It's a 9 mana play that doesn't affect the board. The hero power is largely useless against combo, and it takes a lot going right to find a situation where you can safely play it again aggro or midrange unless you've managed to get a Doomsayer off. And even then, your wellies can often be removed from hand before you stabilize with the lifesteal.
It's a very strong card, but putting on the same level as Deathstalker Rexxar or Ghoul Man seems a bit much to me. The latter two have both been staples in T1 decks. Has control Mage ever hit that level?
Jaina is one of those cards that feels great to use but can be pretty horrible to play against. She's a very challenging card to navigate around and when you're unable to, it's very frustrating.
Had a lengthy game tonight against her with a warrior deck I used to check out the free legendary. It was a very tight match but ultimately, the free omega assembly I got at the end of one of the last turns really put the nail in her coffin.
I do really like her design though, I like all of the DKs in all honesty, whilst at the same time accepting I've wanted to throw my phone at the wall at times when playing against them. They were an enjoyable addition but it really is time for them to go.
I hope we get more hero cards though. It gives a fresh twist on the classes and cool battlecrys along with interesting synergies makes for interesting cards. Just a tad less powerful. I absolutely love Gul'dan but he's just too strong. The DKs were relatively new when I first downloaded the game though, I don't know the game without them and as annoying as they can be, I do have a bit of a soft spot for them.
The DKs leaving Standard is one of the things I am most looking forward to. Talk about OP, they warped the meta for months.
Before nerfs warlock players keep the DK, a freaking 10 manas card, in starting hand only to be sure will play him soon as possible, with 1 mana gain 8 life and 5 manas search for a Voidlord and put in play survive is not a concern.
This is the first time I've considered leaving Wild for Standard. Most cards that people can't wait to get rid of, I don't mind running into... but Jaina makes my blood boil. Imo losing to her feels a lot worse than losing to Rexxar. And no, I don't play as either before anyone asks.
Wow, dont understand the hate. Unlike a lot of the other dks *cough*rexxar*cough*, jaina actually was a well balanced Dk that didnt create unlimited resources but also took a little brain usage to use. She could only be used in control mage and also made sense in that deck. You couldn't build an aggressive deck and just stick her in there like rexxar. Never mind that mage was never top tier like hunter and she was actually a great card for mage users. I'll miss her.
Happy to see all the dks from KoFT go. Coin Jaina or Curve was pretty much GG.
Mages pretty much prayed to draw her in the early game. Most decks didnt even have card draw.
I could be happy for the rotation of DK's maybe. But, everytime I think about the rotation, all I could focus on is, 'Yeah, no more of that bullshit Priest cards, no Servitude, no SS, no Radiant, no Statue. It is just a FeelsGoodMan moment for me.
The most over powered card in the game. Only a Mage would consider it balanced.
I disagree. Gul'Dan is much worse.
Jaina is actually a very slow card to use initially and when an aggressive deck or sometimes another control deck that has pressured you enough has you down low on health you can't always play her and expect to live. Many times you have to be somewhat ahead on board and/or life to safely use considering that when you first play her she is a 9 mana gain 5 armor and summon a 3 attack lifesteal minion without rush. Compare that to the high swing, high value, and high tempo play of Gul'Dan.
The hero power now, is the epitome of a control card/playstyle. The creation of water eles is not just controlled by the mage player, but also the opponent as well. By the time the opponent has played Jaina you already know how many and what types of board clears & single target removal the mage has access to when creating a water ele. You generally know when it looks like you should play around Blizzard, or FS, or Meteor. A good player should also know how they should order their trades to prevent/minimize 1 health being left on any minion. The hero power itself really isn't overpowered, it just punishes bad plays for the aforementioned risks. Also, against other control decks that hardly play many minions at a time it forces the mage to use their removals inefficiently just to create a single water ele and once they're out of removal they have pretty much lost.
Compare that to Gul'Dan's hero power which always has a consistent effect with no requirements.
It's a 9 mana play that doesn't affect the board. The hero power is largely useless against combo, and it takes a lot going right to find a situation where you can safely play it again aggro or midrange unless you've managed to get a Doomsayer off. And even then, your wellies can often be removed from hand before you stabilize with the lifesteal.
