As much as I dislike the archetype, it's not broken in the slightest. The deck is easy to spot and the the combo is usually a 2-turn one (they need a minion in play) Keep track of the shadow visions and avoid having high helath minions of your own in case they pull Acolyte+Potion shenanigans.
+Skulking Geist murders the deck anyways, removing most of the aforementioned potential and limiting them to Crazed Alchemist as a backup plan.
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.
Aggro? Like those that, with good draws as combo Priest, can kill you on turn 4 or 5 just by going face?
Joke aside, I think that lots of people are just being a little salty about everything thay lose to expecially if it was an unexpected loss like those that the Inner Fire+Divine Spirit combo could pull out sometimes. But that does not mean that all the cards that MAY lead to those scenarios must be rotated out into HoF. Sure, there are some lucky match where you can succed on an early turn with this combo but the majority of the games that won't happen making the whole combo just a "regular" win condition since it's not always OTK, can be outplayed and it's for sure more interactive that most of the others OTK out there (just look at Quest Mage).
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For what profit is it to a man, if he gains the world and loses his own soul?
No, just no. It is easy to play around it - You do not even need tech card!
If by easy to play around you mean (a) trade virtually all minions, not just high health ones. (with discover, it is easy for them to have more then 2 copies of the spell) ... and (b) don't play any high health minion, because with potion of madness, your own minion may be the one that kills you.
I actually agree with the OP, but only because nearly every argument that was used to rotate Ice Block also applies to the Inner Fire combo, especially the one about discovery being the biggest problem. And much like Exodia, the deck is more or less solitaire (just survive until you have the combo pieces in hand), does not have an overly oppressive win rate, although combo priest has a better win rate than Exodia.
Giest is the only way to tech against it, but even that isn't a 100% guarantee because of Crazed Alchemist.
IMHO, we just need consistency. Either we have crazy OTK combo's, or we don't. If they are going to wreck one, they should wreck them all ... or leave them all alone.
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I wanna glide down, over Mulholland I wanna write her, name in the sky I wanna free fall, out into nothin' Gonna leave this, world for awhile
As others have pointed out, it isn't an OTK - you need a turn to set it up with a high-health minion which sticks, and another turn to pull off the combo. The game will soon be four years old - while the combo has been playable since the beta, it has been featured in a viable deck for 6ish of 48ish months. Nor is it clear that it actually "limits design space," as a few people have claimed in this thread - Priest has been given plenty of very high Health minions, plenty of cards which buff the Health of those minions, and plenty of cards to draw into those combo pieces. It's taken all of that for the combo to finally feature in a deck that struggles to win as often as it loses . . .
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.
*Raises hand* I think it's garbage too, but apparently my post isn't important because I was playing aggro paladin (which cannot kill anything on turn 4-5 btw). Deathlord 2/8 along with the Radiant Elemental + Shadow Visions makes this impossible to play around
As others have pointed out, it isn't an OTK - you need a turn to set it up with a high-health minion which sticks, and another turn to pull off the combo. The game will soon be four years old - while the combo has been playable since the beta, it has been featured in a viable deck for 6ish of 48ish months. Nor is it clear that it actually "limits design space," as a few people have claimed in this thread - Priest has been given plenty of very high Health minions, plenty of cards which buff the Health of those minions, and plenty of cards to draw into those combo pieces. It's taken all of that for the combo to finally feature in a deck that struggles to win as often as it loses . . .
As others have pointed out, it isn't an OTK - you need a turn to set it up with a high-health minion which sticks
OTK if your opponent plays any minion with 6 health or more. Add in another Divine Spirit from discovery, and its becomes OTK with nearly any minion on board.
The game will soon be four years old - while the combo has been playable since the beta, it has been featured in a viable deck for 6ish of 48ish months.
The addition of Twilight Acolyte in K&C is what made the deck more popular and viable, because now you can use your opponent's minions instead of just your own. It is also another deck the has been boosted in popularity and win rate by cube / control warlock, because Voidlord makes a great OTK target.
By your logic cards like Cold Blood would have to be HoFed as well, since they're usually part of huge burst damage to the point of being nearly-OTKs. And the perfect counter to all these 1 mana spells, Skulking Geist, has already been mentioned.
