Hearthstone is the only cardgame I've played with this little amount of spell counters. Whenever no minion decks have been possible, they have been insanely good, and I believe one reason is that this game barely has a way to deal with spells.
They need a lot more counters to draw, discovery and too a lesser extent deck destruction. Games are far too uninteractive at the moment because of these 3 elements.
Its easy, build an anti spell deck and tadaaaaa, no no minion enemies until you switch the deck again. Sadly you got no chance with that anti deck against every other build.
We have some at the moment in neophyte and ogremancer which are actually seeing some play. I don't think more extreme effects like Loatheb (one of the strongest cards ever printed) are needed - what exactly are you trying to achieve? Completely lock out someone's hand and prevent them from playing the game permanently? Softer disruption tools against spells are fine, but not to that degree imo. Loatheb was used in tempo/aggro decks to cement a board and prevent it from being AoE'd down or preventing a combo turn, and it was absolutely devastating when played at the right time. I don't think we need more effects that go "haha, gg you lose"
Cult Neophyte was literally printed two expansions ago, which is extremely powerful vs spell-heavy (or spell-only) decks, Ogremancer is from the same expansion which is also decent. Finally we recently got Crossroads Watch Post, which noone has experimented with yet.
minion based decks (aggro/mid-range) have general advantage (higher overall win%) over spell based (control/combo) decks The game is designed to favor minions over spells.
minion based decks (aggro/mid-range) have general advantage (higher overall win%) over spell based (control/combo) decks The game is designed to favor minions over spells.
The problem usually is not the win rate but the play rate. There were times in the last month were I faced so many Spell Mages and Control Warlocks on standard ladder that I cheered when I saw an occasional Face Hunter. Just because he plays stuff I can interact with. Even when playing decks that counter those archetypes I had absolutely no fun in doing so. It's just a terrible game experience to play against. But apparently people love those decks, so I don't know how to fix that problem while being fair to the community.
If only the devs would give some love to arena mode, where folks like me can enjoy minion-to-minion combat.
6 mana 6/6 taunt with such battlecry is stronger than a legendary card. Your idea needs to be nerfed big time
Why? 6/6 for 6 is vanilla (aka not very good) and battlecry would be strong only against spell-heavy deck (like Mage or Token Druid). Against "normal" decks it would be like 4-6 armor on average and sometimes even 0-2. It's not like auto-include card, great in any deck, because it's rather slow. Also Illidari Inquisitor is a rare, so I don't see a problem here at all.
Crossroads Watch Post is inefficient to halt spell-based decks compared to Neophyte and Ogre, a tech card tha doesn't conter what it's supposed to counter by itself is terrible, and that's why this watchpost sucks
6 mana 6/6 taunt with such battlecry is stronger than a legendary card. Your idea needs to be nerfed big time
Why? 6/6 for 6 is vanilla (aka not very good) and battlecry would be strong only against spell-heavy deck (like Mage or Token Druid). Against "normal" decks it would be like 4-6 armor on average and sometimes even 0-2. It's not like auto-include card, great in any deck, because it's rather slow. Also Illidari Inquisitor is a rare, so I don't see a problem here at all.
Gotta agree that this isn't busted. It needs at least 4 spells in the opponent's hand to start being good. Most decks don't have that many spells in hand on turn 6. Probably too weak honestly.
No it absolutely shouldn't. You can lock literally every single combo, control and midrange deck in wild by playing loatheb (and bouncing it, which combo rogue and some reno decks can do), let alone having it being a 2 of, that's one of the dumbest ideas I've read in a while.
Knowledge of your opponent's hand has always been tied to legendary cards (lazul, stelina, chameleos, keymaster) and while this doesn't "see" or discover cards from your opponent's hand, it gives you plenty of knowledge of what's in it if you're able to add 2 and 2. Not happening, I don't think.
This message board is forced to tolerate 11ty hate threads a day regarding Oh My Yogg! and suddenly, we need MORE spell counters...
Oh my Yogg is only for Pala. We need more good neutral anti spell tech cards.
(And no Cult Neophyte is in my eyes not a good anti spell card, it`s only "ok" and only in Standard. For Wild I think the card is too weak.)
You can lock literally every single combo, control and midrange deck in wild by playing loatheb
I don`t know in which parallel universe you are playing but on EU on 10/11 star rating elo I very rarly see any Loathebs played anymore.
Beside 2-3 decks (like APM mage and Reno Priest) most of the current meta decks are mostly minion based so most decks see no real reason to tech in Loatheb. He is too often just a 5 mana 5/5 which isn`t good enough in Wild.
