cards exist you don't exactly forget it.
The combo is clearly a card that limits design space. And if you look at it from blizzards point of view it is not really the most intuitive thing to play around, especially for new players lol. They always learn to trade up or trade evenly not just sack minions into large health minions for seemingly no reason.
It's the same argument as why spreading plague had to be nerfed its weird for new players to go against what they learned was right for the sake of playing around 2 cards.
Gotta say, though, it was one of the very first things I learned in Hearthstone. And then the cool part is, if you're a new player trying to knock out some of the solo challenges (though I guess the adventures have gone by the wayside), you're probably going to realize Deathlord inner fire priest is the best way to beat a lot of them! Not that rotating them changes that, but I think new players pick up on that pretty quickly. It was right behind "don't go wide into turn 7 against Mage" in my hearthstone education.
Before posting a thread about nerfing a card or send it to wild which a lot of people think wild is a trash for OP combos, try to counter that combo and try to learn how to play around it, for example,
3/14 minion, we can say it's hard to kill it but at least trade and reduce his HP, to 7 or less that's how i destroy Inner Fire combo, i dont have to kill the minion, just reduce its HP, their cards become useless afterwards
No, just no. It is easy to play around it - You do not even need tech card!
With "Easy to play around" you mean "Kill each and every minion the Priest plays like his 1/6 Northshire on turn 3 or his 2/5 on turn 2,also don't you dare playing anything with high health yourself cause it might get stolen and OTK you?"
It was fine when it was horribly inconsistent but now they have Radiant Elemental and Shadow Visions that make the combo so much easier to pull off.... If Inner Fire and/or Divine Spirit weren't from the Classic set it'd be ok but as long as they don't rotate them they'll always be there and limit design space....
Why so whiney? I do not see any bad part of the OTK, it is just an archetype of the deck. You want to eradicate OTK decks? You should immediately rotate out Leyline Manipulator, Archmage Antonidas, Open The Waygate, Sorcerer's Apprentice, Auctionmaster Beardo, Uther of the Ebon Blade and many other cards. Everybody knows priests are capable of OTK - you see a minion with 6+ health? You should kill it or lower the amount of health immediately, that is how you play around Inner Fire combo. By the way, is there some deck you do not feel terrible to lose to?
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EU 11/2015+ , f2p 03/2021+: DK 63/ DH 205 /Dr 277 / Hu 733 / Ma 6666 / Pa 1072 / Pr 1165 / Ro 1791 / Sh 1303 / Wl 707 / Wr 664
Stop it now. You guys want everything that you loose against to rotate out. Coldlight Oracle is just the tip of the iceberg, its making me sick. Learn to play.
It's probably nothing, but I can't help but notice how often Inner Fire Priest decks see play and not once have I seen Dinosize on the ladder except the one or two times I played it myself. Same with Blessed Champion as well.
I think it has to do with how easy it is for the Priest class taken as a whole can manipulate Health so easily and early on in the game with as little as their Lesser Heal. On top of most of the class minions bringing already high Health values themselves, cards like Kabal Talonpriest and Power Word: Shield make the deck type extremely efficient in its goal and maintaining the necessary board presence to win, especially when paired with the best tutoring card in the game: Shadow Visions.
Potion of Madness, Drakonid Operative, and Kabal Talonpriest are rotating next, so we may not have much more to bear of this particular type of deck, but I still don't appreciate combo decks that can reliably kill before turn 7 or 8.
It definitely needs to something. I lost to this garbage combo on turn freaking 4 yesterday. Granted this was Wild, but turn 4 when I was playing aggro so I actually had minions on board too that could do nothing.
2/3 elemental reduces mana guy into turn 3 Deathlord, turn 4 Shadow Visions, Shadow Visions, Divine x2, Inner Fire game over. I even pinged the DeathLord to 7 health but matter that did not.
In other words, drop this nonsense about Skulking Geist being some saviour. That card is a stupid design choice.
Stop it now. You guys want everything that you loose against to rotate out. Coldlight Oracle is just the tip of the iceberg, its making me sick. Learn to play.
“Guys”? OP is the only one saying that it should rotate out. Everyone else has no issues.
It also is only an OTK less than 1% is the time, when they have a charger and all the combo pieces or use your own minions. The latter, you can play around.
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Dibbity don't touch that!
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Yah. That's basically it. Anyone agree with me? If so I guess we should bring this up every now and then on forums. Make what I assume is the natural disgust when losing to this card known. So it gets on their radar.
Why?
This is an OTK combo. Those are bad.
You don't have to build around it. You just plug it into a strong Dragon archetype or whatever really. That is bad.
Most importantly it feels terrible to lose to.
You're cruising along, playing a regular game. Then because of that spell that finds spells. They just triple the health on a minion and kill you.
In that instance I personally feel like I didn't really get to play Hearthstone. I started a game of Hearthstone and then something amazingly dumb happened and the game ended.
Seems pretty easy to play around. Just trade into high health minions and deny draw as much as possible. Skulking Geistmakes them autoconcede, taunt and silent effects come in useful as well.
I agree with you in principle. Though, the win rate of this deck does make it seem like that isn't the case as much as it seems.
But yah, on that level, I agree with you. This combo isn't competitively a problem.
That isn't really the point for me though. It doesn't matter to me how competitively viable the deck is. I beat it enough.
