need to end secret mage, this deck is ridiculous! I'm about to kick my monitor, I just face this shit at rank 5 upwards, a deck that nullifies your minions, spells and the minions you can kill return 2 copies to your opponent's hand!
Look at the post I made talking about the deck and this increasingly toxic community belittles and says I'm crying!
I love Open the Waygate but unfortunately the OP may be correct. I typically only play a super-meme mill highlander version with Vargoth, Drakkari Enchanter and Violet Illusionist and it still gets the job done nearly half the time.
What is next ? darkest hour warlock ? mecha'thun ? people always gonna complain about a tier one deck....
Thanks for your comment and i respect it, however i think you have gotten the wrong idea.
Im not complaining about the deck, im simply stating the fact that is very strong atm since year of the dragon and how its pretty uninteractive to play against.
Quest mage has always been playable, but its become very easy to play, even easier that mecha'thun warlock as it does not require you to play your whole deck.
Its a frustrating deck to play against, even more then secret mage that is over broken himself. Obviusly if they nerf quest mage, otk reno priest will take over and if they nerf reno priest, jade druid will take over the ladder. Another stupid deck is darkest hour warlock for example ...
They need to deal with this, making massive nerfs , doing a lot of tests and find a way to make it enjoyble. Its nothing impossible to do.
The problem is that wild is becoming slowly slowly like vintage format in magic, where combos get broken as shit. What we really need are effective combo breaker tech cards and if a combo deck take out the meta you can tech against them.
Let's see how it goes, i would have many ideas to deal with these problems, I m sure the blizzard devs have so many as well. I have faith in them.
As a control player I have hated that card since its release - in general I hate any card that allow a player to OTK their opponent. It feels bad when you face a deck and know it is an instant lose with little to no counter plays.
"because democracy basically means government by the people, of the people, for the people, but the people are retarded. So let us say: government by the retarded, for the retarded, of the retarded." - Osho Rajneesh
I mean, it's wild. It's never gonna be balanced. The entire design philosophy behind wild is to throw all the broken shit there and pretend it doesn't exist. I doubt they will address any specific wild deck simply because they have no interest in balancing that game mode.
OP is right about this deck. It lacks decent counters and with all the removal and card generation mage has avaiable it's hard even for face decks to win against it. Increasing the number of spells for Open the Waygate to 8 should slow it down a bit and making Time Warp cost 7 mana instead of 5 will make impossible to play it with Archmage Vargoth immediatly, unless they are discounted with Emperor Thaurissan. Before someone answers with the predictable "WiLd Is MeAnT To Be BrOkEn" argument, while it's true that wild is meant to have the strongest decks and combos it doesn't mean that it should lack at least some degree of balancing, especially when decks like this start to pollute the meta
When hasn't Mage been overpowered? Open the Waygate didn't just magically become op; it's always been op. It's just back then there were some decent counters to it. Mage, in general, has been long overdue for a nerf.
It's really not, it's more of a class hard counter tbh. Just because you guys main certain things that is directly countered does not mean it's strong, when it loses to the majority of the decks out there due to the RNG factor.
I've been playing quest mague usually w/o Vargoth and is definitelly strong, but in the end is usually countered by aggro decks if you don't draw/generate any frost/direct dmg effect.
After reading the update regarding the future nerfs to Bad Luck Albatross, Mague quest and Bloodbloom, we may end fed up of aggro pallys and DHs.
Changing the cost to 10 mana, you understand, you suggest to remove the reward from the quest.. No reason to play a 10 cost card just to press a second time, the end turn button..
As a wild player I can't agree more. A lot of curvestone options within the deck. On top of that some op cards like mana cyclone which easily generates + 3 random spells. Then you have flamewaker which easily deals over +10 damage on the turn it has been played. On top of that the deck has great 2 drops which all have the full 2/3 stat line; which is the max for a 2 mana minion. Combine that with the fact that those minions have more then decent / strong effect and you will realise that things are unbalanced. Combine that with a broken quest reward and gg.
On top of that mage has so much card draw.... I first of all don't get why the mage class is a class based around card draw??? And even more weird is the fact that the card draw provided isn't even well balanced. In the past drawing a card is like 1.5 mana worth. Today you can draw 3 cards for 2 or 2 cards for 2 mana or have a draw + a 2/3 minion body. The balance is totaly gone which really irritates me to be honest.
So shortly summarised: broken quest reward with op cards that combine too good. Failing balancing team from Blizzard once again.
Changing the cost to 10 mana, you understand, you suggest to remove the reward from the quest.. No reason to play a 10 cost card just to press a second time, the end turn button..
You still draw an extra card and get to attack with everything again.
Besides, you can still play giants, since they cost 0.
When hasn't Mage been overpowered? Open the Waygate didn't just magically become op; it's always been op. It's just back then there were some decent counters to it. Mage, in general, has been long overdue for a nerf.
Mage has been outright unplayable on several occasions. The quest was also fine for a long time, but has received too many strong support cards now, it is too easy to complete and too hard to counter.
The only solution except a direct nerf is introducing more cards like Loatheb, but that will take too long.
The question is, will they make the quest itself harder to complete or nerf the reward? To me, upping the required spells to 8 or 10 would do the trick so completing the quest will be an actual challenge again.
need to end secret mage, this deck is ridiculous! I'm about to kick my monitor, I just face this shit at rank 5 upwards, a deck that nullifies your minions, spells and the minions you can kill return 2 copies to your opponent's hand!
