literally you cant "out last" curses you can just concede if you are playing any slow deck. I hope this mechanic dont come back any time soon because its really boring to play against. If for any reason you are the slow deck and you are winning the warlock player insta concede because they get angry. If is turn 4 and you dont see any way to out run the curses damage you are forced to choose between auto concede or "hope that you get enough rng" - Its is not exactly the type of situation i find "nice" in any matchup of any card game.
That's kinda valid with any deck. A good starting hand often decides a game. Early curses are crucial, and warlock has enough removal to play the long game. But there are ways to stop them if you are the slow deck: theotar/mutanus can snatch their last piece of damage, paladins have lady liadrin, rogues can just constantly populate the board with powerful plays, priests can outheal. And keeping a relatively large hand can slow their curse progress too if you are a class that heals.
That's kinda valid with any deck. A good starting hand often decides a game. Early curses are crucial, and warlock has enough removal to play the long game. But there are ways to stop them if you are the slow deck: theotar/mutanus can snatch their last piece of damage, paladins have lady liadrin, rogues can just constantly populate the board with powerful plays, priests can outheal. And keeping a relatively large hand can slow their curse progress too if you are a class that heals.
Well yes and not. I mean its normal for some decks in any game to counter other decks utterly but that one thing and other very different is how that happens. i feel like the mechanic just scales too well with how many tools has warlock to duplicate the effects of the curses and scale them to 6 to 9 damage per curse. Your only real play is steal the right card in the right moment with early Theotar without getting too much damage the next turn. Thats how they win the match against healing decks scaling 2 curses on hand very fast every turn. Them again the problem for me is not losing to the deck but the fact that...its really a boring mechanic to fight against.
I agree with you in that it scales too quickly. Each curse (assuming not cast) deals 2,4,6,8.... damage - 4 curses is 20 damage. You can't afford to cast the early curses because you lose far too much tempo and fall behind on board instead. For the warlock the curses are basically free as the cards they're attached to aren't realy undercosted in any other way (obviously im not saying they would be played without the curse effect tho). They also provide huge burst damage and healing when combo'd (often with Brann).
The other thing that really bugs me is that the curses added to hand can easily cause you to burn cards, and that the (suposed) successful strategy against this type of deck is to try and stay at 10 cards and prevent your opponent playing more curses, which means you can either - do nothing, or requires a "draw/discover per turn" mechanic which most decks don't have. You're also often forced to keep a curse in hand when at 10 cards so that the opponent cant play a curse next turn and you still get a draw, but you then take the second stage of curse damage for the one in hand and are left in the same shitty situation you were in the turn before.
It's a depressing lose-lose situation for any control deck, much like quest warlock was to start with.
yeah that is kinda the problem. In the past, the first iteration of the deck was very easy to dealt with because priest and warrior have access to more powerful 1 card healing effects with BIG healing numbers and you could just play 1 card, past the turn and you know that also you will be able to switch hands and break their finishin move or just outlast the warlock. It was a combo deck, but now Warlock has a very efficient option of just pust all the really good curses cards in any package with brann and they still can burst you for big numbers in the late game.
That raises a problem in terms of game design that is very common yep, very unfun. When a mechanic is so easy to stick in any deck (you have curses attached to efficient removal or just not bad minions) and its also good at finishing the game, i belive that is not a good mechanic at all. This is not like dragons when dragons were busted, when Dragons were busted in the past it was for how hard was to dealt with big minion generation overall, the game evol in a way that big minions boards are not really decisive by themself anymore know you need a way to put A LOt of the in one hit or make them hard to beat. But free direct damage that scales, you cant "evol" the game in a way that makes that kind of stuff "not worth" you can just rotate the cards and not make other cards with that mechanic as good as the first package.
If the only version of curses was the old one and not the buff imp package + curses or the Bloodreaver + curses package. Well those decks force you to play more than 1 card per turn, you cant win.
But you cant - unless the warlock isn't playing anything. How do you deal with the 3/4 guy or the 3/3 imps from the hero power? They all need removed or you're definitely dead.
Many decks have no problem keeping hand full and removing board actually. You don't need to do it from the start, just in the end. There is a reason why in top legend Phylactery Warlock is the best Warlock build, not the Imp Curselock.
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literally you cant "out last" curses you can just concede if you are playing any slow deck. I hope this mechanic dont come back any time soon because its really boring to play against. If for any reason you are the slow deck and you are winning the warlock player insta concede because they get angry. If is turn 4 and you dont see any way to out run the curses damage you are forced to choose between auto concede or "hope that you get enough rng" - Its is not exactly the type of situation i find "nice" in any matchup of any card game.
That's kinda valid with any deck. A good starting hand often decides a game. Early curses are crucial, and warlock has enough removal to play the long game. But there are ways to stop them if you are the slow deck: theotar/mutanus can snatch their last piece of damage, paladins have lady liadrin, rogues can just constantly populate the board with powerful plays, priests can outheal. And keeping a relatively large hand can slow their curse progress too if you are a class that heals.
Well yes and not. I mean its normal for some decks in any game to counter other decks utterly but that one thing and other very different is how that happens. i feel like the mechanic just scales too well with how many tools has warlock to duplicate the effects of the curses and scale them to 6 to 9 damage per curse. Your only real play is steal the right card in the right moment with early Theotar without getting too much damage the next turn. Thats how they win the match against healing decks scaling 2 curses on hand very fast every turn. Them again the problem for me is not losing to the deck but the fact that...its really a boring mechanic to fight against.
I agree with you in that it scales too quickly. Each curse (assuming not cast) deals 2,4,6,8.... damage - 4 curses is 20 damage. You can't afford to cast the early curses because you lose far too much tempo and fall behind on board instead. For the warlock the curses are basically free as the cards they're attached to aren't realy undercosted in any other way (obviously im not saying they would be played without the curse effect tho). They also provide huge burst damage and healing when combo'd (often with Brann).
The other thing that really bugs me is that the curses added to hand can easily cause you to burn cards, and that the (suposed) successful strategy against this type of deck is to try and stay at 10 cards and prevent your opponent playing more curses, which means you can either - do nothing, or requires a "draw/discover per turn" mechanic which most decks don't have. You're also often forced to keep a curse in hand when at 10 cards so that the opponent cant play a curse next turn and you still get a draw, but you then take the second stage of curse damage for the one in hand and are left in the same shitty situation you were in the turn before.
It's a depressing lose-lose situation for any control deck, much like quest warlock was to start with.
yeah that is kinda the problem. In the past, the first iteration of the deck was very easy to dealt with because priest and warrior have access to more powerful 1 card healing effects with BIG healing numbers and you could just play 1 card, past the turn and you know that also you will be able to switch hands and break their finishin move or just outlast the warlock. It was a combo deck, but now Warlock has a very efficient option of just pust all the really good curses cards in any package with brann and they still can burst you for big numbers in the late game.
That raises a problem in terms of game design that is very common yep, very unfun. When a mechanic is so easy to stick in any deck (you have curses attached to efficient removal or just not bad minions) and its also good at finishing the game, i belive that is not a good mechanic at all. This is not like dragons when dragons were busted, when Dragons were busted in the past it was for how hard was to dealt with big minion generation overall, the game evol in a way that big minions boards are not really decisive by themself anymore know you need a way to put A LOt of the in one hit or make them hard to beat. But free direct damage that scales, you cant "evol" the game in a way that makes that kind of stuff "not worth" you can just rotate the cards and not make other cards with that mechanic as good as the first package.
At least this is one of few decks not winning with Sire, appreciate that.
You can still win easily against curses keeping hand full.
If the only version of curses was the old one and not the buff imp package + curses or the Bloodreaver + curses package. Well those decks force you to play more than 1 card per turn, you cant win.
But you cant - unless the warlock isn't playing anything. How do you deal with the 3/4 guy or the 3/3 imps from the hero power? They all need removed or you're definitely dead.
Many decks have no problem keeping hand full and removing board actually. You don't need to do it from the start, just in the end. There is a reason why in top legend Phylactery Warlock is the best Warlock build, not the Imp Curselock.