I love it. Disruption tools are very important to keep OTK/combo decks in check, which have completely taken over Hearthstone in recent times. It's also not exactly a guaranteed hard counter since the opponent can counter by keeping their hand full or running multiple/redundant win conditions. This kind of disruption isn't exactly new to the game either, Dirty Rat is a similarly powerful card that was crucial for countering the Old Gods that had dominated the meta up to Gadgetzan.
Though I think he's probably a bit overtuned, since every slow deck is running him unconditionally.
As a kid I played MTG long before HS, where discard and mill effects where a common part of the game. There was of course the option of playing with a sideboard and countering back, but if you were casually playing with friends and small tournaments, you really just had to deal with the fact than games could turn drastically and card games are generally pretty swingy and random by nature. I think if you play a card saying "draw me and win the game" you should also have the nerve to lose it every now and then. The people who call disruptive cards "toxic", do they also lose their shit when they lose a dice game?
I think the card is a pretty good card but also overrated. The tempo cost to playing him is real and you need to have 3 cards in hand that you are willing to get rid of or you risk giving your opponent something you want. The Relic Demon hunter example is interesting because there is a counter: control the board. If you have a big board of minions and are dealing face damage, your opponent cannot afford to play him and sacrifice that much tempo.
I thought this card would be fun to stop degenerate decks in the Wild meta, but then people started playing it against me and my less degenerate decks. Doesn't even have to hit your actual win condition, since everything in Hearhstone is about synergy, if they hit an important card from your kit, you're done, you fall too far behind.
It's like Mutanus, probably a necessary card, but just awful to play against, not fun at all, and it's nearly impossible to play around it, so it's actually worse than Mutanus, which has some value and rewards skill for both players. Theotar does not.
I actually really like this card. It sucks to have your stuff stolen by him, but it's also often that if you run Theotar, you can steal it right back. It does make you have to alter the way you play to try to avoid getting hit hard by his effect, but I don't find it to be too different from Mutanus. Mutanus even develops a pretty threatening board presence too once his effect goes off, which Theotar does not.
There's also the flip-side to Theotar - you can't just play him whenever you want. You have to make sure your hand doesn't have your best cards in it because you might end up whiffing hard and giving your opponent part of your win condition.
Theotar is really strong, but I don't find it to be a card that's breaking the game by any means. It counters combo decks or decks that revolve around a single win condition, which historically have been nearly impossible to counter. I don't see anything wrong with that.
It sucks to have your stuff stolen by him, but it's also often that if you run Theotar, you can steal it right back
What a joke, there are so many things wrong with this statement I don't know or care where to start.
It does make you have to alter the way you play to try to avoid getting hit hard by his effect
No it doesn't, there is nothing to alter at all. Either you hit an important piece with theotar or you don't, it's all RNG, and in most control/combo decks all cards are important so you're going to hit something regardless. How am I supposed to alter anything when you steal on turn 4 my 8-9-10 mana card that my plan revolves around.
his effect, but I don't find it to be too different from Mutanus
Mutanus has untargeted effect and can only hit minions. You're right Theotar isn't different, it is simply better.
There's also the flip-side to Theotar - you can't just play him whenever you want. You have to make sure your hand doesn't have your best cards in it
No you don't, if you play Theotar in a deck where he can take away your best card/win condition, you're playing it in the wrong deck. In the right deck you can absolutely play it whenever you want and never have to care what card you give to your opponent. But it's the actual proof that Theotar isn't balanced, if even slow combo decks play the card, it's strong enough to risk ruining your game plan for it, it is that strong, stronger than Mutanus will ever be.
Theotar is really strong, but I don't find it to be a card that's breaking the game by any means. It counters combo decks or decks that revolve around a single win condition, which historically have been nearly impossible to counter. I don't see anything wrong with that.
There is nothing wrong with thatn except that your statement is incorrect in that decks that revolve around a single win condition have historically always been the easiest to counter, don't know what you're sniffing or what game you're playing but it's not Hearthstone, the more win conditions the better, always. What's wrong is it also counters plenty of other decks that don't deserve to be countered by a brain dead on curve play on turn 4 giving you the shitting coin. Dirty rat can lose you the game instantly. Mutanus is blind and can hit nothing or bad minions. They both reward actual skill. Theotar has virtually no weakness and rewards bad players. If this card was balanced, only hyper aggro and hard control decks would play him.
Playing against Theotar feels like playing against a lucky Mutanus that hits exactly the minion you didn't want stolen despite your active plan to keep 10 minions in your hand to stop that from happening, but it feels that way every single time Theotar is played, as opposed to Mutanus which requires extreme luck if you play around him.
I still don't understand why people get so infuriate by losing ONE card? Do these people only play into fatigue? Only combo? Or do they just lack the creativity to alter their play style?