Look at the post I made talking about the deck and this increasingly toxic community belittles and says I'm crying!
https://www.hearthpwn.com/forums/hearthstone-game-modes/wild-format/241401-lets-talk-about-secret-mage#c8
I love Open the Waygate but unfortunately the OP may be correct. I typically only play a super-meme mill highlander version with Vargoth, Drakkari Enchanter and Violet Illusionist and it still gets the job done nearly half the time.
Thanks for your comment and i respect it, however i think you have gotten the wrong idea.
Im not complaining about the deck, im simply stating the fact that is very strong atm since year of the dragon and how its pretty uninteractive to play against.
Quest mage has always been playable, but its become very easy to play, even easier that mecha'thun warlock as it does not require you to play your whole deck.
Its a frustrating deck to play against, even more then secret mage that is over broken himself. Obviusly if they nerf quest mage, otk reno priest will take over and if they nerf reno priest, jade druid will take over the ladder. Another stupid deck is darkest hour warlock for example ...
They need to deal with this, making massive nerfs , doing a lot of tests and find a way to make it enjoyble. Its nothing impossible to do.
The problem is that wild is becoming slowly slowly like vintage format in magic, where combos get broken as shit. What we really need are effective combo breaker tech cards and if a combo deck take out the meta you can tech against them.
Let's see how it goes, i would have many ideas to deal with these problems, I m sure the blizzard devs have so many as well. I have faith in them.
PRIEST
They also could release a small wild only expansion with teches for dealing with certain over used over broken over stupid decks ...
PRIEST
As a control player I have hated that card since its release - in general I hate any card that allow a player to OTK their opponent. It feels bad when you face a deck and know it is an instant lose with little to no counter plays.
All combo decks are too strong now in wild. Quest highlander mage, quest flameawoker mage, Highlander priest, mecha'thun warlock.
All these decks are fingers in the ass.
In my opinion there is only a way to fix wild. Increase Mill decks. Leeching Poison unnerfed is a good point to start.
Combo decks has not counters, Mill decks are the counters but there are not good mill decks like now because Blizzard killed the mill decks.
i totally agree with op
"because democracy basically means government by the people, of the people, for the people, but the people are retarded. So let us say: government by the retarded, for the retarded, of the retarded." - Osho Rajneesh
I mean, it's wild. It's never gonna be balanced. The entire design philosophy behind wild is to throw all the broken shit there and pretend it doesn't exist. I doubt they will address any specific wild deck simply because they have no interest in balancing that game mode.
OP is right about this deck. It lacks decent counters and with all the removal and card generation mage has avaiable it's hard even for face decks to win against it. Increasing the number of spells for Open the Waygate to 8 should slow it down a bit and making Time Warp cost 7 mana instead of 5 will make impossible to play it with Archmage Vargoth immediatly, unless they are discounted with Emperor Thaurissan. Before someone answers with the predictable "WiLd Is MeAnT To Be BrOkEn" argument, while it's true that wild is meant to have the strongest decks and combos it doesn't mean that it should lack at least some degree of balancing, especially when decks like this start to pollute the meta
When hasn't Mage been overpowered? Open the Waygate didn't just magically become op; it's always been op. It's just back then there were some decent counters to it. Mage, in general, has been long overdue for a nerf.
It's really not, it's more of a class hard counter tbh. Just because you guys main certain things that is directly countered does not mean it's strong, when it loses to the majority of the decks out there due to the RNG factor.
The real problem is the Quest. They should gave a higher cost to enable not casting with Vargoth.
I've been playing quest mague usually w/o Vargoth and is definitelly strong, but in the end is usually countered by aggro decks if you don't draw/generate any frost/direct dmg effect.
After reading the update regarding the future nerfs to Bad Luck Albatross, Mague quest and Bloodbloom, we may end fed up of aggro pallys and DHs.
OP is 100 percent correct. Great post.
Changing the cost to 10 mana, you understand, you suggest to remove the reward from the quest.. No reason to play a 10 cost card just to press a second time, the end turn button..
According to team 5 it’s getting nerfed soon.
I play mage/warlock/priest... and I agree it’s a problem. Most mage ranked players are just playing this.
As a wild player I can't agree more. A lot of curvestone options within the deck. On top of that some op cards like mana cyclone which easily generates + 3 random spells. Then you have flamewaker which easily deals over +10 damage on the turn it has been played. On top of that the deck has great 2 drops which all have the full 2/3 stat line; which is the max for a 2 mana minion. Combine that with the fact that those minions have more then decent / strong effect and you will realise that things are unbalanced. Combine that with a broken quest reward and gg.
On top of that mage has so much card draw.... I first of all don't get why the mage class is a class based around card draw??? And even more weird is the fact that the card draw provided isn't even well balanced. In the past drawing a card is like 1.5 mana worth. Today you can draw 3 cards for 2 or 2 cards for 2 mana or have a draw + a 2/3 minion body. The balance is totaly gone which really irritates me to be honest.
So shortly summarised: broken quest reward with op cards that combine too good. Failing balancing team from Blizzard once again.
You still draw an extra card and get to attack with everything again.
Besides, you can still play giants, since they cost 0.
Mage has been outright unplayable on several occasions. The quest was also fine for a long time, but has received too many strong support cards now, it is too easy to complete and too hard to counter.
The only solution except a direct nerf is introducing more cards like Loatheb, but that will take too long.
The question is, will they make the quest itself harder to complete or nerf the reward? To me, upping the required spells to 8 or 10 would do the trick so completing the quest will be an actual challenge again.
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide