I normally keep up with HS news/this forum really well, but I got busy these past couple of weeks and slacked off a bit. Consequently, I saw a number of things about "Turtle Mage" but honestly had no idea what it was. I think I just played against it, and...i'm not sure what I could have really done? I guess it's a combo deck, so that's the point? Draw well and 100% chance to win, draw poorly, very very low chance to win?
Regardless, that was not a fun experience. I will be the first to say that I hate combo decks (always have and I've been playing since BRM), and I guess it's not really any different at all than any combo deck that's come before it, so probably doesn't need a nerf.
I can't really even be salty. I'm still riding high off of the wave of Blizz HOFing Coldlight Oracle. (Probably still will be in 2024.)
I feel very similarly about that deck (and combo decks in general), and have also been playing about as long as you have. It's cool to see them in action, but it definitely leaves you with this feeling of "what could i have done?" after losing to it.
That said, I played against a Turtle Mage the other day and their combo did *not* go well at all. I could sense their frustration. I almost felt bad for winning that match.
Don't have much of an issue against it with my Malygos druid. I can OTK without needing minions to attack. just need a few open board spaces and pray that the secret isn't counterspell.
I find combo decks in general fun to play. Not as much as control decks, but yeah. A fun part about combo decks is that you have to know when to give and take. Sometimes the only way to win is if you break your combo and use the pieces for some other purpose.
Although I don't play Wild, you can see amazing combos there. I just saw some videos of a Mecha'thun Rogue using Secret Passage to get rid of their hand. That was creative.
I can't help feeling blizz didn't discover turtle mage when they were testing the cards from this set. I think they're jsut lucky that it's a boring deck to play and quite a hard deck to play when you're managing hand and board space.
I can't help feeling blizz didn't discover turtle mage when they were testing the cards from this set. I think they're jsut lucky that it's a boring deck to play and quite a hard deck to play when you're managing hand and board space.
It's boring coupled with a healthy dose of being generally terrible for the most part unless you highroll like crazy. 9/10 you're dead long before you assemble the necessary pieces. And that's assuming you don't misclick and choose the wrong spell, destroying your combo completely. lol (I've seen people make this error loads of times)
The most satisfying thing in the world is to use Mindrender Illucia to waste all of the one mana turtles after your opponent starts playing them. Then watch them realize they no longer have a win condition.
But yeah, it's a long, SLOW way to either win or lose. IT rivals Shudderwock Shaman for pure frustration.
I can't help feeling blizz didn't discover turtle mage when they were testing the cards from this set. I think they're jsut lucky that it's a boring deck to play and quite a hard deck to play when you're managing hand and board space.
It's boring coupled with a healthy dose of being generally terrible for the most part unless you highroll like crazy. 9/10 you're dead long before you assemble the necessary pieces. And that's assuming you don't misclick and choose the wrong spell, destroying your combo completely. lol (I've seen people make this error loads of times)
When turtle mage just started being a thing, I didn't have a lot of the cards that made it work. (Lorekeeper Polkelt and Sphere of Sapience being the main ones)
After opening more packs I finally got these so I gave it a whirl the other night. It was actually kind of fun to play, since I've never really had the chance to play any combo decks before, given the lack of certain cards.
Maybe I just got lucky, but I won every game I played in a row. I used Desert Obelisk as my win condition, and it was fun to watch them go off. Pew pew pew...
That being said, maybe later when I play again I'll get stomped by a super aggro deck and be sad, but that's just the way the game can be, right?
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I normally keep up with HS news/this forum really well, but I got busy these past couple of weeks and slacked off a bit. Consequently, I saw a number of things about "Turtle Mage" but honestly had no idea what it was. I think I just played against it, and...i'm not sure what I could have really done? I guess it's a combo deck, so that's the point? Draw well and 100% chance to win, draw poorly, very very low chance to win?
Regardless, that was not a fun experience. I will be the first to say that I hate combo decks (always have and I've been playing since BRM), and I guess it's not really any different at all than any combo deck that's come before it, so probably doesn't need a nerf.
I can't really even be salty. I'm still riding high off of the wave of Blizz HOFing Coldlight Oracle. (Probably still will be in 2024.)
Anyway, sad times, thanks for listening.
strange deck turtle mage
I feel very similarly about that deck (and combo decks in general), and have also been playing about as long as you have. It's cool to see them in action, but it definitely leaves you with this feeling of "what could i have done?" after losing to it.
That said, I played against a Turtle Mage the other day and their combo did *not* go well at all. I could sense their frustration. I almost felt bad for winning that match.
It's an avarage deck. Winrate is around 51%
Don't have much of an issue against it with my Malygos druid. I can OTK without needing minions to attack. just need a few open board spaces and pray that the secret isn't counterspell.
I find combo decks in general fun to play. Not as much as control decks, but yeah. A fun part about combo decks is that you have to know when to give and take. Sometimes the only way to win is if you break your combo and use the pieces for some other purpose.
Although I don't play Wild, you can see amazing combos there. I just saw some videos of a Mecha'thun Rogue using Secret Passage to get rid of their hand. That was creative.
bruv turtle mage is fine swer down if they nerf it i'll quit the game srs peace out blud.
I can't help feeling blizz didn't discover turtle mage when they were testing the cards from this set. I think they're jsut lucky that it's a boring deck to play and quite a hard deck to play when you're managing hand and board space.
It's boring coupled with a healthy dose of being generally terrible for the most part unless you highroll like crazy.
9/10 you're dead long before you assemble the necessary pieces.
And that's assuming you don't misclick and choose the wrong spell, destroying your combo completely. lol
(I've seen people make this error loads of times)
The most satisfying thing in the world is to use Mindrender Illucia to waste all of the one mana turtles after your opponent starts playing them. Then watch them realize they no longer have a win condition.
But yeah, it's a long, SLOW way to either win or lose. IT rivals Shudderwock Shaman for pure frustration.
When turtle mage just started being a thing, I didn't have a lot of the cards that made it work. (Lorekeeper Polkelt and Sphere of Sapience being the main ones)
After opening more packs I finally got these so I gave it a whirl the other night. It was actually kind of fun to play, since I've never really had the chance to play any combo decks before, given the lack of certain cards.
Maybe I just got lucky, but I won every game I played in a row. I used Desert Obelisk as my win condition, and it was fun to watch them go off. Pew pew pew...
That being said, maybe later when I play again I'll get stomped by a super aggro deck and be sad, but that's just the way the game can be, right?