Some of the most fun games I've had were me playing control or pseudo combo against Tickatus. It's nice having to use your head every now and then :)
Considering the #1 target for Theotar, the Mad Duke is the enemies Sire Denathrius, and the enemy will most likely have it in his/her hand to help build up the infuse counters...
The amount of salt I see around this card is honestly pathetic. “Theotard is busted since it took my quest reward.” “Theothardius is op cause my infused 99 denathrius got yoinked.” This card is fine. People need to quit crying that they lost with a deck in an online card game and git gud. I love Theotar personally. As a mutanus supporter I think theotar is perfect. Need a way to answer all non creature cards that define smooth brained, one sided decks. Go theotar!
Well. I neither love/hate him. But if we print cards like Daddy D or questlines in general, Theotar MUST exist. And people who complains about him be like ,, WHY CANT I WIN GAME BY PLAYING 1 CARD?? WTFFF BROKEN "
I loathe the card and wish it didn't exist. Getting my win condition nommed by Mutanus feels bad but at least it's only one shot the enemy has and my card is just removed from the game. Theotar gives them 3 shots at it, costs 3 mana less and they get the best card from my hand while giving me garbage.
If it was a class card, I probably wouldn't care as much, but I lost my Legend win-and-in this month to a big-spell Mage stealing my Guff on turn 4 and going nuts with it. Priest/Rogue getting lucky? That's fine, that's their class identity, but the possibility of just any old deck getting lucky and instantly getting your Denathrius / C'Thun / whatever as their reward rubs me the wrong way.
This is my point. You’re mad your guff got snagged but if it hadn’t you would’ve gone nuts and done druid things and won. Druid is too greedy and Theo punishes that.
The only questilne that Theotar really has a chance of interrupting is the priest one, because it isn't possible to play it the same turn you generate it. If you manage to steal their quest reward for any other quest then that's just a bad player.
The amount of salt I see around this card is honestly pathetic. “Theotard is busted since it took my quest reward.” “Theothardius is op cause my infused 99 denathrius got yoinked.” This card is fine. People need to quit crying that they lost with a deck in an online card game and git gud. I love Theotar personally. As a mutanus supporter I think theotar is perfect. Need a way to answer all non creature cards that define smooth brained, one sided decks. Go theotar!
The best ones are the ppl complaining about getting their quests stoled, it never happens if you play around, Like the last post said, Only the priest quest can be stolen but some people like quest hunter just greed their last spell and get instant stole, I think with this card you just can't have only one "real win condition" in a control deck (not talking about quests here), like if you play shudder shaman you still have either Shudder or Denathrius
I love it. Disruption tools are very important to keep OTK/combo decks in check, which have completely taken over Hearthstone in recent times. It's also not exactly a guaranteed hard counter since the opponent can counter by keeping their hand full or running multiple/redundant win conditions. This kind of disruption isn't exactly new to the game either, Dirty Rat is a similarly powerful card that was crucial for countering the Old Gods that had dominated the meta up to Gadgetzan.
Though I think he's probably a bit overtuned, since every slow deck is running him unconditionally.
As a kid I played MTG long before HS, where discard and mill effects where a common part of the game. There was of course the option of playing with a sideboard and countering back, but if you were casually playing with friends and small tournaments, you really just had to deal with the fact than games could turn drastically and card games are generally pretty swingy and random by nature. I think if you play a card saying "draw me and win the game" you should also have the nerve to lose it every now and then. The people who call disruptive cards "toxic", do they also lose their shit when they lose a dice game?
Should be 5 mana with statline 8/1.
I think the card is a pretty good card but also overrated. The tempo cost to playing him is real and you need to have 3 cards in hand that you are willing to get rid of or you risk giving your opponent something you want. The Relic Demon hunter example is interesting because there is a counter: control the board. If you have a big board of minions and are dealing face damage, your opponent cannot afford to play him and sacrifice that much tempo.
I thought this card would be fun to stop degenerate decks in the Wild meta, but then people started playing it against me and my less degenerate decks. Doesn't even have to hit your actual win condition, since everything in Hearhstone is about synergy, if they hit an important card from your kit, you're done, you fall too far behind.
It's like Mutanus, probably a necessary card, but just awful to play against, not fun at all, and it's nearly impossible to play around it, so it's actually worse than Mutanus, which has some value and rewards skill for both players. Theotar does not.
I actually really like this card. It sucks to have your stuff stolen by him, but it's also often that if you run Theotar, you can steal it right back. It does make you have to alter the way you play to try to avoid getting hit hard by his effect, but I don't find it to be too different from Mutanus. Mutanus even develops a pretty threatening board presence too once his effect goes off, which Theotar does not.
There's also the flip-side to Theotar - you can't just play him whenever you want. You have to make sure your hand doesn't have your best cards in it because you might end up whiffing hard and giving your opponent part of your win condition.
