Should we really allow an obviously broken card to exist, just because "the class is not good right now"? This is not a good way to buff a class.
If we compare this to all other otk combos, this is absurd. Mana wise, setup wise, card requirements. Exodia now only needs 2 pieces. And a random mech. Steambot, coppertail.
The rest of the deck can easily be a draw nomi shell, which will have the combo always around turn 8. Or regular inner fire shell, which synergizes with steambot. Or the silence shell, which makes taunt irrevelant. It's not that you have to run a crazy amount of cards for it.
Just because a combo will technically exist doesn't mean it will actually be used by most players. I still remember all of the "Nerf Mechwarper" or "Nerf Ziliax" posts before Ziliax released because of the technical 'infinite'-esque value combos or OTK combos. Ziliax came out and only a very small amount of meme decks ever did any of that in either format.
There's a difference between a 9 mana combo that requires three separate cards, two of which are legendaries, and is only accessible in wild and a 5 mana combo that requires two cards, only one of which is a legendary, and is in standard. I get that only a small number of decks actually used the Zilliax combo but this is FAR more accessible. Plus priest has a deathrattle tutor in the two drop mech Dead Ringer which allows you to get Sn1p-Sn4p while the Glinda combo just relied on sheer luck in draw. The card is just flat out good as is and priest has enough cards that could allow it to mess around with a mech deck using this as a finisher.
God forbid we put priest back into competitive ladder
Nobody is saying priest shouldn't be competitive. We're saying priest shouldn't be competitive merely due to a broken combo that wins the game on T5. Look at the hate Barnes gets in wild. Releasing this unnerfed is a terrible idea.
Yeah, as much as I hate early calls for nerfs, I have to add my normally EXTREMELY conservative voice to the call here.
I built this deck a couple of ways, and basically no matter how I do it, I end up with a deck that is either going to draw the Experimenter, Coppertail, and Ringer/Sn4p . . . . or lose horribly.
The options in Standard to deal with a 4/4 stealthed minion on turn 4 are few and far between. Taunt is not going to get it done against priest's numerous silence options.
On the other hand, the options to deal with a 4/4 stealth later in the game, OR to kill the priest in 6-7 turns, are numerous.
So you end up with a deck that basically cannot be beat if it draws perfectly, and cannot win under any other circumstances.
And even if the deck were to become very popular, the stealth mechanic does not lend itself to being efficiently teched against, so even if you are inclined to target opponents who roll the dice on the possibility of the early combo, there aren't many options with which to do so.
I'm not relishing the thought of this echoing Menace in the first place, but certainly we have an issue here with this combo.
Rollback Post to RevisionRollBack
Helpful Clarification on Forbidden Topics for Hearthstone Forums:
Enjoying Americans winning in the Olympics is forbidden because it is political. A 14 plus page discussion of state-sponsored lawsuits against a multi-national corporation based on harassment, discrimination, and wrongful death allegations is apparently not political enough to raise an issue.
I'm gonna go with the idea that they made the animation of it's entrance SO long that you would rope before getting it to ~30 attack. Probably not, but one can hope right? ^_^
If it ever becomes a problem, there is a fix that might be ok. Give Reckless Experimenter the Summoning Portal text.
"Your deathrattle minions cost (3) less, but no less than (1) They die at end of turn."
That way, even with double Galvanizer, SN1p-SN4P will still cost 1 mana.
Reckless experimenter is not being used that much. Having DR minions cost 1 instead of possible 0 is a huuuuge nerf and kills the card potential. The problem is not with Reckless experimenter. Let's start by saying that in the first place.
Yeah, as much as I hate early calls for nerfs, I have to add my normally EXTREMELY conservative voice to the call here.
I built this deck a couple of ways, and basically no matter how I do it, I end up with a deck that is either going to draw the Experimenter, Coppertail, and Ringer/Sn4p . . . . or lose horribly.
The options in Standard to deal with a 4/4 stealthed minion on turn 4 are few and far between. Taunt is not going to get it done against priest's numerous silence options.
On the other hand, the options to deal with a 4/4 stealth later in the game, OR to kill the priest in 6-7 turns, are numerous.
So you end up with a deck that basically cannot be beat if it draws perfectly, and cannot win under any other circumstances.
And even if the deck were to become very popular, the stealth mechanic does not lend itself to being efficiently teched against, so even if you are inclined to target opponents who roll the dice on the possibility of the early combo, there aren't many options with which to do so.
I'm not relishing the thought of this echoing Menace in the first place, but certainly we have an issue here with this combo.
Secrets from paladin and mage. Armor from Druid and Warrior. Those are already 4 classes who can counter this. Aside this combo, Priest has nothing.
Believe me. This will eventually be a tier 3 thing. Priest must have the god draw + has hard counters to this once off attack.
Yeah, as much as I hate early calls for nerfs, I have to add my normally EXTREMELY conservative voice to the call here.
I built this deck a couple of ways, and basically no matter how I do it, I end up with a deck that is either going to draw the Experimenter, Coppertail, and Ringer/Sn4p . . . . or lose horribly.
The options in Standard to deal with a 4/4 stealthed minion on turn 4 are few and far between. Taunt is not going to get it done against priest's numerous silence options.
On the other hand, the options to deal with a 4/4 stealth later in the game, OR to kill the priest in 6-7 turns, are numerous.
So you end up with a deck that basically cannot be beat if it draws perfectly, and cannot win under any other circumstances.
And even if the deck were to become very popular, the stealth mechanic does not lend itself to being efficiently teched against, so even if you are inclined to target opponents who roll the dice on the possibility of the early combo, there aren't many options with which to do so.
I'm not relishing the thought of this echoing Menace in the first place, but certainly we have an issue here with this combo.
You can also run a tempo shell with sticky mechs.. It works for hunter, priest could run a similar shell with extra arms it's more viable, yes the nomi priest shell is strong but for this broken combo it's too feast or famine.
You are all ignoring how hard is for a combo deck to stick anything on the board.
The mech Will be more annoying in Hunter ort warriors than in priest.
There have been several cards suggested to set this up. 30-30 minions that early just feels very wrong whichever way you look at it, especially in Standard.
Then, there are the very "fun" triple Mechwarper setups in wild as well, I believe pretty fast and effective decks can be built for that with cards like Simulacrum, Ursatron and copiers and tutors paired with mana discounts.
No need to nerf it. It's not like priest are good right now and the proposed combo still has many counters.
not it doesn't at all
taunts don't work because Mass Dispel, Secrets don't work because Chief Inspector, killing doesn't work because Coppertail Imposter, Freezing doesn't work because Silence
Any deck that can't remove a stealthed 4/4 by turn 4 just straight up dies.
God forbid we put priest back into competitive ladder
Check out my Earth, Wind, and Fire - Elemental Shaman deck!
Should we really allow an obviously broken card to exist, just because "the class is not good right now"? This is not a good way to buff a class.
If we compare this to all other otk combos, this is absurd. Mana wise, setup wise, card requirements. Exodia now only needs 2 pieces. And a random mech. Steambot, coppertail.
The rest of the deck can easily be a draw nomi shell, which will have the combo always around turn 8. Or regular inner fire shell, which synergizes with steambot. Or the silence shell, which makes taunt irrevelant. It's not that you have to run a crazy amount of cards for it.
Occasionally gives helpful advice.
There's a difference between a 9 mana combo that requires three separate cards, two of which are legendaries, and is only accessible in wild and a 5 mana combo that requires two cards, only one of which is a legendary, and is in standard. I get that only a small number of decks actually used the Zilliax combo but this is FAR more accessible. Plus priest has a deathrattle tutor in the two drop mech Dead Ringer which allows you to get Sn1p-Sn4p while the Glinda combo just relied on sheer luck in draw. The card is just flat out good as is and priest has enough cards that could allow it to mess around with a mech deck using this as a finisher.
Nobody is saying priest shouldn't be competitive. We're saying priest shouldn't be competitive merely due to a broken combo that wins the game on T5. Look at the hate Barnes gets in wild. Releasing this unnerfed is a terrible idea.
Yeah, as much as I hate early calls for nerfs, I have to add my normally EXTREMELY conservative voice to the call here.
I built this deck a couple of ways, and basically no matter how I do it, I end up with a deck that is either going to draw the Experimenter, Coppertail, and Ringer/Sn4p . . . . or lose horribly.
The options in Standard to deal with a 4/4 stealthed minion on turn 4 are few and far between. Taunt is not going to get it done against priest's numerous silence options.
On the other hand, the options to deal with a 4/4 stealth later in the game, OR to kill the priest in 6-7 turns, are numerous.
So you end up with a deck that basically cannot be beat if it draws perfectly, and cannot win under any other circumstances.
And even if the deck were to become very popular, the stealth mechanic does not lend itself to being efficiently teched against, so even if you are inclined to target opponents who roll the dice on the possibility of the early combo, there aren't many options with which to do so.
I'm not relishing the thought of this echoing Menace in the first place, but certainly we have an issue here with this combo.
Helpful Clarification on Forbidden Topics for Hearthstone Forums:
Enjoying Americans winning in the Olympics is forbidden because it is political. A 14 plus page discussion of state-sponsored lawsuits against a multi-national corporation based on harassment, discrimination, and wrongful death allegations is apparently not political enough to raise an issue.
Would make a pretty weak card pretty damn useless, though.
I'm gonna go with the idea that they made the animation of it's entrance SO long that you would rope before getting it to ~30 attack. Probably not, but one can hope right? ^_^
Reckless experimenter is not being used that much. Having DR minions cost 1 instead of possible 0 is a huuuuge nerf and kills the card potential. The problem is not with Reckless experimenter. Let's start by saying that in the first place.
Secrets from paladin and mage. Armor from Druid and Warrior.
Those are already 4 classes who can counter this.
Aside this combo, Priest has nothing.
Believe me. This will eventually be a tier 3 thing.
Priest must have the god draw + has hard counters to this once off attack.
You are all ignoring how hard is for a combo deck to stick anything on the board.
The mech Will be more annoying in Hunter ort warriors than in priest.
You can also run a tempo shell with sticky mechs.. It works for hunter, priest could run a similar shell with extra arms it's more viable, yes the nomi priest shell is strong but for this broken combo it's too feast or famine.
There have been several cards suggested to set this up. 30-30 minions that early just feels very wrong whichever way you look at it, especially in Standard.
Then, there are the very "fun" triple Mechwarper setups in wild as well, I believe pretty fast and effective decks can be built for that with cards like Simulacrum, Ursatron and copiers and tutors paired with mana discounts.
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
not it doesn't at all
taunts don't work because Mass Dispel, Secrets don't work because Chief Inspector, killing doesn't work because Coppertail Imposter, Freezing doesn't work because Silence
Any deck that can't remove a stealthed 4/4 by turn 4 just straight up dies.
I tried having fun once. It was awful.
I always said and will always say that hearthstone would be far better game if cards couldn't be discounted below 1 mana...