Small rant on the hogwarts mage (rainbow mage, hogwarts is my stupid name for it) nerf
I honestly can't believe how that could have been (imo) possibly the most fun "pre made" archetype they ever made if it wasn't for the stupid spell damage legendary (I refuse to even look up the name...you know what it is) and instead of nerfing or reworking that idiocy they decide to nerf one of the more healthy payoff cards...
I just lost with 96 health from a sif otk...I despise this card. I don't always lose to Hogwarts mage but it definitely doesn't feel fun or earned when it happens. From the infinite discover to the impending turn of doom, ugh.
If you let mage stack up 96 points of damage without forcing them to waste their burst potential to clear your board, you must have fallen asleep on your keyboard.
You failed to meaningfully threaten the Mage into using the burn defensively or picking defensive options from Infinitize. As such, they were able to amass more and more and more burn as they pleased. This is not a case of Rainbow Mage being too strong - it's your deck/playstyle being too passive.
Counterpoint: given the nature of the game (no interaction possible on the opponent's turn and fatigue allowing reactive decks to...IN THEORY be playable) any deck that, for any reason and with any amount of setup is EVER able to do >30dmg from hand , means that the design team failed spectacularly at its job (now granted this is not a balance issue, this is a gameplay issue)
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Small rant on the hogwarts mage (rainbow mage, hogwarts is my stupid name for it) nerf
I honestly can't believe how that could have been (imo) possibly the most fun "pre made" archetype they ever made if it wasn't for the stupid spell damage legendary (I refuse to even look up the name...you know what it is) and instead of nerfing or reworking that idiocy they decide to nerf one of the more healthy payoff cards...
I just lost with 96 health from a sif otk...I despise this card. I don't always lose to Hogwarts mage but it definitely doesn't feel fun or earned when it happens. From the infinite discover to the impending turn of doom, ugh.
Imagine an OP DK whining over an OP mage card.
If you let mage stack up 96 points of damage without forcing them to waste their burst potential to clear your board, you must have fallen asleep on your keyboard.
I mean it wasn't that hard when he had reverb to make plus 18 spell damage and that finale spell to make doubles and triples.
You're missing the point.
You failed to meaningfully threaten the Mage into using the burn defensively or picking defensive options from Infinitize. As such, they were able to amass more and more and more burn as they pleased. This is not a case of Rainbow Mage being too strong - it's your deck/playstyle being too passive.
Counterpoint: given the nature of the game (no interaction possible on the opponent's turn and fatigue allowing reactive decks to...IN THEORY be playable) any deck that, for any reason and with any amount of setup is EVER able to do >30dmg from hand , means that the design team failed spectacularly at its job (now granted this is not a balance issue, this is a gameplay issue)