I'm a dumb dumb, but I just can't see how a 1/1, even with charge and getting pulled from the deck, is seen as so broken.
I remember warriors hoping to pull it with the 1-cost 1/1 that gave you a 1/3 weapon. And sure, 2/2 on the board turn 1 is really nice, but I just don't see how it's so incredibly overpowered that created calls for nerfs. Any 2-drop with 3 health is only killed with both the 1/1, Patches and weapon attacks it. Some 1-mana AoE existed back then as well, like whirlwind.
We didn't have as much of the hyper aggressive and well statted starting hands as we do now. To start your turn with all that on board, and more to follow, meant you were behind from the get go, and taking face damage.
Back then, this kind of aggression and this kind of quick board development had not been seen before.
These days it is more or less common.
EDIT: also, big LOL at the idea of Pirate Warrior trading stuff. Face is the place. They left the trading up to you, unless taunt.
I'm a dumb dumb, but I just can't see how a 1/1, even with charge and getting pulled from the deck, is seen as so broken.
I remember warriors hoping to pull it with the 1-cost 1/1 that gave you a 1/3 weapon. And sure, 2/2 on the board turn 1 is really nice, but I just don't see how it's so incredibly overpowered that created calls for nerfs. Any 2-drop with 3 health is only killed with both the 1/1, Patches and weapon attacks it. Some 1-mana AoE existed back then as well, like whirlwind.
What am I missing?
The warrior can play a 1/3 pirate, get the free 1/1, a weapon 1/3 and use the coin to get a 2/1 charge in the very first turn, 4 damage, 1/2 weapon left and 3 pirates in the board, it is the wet dream for aggro decks and happens back then very often, other deck to have a chance need to survive and plays Reno in the turn 6 to have a chance, Patches is broken as hell because he is a free resource, don't cost any mana or card, absolute free stuff is broken in games like this.
free tempo on turn 1, the most important turn to claim the board. As a tempo deck, if you win turn 1, you win, especially in the older days of hearthstone + it thins the deck, making the next draws more consistent.
With charge and being a pirate, this gave him instant damage and tribe synergy on top of everything, and it felt, at the time, overwhelming.
Now is a different time for Hearthstone, they could easily unnerf Patches and it wouldn't break Wild format imo, the game plays differently and is more focused on the so called "mana cheating", it's not cheating anymore when it's the core of your game design. Still, to this day, it would be a T1 auto include card in most aggro decks if it still had charge.
He is still an absolute powerhouse who has stayed strong against power creep. He has super strong synergy with Embiggen in token druid, along with quest rogue, I think he would indeed break wild with Charge, even now.
Any 2-drop with 3 health is only killed with both the 1/1, Patches and weapon attacks it.
Yes that's true except both 1/1s and the weapon are going face, and by the time your 2 drop with 3 health killed both 1/1s, it's turn 4, there are more threats on the board and you took 20 damage to face (10 of which are from the turn 1 play). That's what made Patches so good, it's an extra threat that HAS to be dealt with by spending ressources on it, while it didn't cost any ressource to come into play.
I remember games where every single turn, I was able to deal with everything that the opponent was throwing at me, except that turn 1 free patches that I couldn't find time or mana to kill, and patches eventually dealt so much incremental damage throughout the game that I hadn't enough health left to stabilize on the late game, despite me having all the answers at the right time for every other card.
You should just check the cards that we had back then. AoE were much less and not so effective, rush didn't exist (so if you were behind in the board you kept being behind). Fiery war axe was 2 mana and at the very beginning small time buccaneer had 2 hp.
It was crazy fast, most of the times you were dead by turn 5, sometimes 4
A card that draws itself is essentially a 0-mana draw a card. If there were a spell that did just this, i guarantee you it would be played commonly, if not an auto-include.
Patches gives a similar amount of value to a wisp that also has battlecry: draw a pirate from your deck. Even decks that have maybe one pirate play it because it's literally card draw for 0 mana.
The people in this thread are overvaluing the turn one patches. Granted that was a common occurrence and rather strong it wasn't even his most powerful form. The tempo package of Prince Keleseth , Bloodsail Corsair , Southsea Captain , and Patches the Pirate could be slotted into almost every deck and be a major powerhouse.