As others have pointed out, it isn't an OTK - you need a turn to set it up with a high-health minion which sticks, and another turn to pull off the combo. The game will soon be four years old - while the combo has been playable since the beta, it has been featured in a viable deck for 6ish of 48ish months. Nor is it clear that it actually "limits design space," as a few people have claimed in this thread - Priest has been given plenty of very high Health minions, plenty of cards which buff the Health of those minions, and plenty of cards to draw into those combo pieces. It's taken all of that for the combo to finally feature in a deck that struggles to win as often as it loses . . .
As others have pointed out, it isn't an OTK - you need a turn to set it up with a high-health minion which sticks
OTK if your opponent plays any minion with 6 health or more. Add in another Divine Spirit from discovery, and its becomes OTK with nearly any minion on board.
The game will soon be four years old - while the combo has been playable since the beta, it has been featured in a viable deck for 6ish of 48ish months.
The addition of Twilight Acolyte in K&C is what made the deck more popular and viable, because now you can use your opponent's minions instead of just your own. It is also another deck the has been boosted in popularity and win rate by cube / control warlock, because Voidlord makes a great OTK target.
Hmmm.
If you want to call a combo an OTK, provided the opponent helps you with the O, no one is going to stop you - though it would be an error to suppose that you are thereby correct . . .
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.
By your logic cards like Cold Blood would have to be HoFed as well, since they're usually part of huge burst damage to the point of being nearly-OTKs. And the perfect counter to all these 1 mana spells, Skulking Geist, has already been mentioned.
HoF all cards that are capable of killing your opponent. Sounds like the only reasonable solution.
This isn't going to be a popular opinion, but I don't feel that just because something feels terrible to lose to that it automatically means it should go.
I can mention many control, aggro, and combo decks that at one point or another feel terrible to lose to for many players, but if we rotated all of those decks out the game would be losing many cards. I'm sure scores of posters here could list many different types of decks/cards that all feel terrible to lose to. Inner Fire combo cards are far from the only one that could be included on that list.
I also think players are missing a big point with Inner Fire combo decks. Why do you think the combo wasn't nearly as popular before Shadow Visions existed when compared to now? The combo was very inconsistent due to the draw you needed to pull it off without Shadow Visions. When Shadow Visions rotates out I can almost guarantee that the combo with massively drop in popularity.
That was pretty interesting. Seems almost a 50/50 split on opinions.
Someone posted "It should rotate because alternate win conditions should come from expansions not the classic set." or something very close to that.
I think that is what I agree with the most. That is a much better argument for why it should rotate then mine, which was basically "it feels dumb to lose to."
Though, I do think that does matter, burst combos, even if rarely and play-a-around-able as it is, that kill you as early as turn 4-7 thats still gonna feel pretty bad. In a "Why am I doing this? Does anything I do matter?" Kind of way.
Yah, I'm pretty convinced of the win condition argument. It's not losing to dumb things, but that they push out interesting things that really matters.
Everything is a OTK nowadays as long as it deals 10+ damage in a turn. OTK is just clickbait now.
Cubelock? Can't deal more than 25 damage even in the best of scenarios: OTK That Pala DK + Heropower refresh deck. Can only win in one turn if the stars align and they at least got 2 coins from their opponents which probably won't happen more often than every 50 games: OTK
OTK is the second most bullshit word after cancer in this game
Had to log in just to say this: Inner fire combo isn't good by itself, there are times where its "ok" but then it immediatly becomes bad again as people starts playing around it. What makes it good are cards from other expansions, like the 2/3 sorc apprentice that priest has right now
in general I think the entirety of classic should eventually rotate out and a few cards from other expansions should make a comeback, but since that isn't happening I see no problem with Inner fire combo staying in the game.
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As much as I dislike the archetype, it's not broken in the slightest. The deck is easy to spot and the the combo is usually a 2-turn one (they need a minion in play) Keep track of the shadow visions and avoid having high helath minions of your own in case they pull Acolyte+Potion shenanigans.
+Skulking Geist murders the deck anyways, removing most of the aforementioned potential and limiting them to Crazed Alchemist as a backup plan.
I tried having fun once. It was awful.
For what profit is it to a man, if he gains the world and loses his own soul?
I actually agree with the OP, but only because nearly every argument that was used to rotate Ice Block also applies to the Inner Fire combo, especially the one about discovery being the biggest problem. And much like Exodia, the deck is more or less solitaire (just survive until you have the combo pieces in hand), does not have an overly oppressive win rate, although combo priest has a better win rate than Exodia.
