Sorry man, I play druid and I do run ×2 vipers for the warlocks. But druid class has no spells or weapons that can kill trogg with a shield. I cant tech another ×2 silences as well. I just accepted that paladin is auto-lose. I guess mages that do not run or draw polymorph are in the same spot. That minion is just broken, period. And paladins hero card should cost 7-8 mana for the value it gives. I mean, why does mage hero card cost 8 mana?
Sounds like your trouble is giving up too easily. I get it. I'm guilty of it too sometimes, we all are. But since you say you're destined to lose anyways, why not refine your deck with some alt choices for tech and give it a try? What have you got to lose if you assume they're "auto losses"?
If tech choices don't end up working, you know what the beauty of Hearthstone is? The same kind of beauty every card game has: the freedom and right to edit and change your deck as YOU seem fit.
My advice? Don't always rely on hearthwpn or its clone sites for answers. Sometimes a lightning in a bottle moment can happen when you think for yourself and those are the best kinds of moments. Thankfully tools like decktracker can be used to keep track of your deck lists and what cards were in them before if that's the problem.
Lol of course. Pally mains finally get some love but because its a minion based deck thats not a brainless otk, people bitch. Give it a rest. Paladin is in a good spot for the first time in YEARS. Learn to tech. It won't kill you to slot in a Viper or Sticky Fingers.
Trog's actually ok. You just have to actually have brains to figure out how to kill him before you accidentally cause him to snowball. It's not like he buffs when your opponent casts the spells, thank god. Then he would be broken,
What are you saying, paladin has been strong for ages
if you take a look @ Paladin there is not THE ONE card wich needs a nerf.
Paladin is strong cause all cards where strong, every single paladin deck is full of good and strong cards, simple as that.
This becomes obvious when you see that paladin decks basically doesnt contain a single neutral card
And i agree that Paladin is strong for ages now and the class get great cards every single expansion for different archetypes. I cant even remenber when paladins wasn't in a good spot since Librams arrived.
BUT the most the important thing is, Paladin has it flaws, they cant deal with wide boards or big minions that good. They NEED a board to kill you, Paladin lacks of removal so they have to trade. Thats the reason why they have big and strong minions wich is the class identity.
Paldins are susceptible to AOE or Removal and Silence. I mean, Priests eats Paladins as breakfast right now.
Sorry man, I play druid and I do run ×2 vipers for the warlocks. But druid class has no spells or weapons that can kill trogg with a shield. I cant tech another ×2 silences as well. I just accepted that paladin is auto-lose. I guess mages that do not run or draw polymorph are in the same spot. That minion is just broken, period. And paladins hero card should cost 7-8 mana for the value it gives. I mean, why does mage hero card cost 8 mana?
Sounds like your trouble is giving up too easily. I get it. I'm guilty of it too sometimes, we all are. But since you say you're destined to lose anyways, why not refine your deck with some alt choices for tech and give it a try? What have you got to lose if you assume they're "auto losses"?
If tech choices don't end up working, you know what the beauty of Hearthstone is? The same kind of beauty every card game has: the freedom and right to edit and change your deck as YOU seem fit.
My advice? Don't always rely on hearthwpn or its clone sites for answers. Sometimes a lightning in a bottle moment can happen when you think for yourself and those are the best kinds of moments. Thankfully tools like decktracker can be used to keep track of your deck lists and what cards were in them before if that's the problem.
I dont know why you assume that I use Hearthpwn to build my decks, I never do. I dont use deck tracker, cause I play on mobile .
And giving up on winning vs one class might be the right thing. If I am to tweak my decks to counter paladins means I have to run cards like silence or like 8 mana 3/5 eat minion. Yes, they would be great against paladin, but they are completely useless, say, vs warlocks.
Btw, I also tried mage and run ×2 devolving missiles and x2 mass polymorph. And guess what, polymomorph costs 7 mana while trogg + divine shield costs 3-4. And devolving missiles tend to hit any other non-trogg minion 3 times... and troggs are not the only problem. They have so many synergies, divine shields and 1 billion libtams each turn that cost 0 , they dont even need to draw spesific cards to win, while you do, cause if you dont have an answer right away, you loose.
Imagine playing questline mage/lock and crying because of trogg, here you finally go, instead of sweet nerfing we have got few cards to counter your shit, get over it or stop playing trash decks, so control/big decks can finaly take place in top tier again.
I'll take Trogg over spell Mage, Priest, or Warlock any day. Sitting back and watching another player shuffle through multiple spells before you can take a turn is not fun to play against.
Here's a little secret: It's not the end of the world if the Trogg duplicates.
I mean, of course it is the end of the world sometimes, but not always. I've seen plenty of people make ridiculously bad plays to keep a Trogg from triggering.
