The Altruis change to 4 mana is not going to be enough. That card is so oppressive.
Agreed. DH has card draw, AOE, midgame and early game threats, and combo potential coupled with reach, and life gain on top of it. I don't know why this card exists to be honest.
The Altruis change to 4 mana is not going to be enough. That card is so oppressive.
Agreed. DH has card draw, AOE, midgame and early game threats, and combo potential coupled with reach, and life gain on top of it. I don't know why this card exists to be honest.
Because it is the coolest and best designed card in the game?
The Altruis change to 4 mana is not going to be enough. That card is so oppressive.
Agreed. DH has card draw, AOE, midgame and early game threats, and combo potential coupled with reach, and life gain on top of it. I don't know why this card exists to be honest.
Because it is the coolest and best designed card in the game?
Let's say he plays Antaen on turn 6 into Priestess on 7. How can Warlock deal with them? Not by trade, because at this point he most likely has no board (Priestess can wipe but also DH himself is very good at removing stuff). He can use removal like Siphon Soul or Keli'dan the Breaker but that's 6 mana and there's no room for any additional pro-active play to gain even tiny bit of tempo. Next turn Antaen wakes up, Warlock takes Pyroblast to face (maybe 3 damage less if Keli'dan soak some) and has to deal with 10/6 on board... On top of that DH can follow up with another copy of those or just build more board and get even more tempo...
If he plays Priestess on 5 (due to cost reduced by Raging Felscreamer) Warlock has NO ANSWER to that and it's guaranteed damage to face.
That's fair for sure and not OP at all...
Well, Imprisoned Antaen actually was designed to be a midrange card (it can't be removed from the board when dormant and the effect cannot be prevented from happening and it's way too slow for aggro DH). With Maiev Shadowsong to either "slow down" an enemy minion or re-trigger Imprisoned Antaen. So it is a card that should be hard to deal with for control (actually any direct damage card that can bypass Taunts with it's ability, similar to Ragnaros the Firelord or all the ogre cards (50% chance to attack wrong enemy) which are really bad against aggro but great vs. control). Ragnaros the Firelord sucks against a board of murlocs :P
Fel Summoner is also great in combination with Imprisoned Antaen since if it is summoned on your opponents' turn the dormant effect triggers a bit earlier.
See, usually a midrange/combo deck should counter control, but since DH is a demon-themed class not even the midrange big demon deck which prbly includes cards like Imprisoned Antaen, Pit CommanderFel Summoner and Soul Split was never a thing because of Sacrificial Pact. Now with Sac Pact nerfed the Midrange Deck could see play to counter Warlock and that's how it should be. Regarding the Priestess of Fury - simply keep your removals just for these two cards. They are the most powerful/expensive tools of Aggro DH, basically the last in the deck.
Sacrificial Pact made Big Demon DH non-existent/irrelevant. It's a hard removal that costs nothing and heals for 5 while destroying your Pit Commander. Twice. Aaaand you can still develop your board. Very brokenerino.
Let's say he plays Antaen on turn 6 into Priestess on 7. How can Warlock deal with them? Not by trade, because at this point he most likely has no board (Priestess can wipe but also DH himself is very good at removing stuff). He can use removal like Siphon Soul or Keli'dan the Breaker but that's 6 mana and there's no room for any additional pro-active play to gain even tiny bit of tempo. Next turn Antaen wakes up, Warlock takes Pyroblast to face (maybe 3 damage less if Keli'dan soak some) and has to deal with 10/6 on board... On top of that DH can follow up with another copy of those or just build more board and get even more tempo...
If he plays Priestess on 5 (due to cost reduced by Raging Felscreamer) Warlock has NO ANSWER to that and it's guaranteed damage to face.
That's fair for sure and not OP at all...
I don't think you would play both Antaen and Priestess in the same deck. Even for a midrange-esque deck this is too heavy and clunky. I think the high end will be Felscreamer + Priestess package + Glaivebound Adept. I tried mid-range version and post-nerf Antaen definitely felt out of place. Cloggs hand, disrupts your Outcasts if you happen to have him in the wrong spot in the hand.