Giest is the only way to tech against it, but even that isn't a 100% guarantee because of Crazed Alchemist.
IMHO, we just need consistency. Either we have crazy OTK combo's, or we don't. If they are going to wreck one, they should wreck them all ... or leave them all alone.
I wanna glide down, over Mulholland
I wanna write her, name in the sky
I wanna free fall, out into nothin'
Gonna leave this, world for awhile
As others have pointed out, it isn't an OTK - you need a turn to set it up with a high-health minion which sticks, and another turn to pull off the combo. The game will soon be four years old - while the combo has been playable since the beta, it has been featured in a viable deck for 6ish of 48ish months. Nor is it clear that it actually "limits design space," as a few people have claimed in this thread - Priest has been given plenty of very high Health minions, plenty of cards which buff the Health of those minions, and plenty of cards to draw into those combo pieces. It's taken all of that for the combo to finally feature in a deck that struggles to win as often as it loses . . .
Twilight Acolyte 3 Mana
Potion of Madness 1 Mana
Divine Spirit x2 4 mana
Inner Fire 1 mana
Power Word: Shield (if needed) 1 mana
OTK if your opponent plays any minion with 6 health or more. Add in another Divine Spirit from discovery, and its becomes OTK with nearly any minion on board.
The game will soon be four years old - while the combo has been playable since the beta, it has been featured in a viable deck for 6ish of 48ish months.
The addition of Twilight Acolyte in K&C is what made the deck more popular and viable, because now you can use your opponent's minions instead of just your own. It is also another deck the has been boosted in popularity and win rate by cube / control warlock, because Voidlord makes a great OTK target.
I wanna glide down, over Mulholland
I wanna write her, name in the sky
I wanna free fall, out into nothin'
Gonna leave this, world for awhile
By your logic cards like Cold Blood would have to be HoFed as well, since they're usually part of huge burst damage to the point of being nearly-OTKs. And the perfect counter to all these 1 mana spells, Skulking Geist, has already been mentioned.
This isn't going to be a popular opinion, but I don't feel that just because something feels terrible to lose to that it automatically means it should go.
I can mention many control, aggro, and combo decks that at one point or another feel terrible to lose to for many players, but if we rotated all of those decks out the game would be losing many cards. I'm sure scores of posters here could list many different types of decks/cards that all feel terrible to lose to. Inner Fire combo cards are far from the only one that could be included on that list.
I also think players are missing a big point with Inner Fire combo decks. Why do you think the combo wasn't nearly as popular before Shadow Visions existed when compared to now? The combo was very inconsistent due to the draw you needed to pull it off without Shadow Visions. When Shadow Visions rotates out I can almost guarantee that the combo with massively drop in popularity.
One of the only working combos left in the game and people want to get rid of it, wow.
That was pretty interesting. Seems almost a 50/50 split on opinions.
Someone posted "It should rotate because alternate win conditions should come from expansions not the classic set." or something very close to that.
I think that is what I agree with the most. That is a much better argument for why it should rotate then mine, which was basically "it feels dumb to lose to."
Though, I do think that does matter, burst combos, even if rarely and play-a-around-able as it is, that kill you as early as turn 4-7 thats still gonna feel pretty bad. In a "Why am I doing this? Does anything I do matter?" Kind of way.
Yah, I'm pretty convinced of the win condition argument. It's not losing to dumb things, but that they push out interesting things that really matters.
Everything is a OTK nowadays as long as it deals 10+ damage in a turn. OTK is just clickbait now.
Cubelock? Can't deal more than 25 damage even in the best of scenarios: OTK
That Pala DK + Heropower refresh deck. Can only win in one turn if the stars align and they at least got 2 coins from their opponents which probably won't happen more often than every 50 games: OTK
OTK is the second most bullshit word after cancer in this game
Had to log in just to say this: Inner fire combo isn't good by itself, there are times where its "ok" but then it immediatly becomes bad again as people starts playing around it. What makes it good are cards from other expansions, like the 2/3 sorc apprentice that priest has right now
in general I think the entirety of classic should eventually rotate out and a few cards from other expansions should make a comeback, but since that isn't happening I see no problem with Inner fire combo staying in the game.
Retired Hearthstone Columnist