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I'm a dumb dumb, but I just can't see how a 1/1, even with charge and getting pulled from the deck, is seen as so broken.
I remember warriors hoping to pull it with the 1-cost 1/1 that gave you a 1/3 weapon. And sure, 2/2 on the board turn 1 is really nice, but I just don't see how it's so incredibly overpowered that created calls for nerfs. Any 2-drop with 3 health is only killed with both the 1/1, Patches and weapon attacks it. Some 1-mana AoE existed back then as well, like whirlwind.
What am I missing?
We didn't have as much of the hyper aggressive and well statted starting hands as we do now. To start your turn with all that on board, and more to follow, meant you were behind from the get go, and taking face damage.
Back then, this kind of aggression and this kind of quick board development had not been seen before.
These days it is more or less common.
EDIT: also, big LOL at the idea of Pirate Warrior trading stuff. Face is the place. They left the trading up to you, unless taunt.
If you see a bad post on the forum use the report function under it, so I or someone else of the moderation team can take care of it!
The warrior can play a 1/3 pirate, get the free 1/1, a weapon 1/3 and use the coin to get a 2/1 charge in the very first turn, 4 damage, 1/2 weapon left and 3 pirates in the board, it is the wet dream for aggro decks and happens back then very often, other deck to have a chance need to survive and plays Reno in the turn 6 to have a chance, Patches is broken as hell because he is a free resource, don't cost any mana or card, absolute free stuff is broken in games like this.
Without charge you removed the free damage out of the equasion and the result is a much weaker card.
Even priest at some point start to run the Captain + Patches to have a 3 manas 3/3 and free 2 attack charge from the deck.
free tempo on turn 1, the most important turn to claim the board. As a tempo deck, if you win turn 1, you win, especially in the older days of hearthstone + it thins the deck, making the next draws more consistent.
With charge and being a pirate, this gave him instant damage and tribe synergy on top of everything, and it felt, at the time, overwhelming.
Now is a different time for Hearthstone, they could easily unnerf Patches and it wouldn't break Wild format imo, the game plays differently and is more focused on the so called "mana cheating", it's not cheating anymore when it's the core of your game design. Still, to this day, it would be a T1 auto include card in most aggro decks if it still had charge.
He is still an absolute powerhouse who has stayed strong against power creep. He has super strong synergy with Embiggen in token druid, along with quest rogue, I think he would indeed break wild with Charge, even now.
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I can't edit my post anymore so i'll post here.
Yes that's true except both 1/1s and the weapon are going face, and by the time your 2 drop with 3 health killed both 1/1s, it's turn 4, there are more threats on the board and you took 20 damage to face (10 of which are from the turn 1 play). That's what made Patches so good, it's an extra threat that HAS to be dealt with by spending ressources on it, while it didn't cost any ressource to come into play.
I remember games where every single turn, I was able to deal with everything that the opponent was throwing at me, except that turn 1 free patches that I couldn't find time or mana to kill, and patches eventually dealt so much incremental damage throughout the game that I hadn't enough health left to stabilize on the late game, despite me having all the answers at the right time for every other card.
You should just check the cards that we had back then. AoE were much less and not so effective, rush didn't exist (so if you were behind in the board you kept being behind). Fiery war axe was 2 mana and at the very beginning small time buccaneer had 2 hp.
It was crazy fast, most of the times you were dead by turn 5, sometimes 4
Imagine the following card.
If you begin the game with this in your deck your opponent begins the game with 4 less health.
Legendary.
I mean, that is pretty strong, right. That was essentially patches.
Galavant Animation
Deck thinning and tempo. I really hated that little bastard, Pirate warrior ruined this game for months.
A card that draws itself is essentially a 0-mana draw a card. If there were a spell that did just this, i guarantee you it would be played commonly, if not an auto-include.
Patches gives a similar amount of value to a wisp that also has battlecry: draw a pirate from your deck. Even decks that have maybe one pirate play it because it's literally card draw for 0 mana.
The people in this thread are overvaluing the turn one patches. Granted that was a common occurrence and rather strong it wasn't even his most powerful form. The tempo package of Prince Keleseth , Bloodsail Corsair , Southsea Captain , and Patches the Pirate could be slotted into almost every deck and be a major powerhouse.