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"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
There's really nothing wrong with paladin at all at the moment, it's in a good spot, but it feels oppressive because it gets the most benefit out of trogg. You can try to fight against it with minions but paladin is the best class by a mile when it comes to minion vs. minion combat. A turn 5/6 trogg+blessing of authority is game over for most decks at the moment since hard removal is mediocre.
I think the deck is riding off one broken 1 drop, and a good change would be to change text to "After your opponent casts a spell, summon a 1/2 Irondeep Trogg". Still a good spell hate minion but not one that just breaks the game with copying buffs.
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Sounds like your trouble is giving up too easily. I get it. I'm guilty of it too sometimes, we all are. But since you say you're destined to lose anyways, why not refine your deck with some alt choices for tech and give it a try? What have you got to lose if you assume they're "auto losses"?
If tech choices don't end up working, you know what the beauty of Hearthstone is? The same kind of beauty every card game has: the freedom and right to edit and change your deck as YOU seem fit.
My advice? Don't always rely on hearthwpn or its clone sites for answers. Sometimes a lightning in a bottle moment can happen when you think for yourself and those are the best kinds of moments. Thankfully tools like decktracker can be used to keep track of your deck lists and what cards were in them before if that's the problem.
What are you saying, paladin has been strong for ages
if you take a look @ Paladin there is not THE ONE card wich needs a nerf.
Paladin is strong cause all cards where strong, every single paladin deck is full of good and strong cards, simple as that.
This becomes obvious when you see that paladin decks basically doesnt contain a single neutral card
And i agree that Paladin is strong for ages now and the class get great cards every single expansion for different archetypes. I cant even remenber when paladins wasn't in a good spot since Librams arrived.
BUT the most the important thing is, Paladin has it flaws, they cant deal with wide boards or big minions that good. They NEED a board to kill you, Paladin lacks of removal so they have to trade. Thats the reason why they have big and strong minions wich is the class identity.
Paldins are susceptible to AOE or Removal and Silence. I mean, Priests eats Paladins as breakfast right now.
No it doesn't lol. The volume of buffs is even greater than amount of silence and aoe spells priest runs in deck. In any deck.
I tried n'zoth and buff rally priest and both of them were worse than paladin in perspective of 20+ games.
I dont know why you assume that I use Hearthpwn to build my decks, I never do. I dont use deck tracker, cause I play on mobile .
And giving up on winning vs one class might be the right thing. If I am to tweak my decks to counter paladins means I have to run cards like silence or like 8 mana 3/5 eat minion. Yes, they would be great against paladin, but they are completely useless, say, vs warlocks.
Btw, I also tried mage and run ×2 devolving missiles and x2 mass polymorph. And guess what, polymomorph costs 7 mana while trogg + divine shield costs 3-4. And devolving missiles tend to hit any other non-trogg minion 3 times... and troggs are not the only problem. They have so many synergies, divine shields and 1 billion libtams each turn that cost 0 , they dont even need to draw spesific cards to win, while you do, cause if you dont have an answer right away, you loose.
Imagine playing questline mage/lock and crying because of trogg, here you finally go, instead of sweet nerfing we have got few cards to counter your shit, get over it or stop playing trash decks, so control/big decks can finaly take place in top tier again.
The card is fine. Anything that punishes uninteractive spell based decks is ok with me. Just tech for it, it's not that complicated
So the problem is a minion that benefits from the opponent playing spells? Oh shit, did we try not playing so many fucking spells?
NOPE - WE ONLY PLAY SPELLS IN HEARTHSTONE - THAT'S WHAT THE GAME IS ALL ABOUT.
Now, I need to get on the forums and tell people about how broken this thing is, instead of just playing differently and adapting to changes.
I'll take Trogg over spell Mage, Priest, or Warlock any day. Sitting back and watching another player shuffle through multiple spells before you can take a turn is not fun to play against.
Here's a little secret: It's not the end of the world if the Trogg duplicates.
I mean, of course it is the end of the world sometimes, but not always. I've seen plenty of people make ridiculously bad plays to keep a Trogg from triggering.
"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
There's really nothing wrong with paladin at all at the moment, it's in a good spot, but it feels oppressive because it gets the most benefit out of trogg. You can try to fight against it with minions but paladin is the best class by a mile when it comes to minion vs. minion combat. A turn 5/6 trogg+blessing of authority is game over for most decks at the moment since hard removal is mediocre.
I think the deck is riding off one broken 1 drop, and a good change would be to change text to "After your opponent casts a spell, summon a 1/2 Irondeep Trogg". Still a good spell hate minion but not one that just breaks the game with copying buffs.