What I find interesting and that's something a lot of people already mentioned: every new expansion usually has some broken decks because of Basic cards.
What I find interesting and that's something a lot of people already mentioned: every new expansion usually has some broken decks because of Basic cards.
Well, they were designed years ago. It's easier to break them, because they were written without thinking of future mechanics. It's easier to control things, when you design them together. Therefore older cards will always be easy to break.
And let's be real - Charge andramp were broken mechanics. It only lacked tools. Charge was broken even in times of Miracle Rogue, which most of us don't even remember (including me - joining the game in Naxx format). Ramp... Ramp was in the game since early days to and it was always somewhere there. It was a solid pick for years and there are very few (none) arechetypes in Hearthstone, which are constantly somewhere around the top for so long.
The Battlefiend and Felwing nerfs should be enough, other classes should be able to handle DH opener now.
The KT and Albatross nerfs change nothing though, very pointless. Albatross needed the BGH treatment, no tech card against control should be ok against aggro, otherwise theres no opportunity cost in playing it! it had to cost 5 mana.
I believe the 2-spell nerf to Open the Waygate is more than people think. The combo will hit 1-3 turns later.
Remember you need to both create and cast the spells, every one matters a lot! Not to mention, you can get some high-cost ones which screw you over.
Yea I totally agree with you. In higlander version with Vargoth it's even better because he can't generate so many spells like regular version, so I don't know why is so many people still complaining about Vargoth. As for regular version it will still be very strong but still a bit worser than before which I think is just fine because I don't like when they kill deks with nerfs.
I believe the 2-spell nerf to Open the Waygate is more than people think. The combo will hit 1-3 turns later.
Remember you need to both create and cast the spells, every one matters a lot! Not to mention, you can get some high-cost ones which screw you over.
The nerf doesnt delay the combo turn at all, its not like they are winning the same turn as they complete the quest. When they need 3 turns to kill its usually turn 9 Vargoth + Time warp, when they dont its about turn 7-8 and they can complete the quest way before that.
This "nerf" makes no difference except making the Questing Explorer more consistent in the deck.
Quote from lbatross needed the BGH treatment, no tech card against control should be ok against aggro, otherwise theres no opportunity cost in playing it! it had to cost 5 mana.
Albatross needed the BGH treatment, no tech card against control should be ok against aggro, otherwise theres no opportunity cost in playing it! it had to cost 5 mana.
Lol so you think playing a 4 mana 4/3 do nothing is an ok-play against aggro? Alrighty then.
Kael'thas Sunstrider is put in check by these nerfs, you all just have no idea how drastic a cost increase is. It is the hardest way to nerf a card without reworking it completly.
I don't know how it affects other decks but it changes nothing in Druid decks. You wouldn't play it when you are on 6 Mana anyway and at 7 Mana so many of your spells start costing 0 that you can run wild with it....
The Battlefiend and Felwing nerfs should be enough, other classes should be able to handle DH opener now.
The KT and Albatross nerfs change nothing though, very pointless. Albatross needed the BGH treatment, no tech card against control should be ok against aggro, otherwise theres no opportunity cost in playing it! it had to cost 5 mana.
At that point it's to late for what it's purpose is they should have just lowered It's stats.
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Why on earth didn't they give Battlefiend 1 HEALTH, rather than 1 attack. This way it's still consistently the best 1-drop in the game.
I think you should read the nerfs again. They did exactly that.
you should read again. after the nerf he has 1 attack and 2 health and he's asking for 2 attack and 1 health
Agreed. DH has card draw, AOE, midgame and early game threats, and combo potential coupled with reach, and life gain on top of it. I don't know why this card exists to be honest.
I believe the 2-spell nerf to Open the Waygate is more than people think. The combo will hit 1-3 turns later.
Remember you need to both create and cast the spells, every one matters a lot! Not to mention, you can get some high-cost ones which screw you over.
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
Because it is the coolest and best designed card in the game?