Theotar is really strong, but I don't find it to be a card that's breaking the game by any means. It counters combo decks or decks that revolve around a single win condition, which historically have been nearly impossible to counter. I don't see anything wrong with that.
What a joke, there are so many things wrong with this statement I don't know or care where to start.
No it doesn't, there is nothing to alter at all. Either you hit an important piece with theotar or you don't, it's all RNG, and in most control/combo decks all cards are important so you're going to hit something regardless. How am I supposed to alter anything when you steal on turn 4 my 8-9-10 mana card that my plan revolves around.
Mutanus has untargeted effect and can only hit minions. You're right Theotar isn't different, it is simply better.
No you don't, if you play Theotar in a deck where he can take away your best card/win condition, you're playing it in the wrong deck. In the right deck you can absolutely play it whenever you want and never have to care what card you give to your opponent. But it's the actual proof that Theotar isn't balanced, if even slow combo decks play the card, it's strong enough to risk ruining your game plan for it, it is that strong, stronger than Mutanus will ever be.
There is nothing wrong with thatn except that your statement is incorrect in that decks that revolve around a single win condition have historically always been the easiest to counter, don't know what you're sniffing or what game you're playing but it's not Hearthstone, the more win conditions the better, always. What's wrong is it also counters plenty of other decks that don't deserve to be countered by a brain dead on curve play on turn 4 giving you the shitting coin. Dirty rat can lose you the game instantly. Mutanus is blind and can hit nothing or bad minions. They both reward actual skill. Theotar has virtually no weakness and rewards bad players. If this card was balanced, only hyper aggro and hard control decks would play him.
Playing against Theotar feels like playing against a lucky Mutanus that hits exactly the minion you didn't want stolen despite your active plan to keep 10 minions in your hand to stop that from happening, but it feels that way every single time Theotar is played, as opposed to Mutanus which requires extreme luck if you play around him.
Fun card when played fair, disgusting piece of sh1%¨$¨# when exploited by the v111rgins. ( SORRY about the rage )
I still don't understand why people get so infuriate by losing ONE card? Do these people only play into fatigue? Only combo? Or do they just lack the creativity to alter their play style?
Some of the most fun games I've had were me playing control or pseudo combo against Tickatus. It's nice having to use your head every now and then :)
Considering the #1 target for Theotar, the Mad Duke is the enemies Sire Denathrius, and the enemy will most likely have it in his/her hand to help build up the infuse counters...
I can see why people don't like that card.
Love the card even played against me (Playing trash meme decks in D4 so i'm only worried for my Denathrius)
Its a necessary evil. Like dirty rat or Mutanus
It can be annoying, but overall you can play around it a bit
Having a big hand lessens the chance of him stealing your best card.
The amount of salt I see around this card is honestly pathetic. “Theotard is busted since it took my quest reward.” “Theothardius is op cause my infused 99 denathrius got yoinked.” This card is fine. People need to quit crying that they lost with a deck in an online card game and git gud. I love Theotar personally. As a mutanus supporter I think theotar is perfect. Need a way to answer all non creature cards that define smooth brained, one sided decks. Go theotar!
Well. I neither love/hate him.
But if we print cards like Daddy D or questlines in general, Theotar MUST exist.
And people who complains about him be like ,, WHY CANT I WIN GAME BY PLAYING 1 CARD?? WTFFF BROKEN "
I loathe the card and wish it didn't exist. Getting my win condition nommed by Mutanus feels bad but at least it's only one shot the enemy has and my card is just removed from the game. Theotar gives them 3 shots at it, costs 3 mana less and they get the best card from my hand while giving me garbage.
If it was a class card, I probably wouldn't care as much, but I lost my Legend win-and-in this month to a big-spell Mage stealing my Guff on turn 4 and going nuts with it. Priest/Rogue getting lucky? That's fine, that's their class identity, but the possibility of just any old deck getting lucky and instantly getting your Denathrius / C'Thun / whatever as their reward rubs me the wrong way.
Love the card. I actually stole my golden Murozond the Infinite BACK. That was great.
This is my point. You’re mad your guff got snagged but if it hadn’t you would’ve gone nuts and done druid things and won. Druid is too greedy and Theo punishes that.
The only questilne that Theotar really has a chance of interrupting is the priest one, because it isn't possible to play it the same turn you generate it. If you manage to steal their quest reward for any other quest then that's just a bad player.
The best ones are the ppl complaining about getting their quests stoled, it never happens if you play around, Like the last post said, Only the priest quest can be stolen but some people like quest hunter just greed their last spell and get instant stole, I think with this card you just can't have only one "real win condition" in a control deck (not talking about quests here), like if you play shudder shaman you still have either Shudder or Denathrius
Mutanus and Theotar to 10 mana 1/1
Balance fixed