It's a very strong card, but putting on the same level as Deathstalker Rexxar or Ghoul Man seems a bit much to me. The latter two have both been staples in T1 decks. Has control Mage ever hit that level?
Jaina is one of those cards that feels great to use but can be pretty horrible to play against. She's a very challenging card to navigate around and when you're unable to, it's very frustrating.
Had a lengthy game tonight against her with a warrior deck I used to check out the free legendary. It was a very tight match but ultimately, the free omega assembly I got at the end of one of the last turns really put the nail in her coffin.
I do really like her design though, I like all of the DKs in all honesty, whilst at the same time accepting I've wanted to throw my phone at the wall at times when playing against them. They were an enjoyable addition but it really is time for them to go.
I hope we get more hero cards though. It gives a fresh twist on the classes and cool battlecrys along with interesting synergies makes for interesting cards. Just a tad less powerful. I absolutely love Gul'dan but he's just too strong. The DKs were relatively new when I first downloaded the game though, I don't know the game without them and as annoying as they can be, I do have a bit of a soft spot for them.
Well, she cost 9 manas, I will never complain about hunter DK if he cost 9 manas too...
The DKs leaving Standard is one of the things I am most looking forward to. Talk about OP, they warped the meta for months.
Before nerfs warlock players keep the DK, a freaking 10 manas card, in starting hand only to be sure will play him soon as possible, with 1 mana gain 8 life and 5 manas search for a Voidlord and put in play survive is not a concern.
There is a thread for these kind of discussions...of the salt variant...
I'm personally glad to see all the DK heroes rotate out. I can't wait to dust the ones I have left and never have to worry about them again.
I’m sad to see Malfurion the pestillant go :( one of my favourite cards.
but yeah F$&k Frost Lich Jaina
This is the first time I've considered leaving Wild for Standard. Most cards that people can't wait to get rid of, I don't mind running into... but Jaina makes my blood boil. Imo losing to her feels a lot worse than losing to Rexxar. And no, I don't play as either before anyone asks.
The most over powered card in the game. Only a Mage would consider it balanced.
Remember when the Priest DK used to be a super OP?
At least that combo got a nerf though :p
Happy to see all the dks from KoFT go. Coin Jaina or Curve was pretty much GG.
Mages pretty much prayed to draw her in the early game. Most decks didnt even have card draw.
Machine gun Raza priest was insane.
I love you, Lich Jaina <3
I could be happy for the rotation of DK's maybe. But, everytime I think about the rotation, all I could focus on is, 'Yeah, no more of that bullshit Priest cards, no Servitude, no SS, no Radiant, no Statue. It is just a FeelsGoodMan moment for me.
Now we get to experience some variation of Tempo Mage again, or the other "Tempo Mage" aka Burn Mage.
noooooooooooo come back Jaina ; (
"Sometimes you eat the bear, and sometimes the bear turns into a cat and eats you." - Anonymous Druid
I disagree. Gul'Dan is much worse.
Jaina is actually a very slow card to use initially and when an aggressive deck or sometimes another control deck that has pressured you enough has you down low on health you can't always play her and expect to live. Many times you have to be somewhat ahead on board and/or life to safely use considering that when you first play her she is a 9 mana gain 5 armor and summon a 3 attack lifesteal minion without rush. Compare that to the high swing, high value, and high tempo play of Gul'Dan.
The hero power now, is the epitome of a control card/playstyle. The creation of water eles is not just controlled by the mage player, but also the opponent as well. By the time the opponent has played Jaina you already know how many and what types of board clears & single target removal the mage has access to when creating a water ele. You generally know when it looks like you should play around Blizzard, or FS, or Meteor. A good player should also know how they should order their trades to prevent/minimize 1 health being left on any minion. The hero power itself really isn't overpowered, it just punishes bad plays for the aforementioned risks. Also, against other control decks that hardly play many minions at a time it forces the mage to use their removals inefficiently just to create a single water ele and once they're out of removal they have pretty much lost.
Compare that to Gul'Dan's hero power which always has a consistent effect with no requirements.
RIP Frost Bitch
Petition for Jaina's boobs to return please. ( ͡° ͜ʖ ͡°)