The guy claiming neophyte being bad in wild has no clue. It’s staple in darkglare, which is the best deck in the format. Also loatheb sees plenty of play. Legend every season myself
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Hearthstone is the only cardgame I've played with this little amount of spell counters. Whenever no minion decks have been possible, they have been insanely good, and I believe one reason is that this game barely has a way to deal with spells.
What do you think?
They need a lot more counters to draw, discovery and too a lesser extent deck destruction. Games are far too uninteractive at the moment because of these 3 elements.
Its easy, build an anti spell deck and tadaaaaa, no no minion enemies until you switch the deck again. Sadly you got no chance with that anti deck against every other build.
We have some at the moment in neophyte and ogremancer which are actually seeing some play. I don't think more extreme effects like Loatheb (one of the strongest cards ever printed) are needed - what exactly are you trying to achieve? Completely lock out someone's hand and prevent them from playing the game permanently? Softer disruption tools against spells are fine, but not to that degree imo. Loatheb was used in tempo/aggro decks to cement a board and prevent it from being AoE'd down or preventing a combo turn, and it was absolutely devastating when played at the right time. I don't think we need more effects that go "haha, gg you lose"
Cult Neophyte was literally printed two expansions ago, which is extremely powerful vs spell-heavy (or spell-only) decks, Ogremancer is from the same expansion which is also decent. Finally we recently got Crossroads Watch Post, which noone has experimented with yet.
more? we already have "oh my yogg"... which seems to be enough!
Bad Luck Albatross should be core set.
minion based decks (aggro/mid-range) have general advantage (higher overall win%) over spell based (control/combo) decks
The game is designed to favor minions over spells.
The problem usually is not the win rate but the play rate. There were times in the last month were I faced so many Spell Mages and Control Warlocks on standard ladder that I cheered when I saw an occasional Face Hunter. Just because he plays stuff I can interact with. Even when playing decks that counter those archetypes I had absolutely no fun in doing so. It's just a terrible game experience to play against. But apparently people love those decks, so I don't know how to fix that problem while being fair to the community.
If only the devs would give some love to arena mode, where folks like me can enjoy minion-to-minion combat.
Ceterum censeo classum magi esse delendam.
I'll just post my idea again:
6 mana 6/6 taunt with such battlecry is stronger than a legendary card. Your idea needs to be nerfed big time
Why? 6/6 for 6 is vanilla (aka not very good) and battlecry would be strong only against spell-heavy deck (like Mage or Token Druid). Against "normal" decks it would be like 4-6 armor on average and sometimes even 0-2. It's not like auto-include card, great in any deck, because it's rather slow. Also Illidari Inquisitor is a rare, so I don't see a problem here at all.
Crossroads Watch Post is inefficient to halt spell-based decks compared to Neophyte and Ogre, a tech card tha doesn't conter what it's supposed to counter by itself is terrible, and that's why this watchpost sucks
Gotta agree that this isn't busted. It needs at least 4 spells in the opponent's hand to start being good. Most decks don't have that many spells in hand on turn 6. Probably too weak honestly.
Loatheb should be an epic card.
This message board is forced to tolerate 11ty hate threads a day regarding Oh My Yogg! and suddenly, we need MORE spell counters...
No it absolutely shouldn't. You can lock literally every single combo, control and midrange deck in wild by playing loatheb (and bouncing it, which combo rogue and some reno decks can do), let alone having it being a 2 of, that's one of the dumbest ideas I've read in a while.
Knowledge of your opponent's hand has always been tied to legendary cards (lazul, stelina, chameleos, keymaster) and while this doesn't "see" or discover cards from your opponent's hand, it gives you plenty of knowledge of what's in it if you're able to add 2 and 2. Not happening, I don't think.
Crossroads Watch Post has been doing wonders for me as anti-spell in token based decks.
Oh my Yogg is only for Pala. We need more good neutral anti spell tech cards.
(And no Cult Neophyte is in my eyes not a good anti spell card, it`s only "ok" and only in Standard. For Wild I think the card is too weak.)
I don`t know in which parallel universe you are playing but on EU on 10/11 star rating elo I very rarly see any Loathebs played anymore.
Beside 2-3 decks (like APM mage and Reno Priest) most of the current meta decks are mostly minion based so most decks see no real reason to tech in Loatheb. He is too often just a 5 mana 5/5 which isn`t good enough in Wild.
The guy claiming neophyte being bad in wild has no clue. It’s staple in darkglare, which is the best deck in the format. Also loatheb sees plenty of play. Legend every season myself