They disrupt combos and all decks that have some sort of mana cheat in them, but most importantly the heavy draw decks like Demon Hunter, Rogue and Warlock. They kinda mess up the tempo of some aggressive decks too
A deck like Quest Demon Hunter (with the Brutes) that runs more or less no removal and it's game plan is to draw a ton of cards, progress the quest and cheat out 1, 2, 3 or 4 Irebound Brutes for 0-mana early, gets completely shut down by a Far Watch Post. They might as well concede at once if the watch post sticks for a turn and they have no card in hand to deal with it. Warlocks have multiple ways of dealing with it, but it really slows them down as they have to answer it immediately instead of tapping or playing something like Backfire to progress the quest. And then there is the Crossroads Watch Post, which right now only sees play in 1-2 mediocre decks, but if coined on t3 and coupled with a minion (possibly a Far Watch Post) that stuck on the board on t2, can automatically win you many such matchups
As mentioned above, there are plenty of meta decks (DH, rogue, warlock) that these little 2 mana guys can target, but I think the cool thing about watchposts is that they slow down any deck that doesn't have an immediate answer to it.
Even if you drop them, it hits your opponent's next draw, and then forces them to remove it... I'd say they've already done a great job. But it can be a huge problem if your opponent can't remove them right away.
So as far as "tech cards" go, you may see these in more decks because it's just an alright card by itself. (Unlike weapon removal against a deck that doesn't play weapons, or Robes of Protection against a deck that has few targeted spells, for example)
Far Watch Post slows decks with high draw engine, aka Quest DH, Quest Warlock, Quest Mage, Rogues, Druids... In general in this current meta most of the decks draw a lot of cards in 1 turn and cheat mana.
Crossroads Watch Post Automatically destroys Quest Mage if you play it soon because their spell that does the highest damage is fireball, which are 6, not enough to kill this so they will buff your board 2 times at least. Similar against Quest DH and Warlock, they use a tons of spells but they don't build a strong board or have good spells to clean this watch post efficiently.
On the other hand, both of them are not useful at all against handbuff paladin or secret paladin, due to they only use like 6 spells and the rest are strong minions. Maybe that's why secret paladin is the deck with the highest win rate in HSreplay, because most of the players from bronze to legend are building their decks to counter quest based decks.
Pre-nerf, they were auto-include cards in nearly every deck. I don't think that should be the case. The fact that they are still viable is an indicator they were too strong before.
Pre-nerf, they were auto-include cards in nearly every deck. I don't think that should be the case. The fact that they are still viable is an indicator they were too strong before.
The meta is completely different now. Yes, the nerfed watch posts are now viable, but that's because we'll take any little scrap of counterplay against the insane drawing power of these decks. If the watch posts could survive a little better, they would not be OP. They would be a great balance against turn 6 lethal, which is horribly OP by any reasonable metric.
Pre-nerf, they were auto-include cards in nearly every deck. I don't think that should be the case. The fact that they are still viable is an indicator they were too strong before.
They were only auto-included into every deck the first 7-10 days after Barrens released. Nobody knew what they were doing or how to play around a scenario where somebody dropped the thing on turn-1 + coin. Public outcry got the cards nerfed with a quickness but by the time that happened, the meta was leveling out and people had largely figured out how to deal with them.
Considering the insane power level in some of the cards in this last expansion, I think the watch posts would be more than appropriate in their pre-nerf state.
Far Watch Post and Nerub'ar Weblord combo pretty well in Tax Paladin. Slows down spells and battlecry's pretty decently. At the very least you're making a one drop battlecry cost 4 when drawn.
I've noticed that people play watchposts and the spell cost increase 2-cost card now.
The acolyte is clear, it's meant to counter quest mage, but what about the watch posts? What do they counter specifically in the high-win decks?