It is, for me, all about the gameplay feeling of playing against the deck. It's like why Coldlight Oracle got cut. Mill has 10% less win rate then Combo Priest. Playing against it just suuuuuuuuuuucks...............
I just feel like I get cheated out of a game every time they hit the combo on turn 5 or 7 and kill me. It doesn't happen that much. When it does, because I do almost always assume this is a possibility and try to keep health down on minions. I feel the same way when I get hit with this combo as I do when Barnes draws Y'Shaarj. There was no I could have won that game. My opponent drew the nuts. It just feels like a really dumb way to win.
I actually enjoyed it a bunch when silence priest was a thing (the one with ancient watchers and the 3 mana 4/8), but as far as I know that deck is completely bad now because dragons are so strong.
And yeah, probably 8 out of 10 times I lose to priest it is the spiteful deck, not the combo one. Geist all but guarantees victory if it doesn't hide in the bottom of your deck.
Skulking Geist just completly kill the combo, but I can agree that sometimes when the player gets perfect draws it can seems frustrating to play against it. But remember that is also quite easy to keep it in check (try to clear all high-health minions) and its winrate is quite low. Since it's not a Priest evergreen I don't think it will ever be rotate into HoF, at last not in the current situation of the game.
For what profit is it to a man, if he gains the world and loses his own soul?
To each their own, I suppose. I've never really minded losing to this deck. It doesn't feel nearly as unfair as Big Priest or even Spiteful. Honestly, I thought the deck felt harder to beat a few expansions ago when it was the purify version. But we all have our own perspectives on what feels the worst in this game, so I certainly understand it.
No, just no.
It is easy to play around it - You do not even need tech card!
The combo is clearly a card that limits design space. And if you look at it from blizzards point of view it is not really the most intuitive thing to play around, especially for new players lol. They always learn to trade up or trade evenly not just sack minions into large health minions for seemingly no reason.
It's the same argument as why spreading plague had to be nerfed its weird for new players to go against what they learned was right for the sake of playing around 2 cards.
Can be a problem with charge minions, but otherwise not really an OTK. If priest plays a high health minion and you don't answer on your next turn, you stand a good chance of losing the game, and rightfully so. Answers could include removing the minion, damaging the minion, playing a taunt, playing a secret like Freezing Trap or Misdirection. If you are running a deck with few minions/taunt, you are going to be vulnerable to this sort of tactic. Are we going to get rid of Dinosize or Blessing of Kings as well?
Free to try and find a game, dealing cards for sorrow, cards for pain.
Before posting a thread about nerfing a card or send it to wild which a lot of people think wild is a trash for OP combos, try to counter that combo and try to learn how to play around it, for example,
3/14 minion, we can say it's hard to kill it but at least trade and reduce his HP, to 7 or less that's how i destroy Inner Fire combo, i dont have to kill the minion, just reduce its HP, their cards become useless afterwards
BTW, Skulking Geist says hello.
"この 先は 暗い 夜道 だけが も 知らない それでも信じて 進むんだ 星が その道 を 少し でも 照らしてくをるのを"
You want to eradicate OTK decks? You should immediately rotate out Leyline Manipulator, Archmage Antonidas, Open The Waygate, Sorcerer's Apprentice, Auctionmaster Beardo, Uther of the Ebon Blade and many other cards.
Everybody knows priests are capable of OTK - you see a minion with 6+ health? You should kill it or lower the amount of health immediately, that is how you play around Inner Fire combo.
By the way, is there some deck you do not feel terrible to lose to?
EU 11/2015+ , f2p 03/2021+: DK 63 / DH 205 /Dr 277 / Hu 733 / Ma 6666 / Pa 1072 / Pr 1165 / Ro 1791 / Sh 1303 / Wl 707 / Wr 664
Stop it now. You guys want everything that you loose against to rotate out. Coldlight Oracle is just the tip of the iceberg, its making me sick. Learn to play.
It's probably nothing, but I can't help but notice how often Inner Fire Priest decks see play and not once have I seen Dinosize on the ladder except the one or two times I played it myself. Same with Blessed Champion as well.
I think it has to do with how easy it is for the Priest class taken as a whole can manipulate Health so easily and early on in the game with as little as their Lesser Heal. On top of most of the class minions bringing already high Health values themselves, cards like Kabal Talonpriest and Power Word: Shield make the deck type extremely efficient in its goal and maintaining the necessary board presence to win, especially when paired with the best tutoring card in the game: Shadow Visions.
Potion of Madness, Drakonid Operative, and Kabal Talonpriest are rotating next, so we may not have much more to bear of this particular type of deck, but I still don't appreciate combo decks that can reliably kill before turn 7 or 8.
This space is intentionally blank.
It definitely needs to something. I lost to this garbage combo on turn freaking 4 yesterday. Granted this was Wild, but turn 4 when I was playing aggro so I actually had minions on board too that could do nothing.
2/3 elemental reduces mana guy into turn 3 Deathlord, turn 4 Shadow Visions, Shadow Visions, Divine x2, Inner Fire game over. I even pinged the DeathLord to 7 health but matter that did not.
In other words, drop this nonsense about Skulking Geist being some saviour. That card is a stupid design choice.
Plz noone tell him about the new 8 Mana deathrattle otk...
Yeah, god forbid unique decks. Combos are a part of card games, deal with it. Too bad Blizzard seems to agree with you though... :/
Dibbity don't touch that!