Well, Imprisoned Antaen actually was designed to be a midrange card (it can't be removed from the board when dormant and the effect cannot be prevented from happening and it's way too slow for aggro DH). With Maiev Shadowsong to either "slow down" an enemy minion or re-trigger Imprisoned Antaen. So it is a card that should be hard to deal with for control (actually any direct damage card that can bypass Taunts with it's ability, similar to Ragnaros the Firelord or all the ogre cards (50% chance to attack wrong enemy) which are really bad against aggro but great vs. control). Ragnaros the Firelord sucks against a board of murlocs :P
Fel Summoner is also great in combination with Imprisoned Antaen since if it is summoned on your opponents' turn the dormant effect triggers a bit earlier.
See, usually a midrange/combo deck should counter control, but since DH is a demon-themed class not even the midrange big demon deck which prbly includes cards like Imprisoned Antaen, Pit Commander Fel Summoner and Soul Split was never a thing because of Sacrificial Pact. Now with Sac Pact nerfed the Midrange Deck could see play to counter Warlock and that's how it should be. Regarding the Priestess of Fury - simply keep your removals just for these two cards. They are the most powerful/expensive tools of Aggro DH, basically the last in the deck.
Sacrificial Pact made Big Demon DH non-existent/irrelevant. It's a hard removal that costs nothing and heals for 5 while destroying your Pit Commander. Twice. Aaaand you can still develop your board. Very brokenerino.
I don't think you would play both Antaen and Priestess in the same deck. Even for a midrange-esque deck this is too heavy and clunky. I think the high end will be Felscreamer + Priestess package + Glaivebound Adept. I tried mid-range version and post-nerf Antaen definitely felt out of place. Cloggs hand, disrupts your Outcasts if you happen to have him in the wrong spot in the hand.
Ups, my bad.
Oops, my bad.
What I find interesting and that's something a lot of people already mentioned: every new expansion usually has some broken decks because of Basic cards.
Either its abusing the Charge mechanic (Pirate Warrior, Quest Rogue, Face Hunter) with Stonetusk Boar, Unleash the Hounds or Leeroy Jenkins, or insane ramp (Nourish, Innervate) or other basic cards, now Sacrificial Pact. The Basic set causes a lot of trouble mostly.
Well, they were designed years ago. It's easier to break them, because they were written without thinking of future mechanics. It's easier to control things, when you design them together. Therefore older cards will always be easy to break.
And let's be real - Charge andramp were broken mechanics. It only lacked tools. Charge was broken even in times of Miracle Rogue, which most of us don't even remember (including me - joining the game in Naxx format). Ramp... Ramp was in the game since early days to and it was always somewhere there. It was a solid pick for years and there are very few (none) arechetypes in Hearthstone, which are constantly somewhere around the top for so long.
The Battlefiend and Felwing nerfs should be enough, other classes should be able to handle DH opener now.
The KT and Albatross nerfs change nothing though, very pointless. Albatross needed the BGH treatment, no tech card against control should be ok against aggro, otherwise theres no opportunity cost in playing it! it had to cost 5 mana.
Yea I totally agree with you. In higlander version with Vargoth it's even better because he can't generate so many spells like regular version, so I don't know why is so many people still complaining about Vargoth. As for regular version it will still be very strong but still a bit worser than before which I think is just fine because I don't like when they kill deks with nerfs.
The nerf doesnt delay the combo turn at all, its not like they are winning the same turn as they complete the quest. When they need 3 turns to kill its usually turn 9 Vargoth + Time warp, when they dont its about turn 7-8 and they can complete the quest way before that.
This "nerf" makes no difference except making the Questing Explorer more consistent in the deck.
Just make Sacrificial Pact a Demon Hunter card and make the cost 1 mana… I mean it fits so well in demon hunter.
Lol so you think playing a 4 mana 4/3 do nothing is an ok-play against aggro? Alrighty then.
I don't know how it affects other decks but it changes nothing in Druid decks. You wouldn't play it when you are on 6 Mana anyway and at 7 Mana so many of your spells start costing 0 that you can run wild with it....
At that point it's to late for what it's purpose is they should have just lowered It's stats.