They disrupt combos and all decks that have some sort of mana cheat in them, but most importantly the heavy draw decks like Demon Hunter, Rogue and Warlock. They kinda mess up the tempo of some aggressive decks too
And i don’t even play Paladins
A deck like Quest Demon Hunter (with the Brutes) that runs more or less no removal and it's game plan is to draw a ton of cards, progress the quest and cheat out 1, 2, 3 or 4 Irebound Brutes for 0-mana early, gets completely shut down by a Far Watch Post. They might as well concede at once if the watch post sticks for a turn and they have no card in hand to deal with it. Warlocks have multiple ways of dealing with it, but it really slows them down as they have to answer it immediately instead of tapping or playing something like Backfire to progress the quest. And then there is the Crossroads Watch Post, which right now only sees play in 1-2 mediocre decks, but if coined on t3 and coupled with a minion (possibly a Far Watch Post) that stuck on the board on t2, can automatically win you many such matchups
As mentioned above, there are plenty of meta decks (DH, rogue, warlock) that these little 2 mana guys can target, but I think the cool thing about watchposts is that they slow down any deck that doesn't have an immediate answer to it.
Even if you drop them, it hits your opponent's next draw, and then forces them to remove it... I'd say they've already done a great job. But it can be a huge problem if your opponent can't remove them right away.
So as far as "tech cards" go, you may see these in more decks because it's just an alright card by itself. (Unlike weapon removal against a deck that doesn't play weapons, or Robes of Protection against a deck that has few targeted spells, for example)
Anything really, the 2 mana watchpost purpose is to slow down your opponent, regardless of what deck he is playing
The 3 and 4 mana watchpost are self explanatory
Love the watch posts and thought they were judged/nerfed WAY too soon after being introduced.
They most certainly were. The nerfs should definitely be reverted.
Far Watch Post slows decks with high draw engine, aka Quest DH, Quest Warlock, Quest Mage, Rogues, Druids... In general in this current meta most of the decks draw a lot of cards in 1 turn and cheat mana.
Crossroads Watch Post Automatically destroys Quest Mage if you play it soon because their spell that does the highest damage is fireball, which are 6, not enough to kill this so they will buff your board 2 times at least. Similar against Quest DH and Warlock, they use a tons of spells but they don't build a strong board or have good spells to clean this watch post efficiently.
On the other hand, both of them are not useful at all against handbuff paladin or secret paladin, due to they only use like 6 spells and the rest are strong minions. Maybe that's why secret paladin is the deck with the highest win rate in HSreplay, because most of the players from bronze to legend are building their decks to counter quest based decks.
Decks are rly rly fast atm
These Cards slow down your opponent.
Sometimes completing the quest one turn later can make the difference between Win or Loss
I totally agree. Un-nerfing them would fix a lot of the stuff people have been complaining about since Stormwind came out.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Pre-nerf, they were auto-include cards in nearly every deck. I don't think that should be the case. The fact that they are still viable is an indicator they were too strong before.
The meta is completely different now. Yes, the nerfed watch posts are now viable, but that's because we'll take any little scrap of counterplay against the insane drawing power of these decks. If the watch posts could survive a little better, they would not be OP. They would be a great balance against turn 6 lethal, which is horribly OP by any reasonable metric.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
They were only auto-included into every deck the first 7-10 days after Barrens released. Nobody knew what they were doing or how to play around a scenario where somebody dropped the thing on turn-1 + coin. Public outcry got the cards nerfed with a quickness but by the time that happened, the meta was leveling out and people had largely figured out how to deal with them.
Considering the insane power level in some of the cards in this last expansion, I think the watch posts would be more than appropriate in their pre-nerf state.
Far Watch Post as a 2/4 would be SOOOO good in this meta
Far Watch Post still sees a decent amount of meta play in multiple decks, even in wild. This generally means that the nerf was justified.
No, it only means they didn't go overboard with the nerf the way they used to.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Far Watch Post and Nerub'ar Weblord combo pretty well in Tax Paladin. Slows down spells and battlecry's pretty decently. At the very least you're making a one drop battlecry cost 4 when drawn.
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