In which part of "One Turn Kill on turn 4" would you like to play that Hex, huh?
Edit: Oh and Sn1p-Sn4p obviously needed a nerf before it was even released. That one turn KO you screenshotted can be achieved quite consitently, which is beyond stupid.
It's really very simple. No card should have its cost reduced to zero. One is a perfectly low number. Infinite combos are the bane of all card games. SN1P-SN4P would still be very strong if its cost was reduced to one. This change would help against other issues such as zero-cost giants.
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Dependable loan sharks since 1960. We sink our teeth into every deal we make.
Can you explain to me how he OTK'ed you by playing the Mech on turn 3, you didn't remove it, and he proceeded to kill you on the second turn?
You had a turn to remove the Mech, if the Mech wasn't on the board, he couldn't attack that turn from hand and deal 30+ Damage.
It is not an OTK when you can simply remove the Mech he has on the board to stop him from killing you, OTK's cannot be stopped by removing the minions the opponent has on board, that is why they are OTK's, they kill you from the hand, without the need for specific conditions on the board.
I completely agree with you. But... you need those 3 cards in hand in order to achieve that. That's somehow like Darkest Hour. In most of other games, this combo is hard to achieve, hence, the WR of this deck is just ok, it's not so consistent, so... Blizzard doesn't care!!
But ,yes, I agree with you that, when it comes to play, it's really frustrating, just like big priest and Barnes on curve.
And yes, there are A LOT of players that do enjoy wild and don't like these stupid combos.
Um... you had a Devolve AND a Hex in hand which would have dealt with the minions that were played in the previous turns before the combo happened? Why didn't you play either of those cards which would have solved the problem?
Um... you had a Devolve AND a Hex in hand which would have dealt with the minions that were played in the previous turns before the combo happened? Why didn't you play either of those cards which would have solved the problem?
Because i didnt know that Deck Exists :P
Edit : Besides all he needed was 1 little Meck on the board this is very easy to achive .
Um... you had a Devolve AND a Hex in hand which would have dealt with the minions that were played in the previous turns before the combo happened? Why didn't you play either of those cards which would have solved the problem?
Because i didnt know that Deck Exists :P
Edit : Besides all he needed was 1 little Meck on the board this is very easy to achive .
Edit : Besides all he needed was 1 little Meck on the board this is very easy to achive .
That is one of the biggest issues in the community, along with the main reason this kind of thing keeps happening.
The thing being people complaining about how X strategy is allowed to exist, because they get destroyed by a strategy they didn't know existed, and that annoys them.
It is funny, I respond exactly the opposite way. If i get surprised by a Strategy I didn't know existed, I will be very happy that I just got exposed to it and now not only know it exists, I can also use it myself for personal fun.
It is one of the rarest and greatest things that can happen to me while playing the game, finding an opponent that is playing a Strategy that I never thought about, and having it destroy me by surprise.
Lol i guess your right, but still i think Echo-Magnetic should not cost zero but 1 as minimal.
No, the problem is that OP is a Wild "specialist" who fails to realize that Wild is all about broken cards, broken combos, and broken decks. Every deck in Wild should be capable of obliterating their opponent if they draw right. Whether they do that with a turn 3 SMOrc lethal, Barnes into Y'Shaarg into whatever, Arcane Giants + Vargoth + Quest for 2 extra turns, infinite value Jades, etc etc, is totally irrelevant. You should not be playing "fair" decks in Wild, and you shouldn't expect your opponent to do so either.
Um... you had a Devolve AND a Hex in hand which would have dealt with the minions that were played in the previous turns before the combo happened? Why didn't you play either of those cards which would have solved the problem?
Because i didnt know that Deck Exists :P
Edit : Besides all he needed was 1 little Meck on the board this is very easy to achive .
Sorry, I just realised my post sounds a teensy bit condescending - that was entirely unintentional. <3
This really ridiculous !
turn 4 OTK theres nothing to do against that. this is more cancer than turn 4 Barnes it needs a fix.
So we are going to give him the "big snip"? Poor guy. He won't be able to have babies.
Hex or silence, maybe?
In which part of "One Turn Kill on turn 4" would you like to play that Hex, huh?
Edit: Oh and Sn1p-Sn4p obviously needed a nerf before it was even released. That one turn KO you screenshotted can be achieved quite consitently, which is beyond stupid.
Its OTK when he play Sn1p-Sn4p in 1 turn cant do anything to stop.
all he need is just a little Mech minion survived on the Board to bull the Combo.
No one cares about wild
Well, I care about Wild more than standard and there are many players do.
It's only 1 turn kill when the whole setup is done in 1 turn. This example has nothing to do with 1 turn kill.
It's really very simple. No card should have its cost reduced to zero. One is a perfectly low number. Infinite combos are the bane of all card games. SN1P-SN4P would still be very strong if its cost was reduced to one. This change would help against other issues such as zero-cost giants.
Dependable loan sharks since 1960. We sink our teeth into every deal we make.
Oh, and I almost exclusively play Wild.
Dependable loan sharks since 1960. We sink our teeth into every deal we make.
Im not the one who named it OTK i found the Deck in Tempo Storm and they named it OTK Sn1p-sn4p Warlock.
https://tempostorm.com/hearthstone/decks/sn1psn4p-otk-warlock-wild-meta-snapshot-july-11-2019
I completely agree with you. But... you need those 3 cards in hand in order to achieve that. That's somehow like Darkest Hour. In most of other games, this combo is hard to achieve, hence, the WR of this deck is just ok, it's not so consistent, so... Blizzard doesn't care!!
But ,yes, I agree with you that, when it comes to play, it's really frustrating, just like big priest and Barnes on curve.
And yes, there are A LOT of players that do enjoy wild and don't like these stupid combos.
Um... you had a Devolve AND a Hex in hand which would have dealt with the minions that were played in the previous turns before the combo happened?
Why didn't you play either of those cards which would have solved the problem?
Because i didnt know that Deck Exists :P
Edit : Besides all he needed was 1 little Meck on the board this is very easy to achive .
Sn1p-Sn4p is fine for me.
The problem is the Mechwarper
Lol i guess your right, but still i think Echo-Magnetic should not cost zero but 1 as minimal.
No, the problem is that OP is a Wild "specialist" who fails to realize that Wild is all about broken cards, broken combos, and broken decks. Every deck in Wild should be capable of obliterating their opponent if they draw right. Whether they do that with a turn 3 SMOrc lethal, Barnes into Y'Shaarg into whatever, Arcane Giants + Vargoth + Quest for 2 extra turns, infinite value Jades, etc etc, is totally irrelevant. You should not be playing "fair" decks in Wild, and you shouldn't expect your opponent to do so either.
Sorry, I just realised my post sounds a teensy bit condescending - that was entirely unintentional. <3
Wow I wonder why they call it Wild