I've been running a hunter secret/control deck and have had pretty good success with beating mages. I actually love playing against them because it is a free win. The deck runs only a few minions so their freeze cards are useless. Intelligent use of misdirect will often get a mage to punch themselves in the face with an 8/8 giant. Then, you just kill it with deadly shot/hunter's mark + wild pyro. When they are within kill range (around 10 health), I pop flare and watch their precious Ice Block/Barrier fall off. Then drop a charge minion + Eaglehorn Bow + Hero power to finish them off. I can feel their rage boil when that flare goes off. As a side note, you can scout counterspells on the turn you want to win by playing Hunter's Mark (0 cost) on one of your charge minions (I run Arcane Golems).
It still needs a bit of tweaking, but I made it to rank 11 with it (before a little losing streak). I think I could take it a bit further with a little healing and a couple choice legendaries.
It still needs a bit of tweaking, but I made it to rank 11 with it (before a little losing streak). I think I could take it a bit further with a little healing and a couple choice legendaries.
Hmmm this looks like it could be fun. I've been trying to work with a beastless hunter deck because I do find the hunter fun. I just hate how they make the hunter energize with beast so much. It just feels cheesy : /
It still needs a bit of tweaking, but I made it to rank 11 with it (before a little losing streak). I think I could take it a bit further with a little healing and a couple choice legendaries.
Thanks! Pretty interesting, very few minions. Hopefully I get a chance to play tonight, I don't want to give up on Hunter.
My biggest problem with mages is Ice Block, I find that shit card fucking stupid and annoying as hell. No matter if you run a deck to "counter" them, with heals and all that stuff, that 2 extra turns they get is the most moronic thing in the game. Add that to the fact that IN GENERAL they are a quite strong class that can control the game from early to late easily (and in a really lazy way), so good luck. My last game vs a mage was completely sick: you are making real plays, with an "elaborated plan", baiting their amazing fire balls / pyros (at least as a warlock you can heal via some semi-decent minions + spells or drop Jaraxxus post-burst), then you manage to survive the obvious 1st Ice Block, but next turn they just play another one, and after that they just throw some frost bolts and gg.
They are the most antifun games ever, always hated them as a class (much longer before this tard meta mage party). I don't even salute or give a "gg" to this players, just wanna smash their face on their desks for abusing that single deck, game after game, with that obvious and repetitive strategy. Had a similar feeling with priests just after their old buff patch, but you can learn how to easily beat them. On the other hand, mages... Oh, man. With all that über-annoying secrets (they got the best ones with difference, imo), and that unavoidable burst that requires zero skill...
Meh, I'm ranting quite a bit, I know, but as said, I've always hated their gamestyle and nowadays you gotta deal with them about 70-80% of your games, which is insane. And yes, of course you can run a deck 100% prepared for that scenarios, but sometimes you gotta deal with other classes, so you just can't go ranked with a blind anti-mage deck.
You may disagree with me, but I think many Epic Cards (such as Ice Block) should be maximum x1.
Whatever, that's just my opinion. Sorry for my English, and have a nice day/night.
You may disagree with me, but I think many Epic Cards (such as Ice Block) should be maximum x1.
I don't feel quite as strongly about mages in general as you, but I do agree with this part right here. As much as I love double molten giants in my lock deck, or double gorehowls in my warrior deck. I wouldn't mind this change.
You know what, I'll also +1 this. It would force more people to use single epic cards which IMO would make it more interesting and would stop people using 2x OP epics. I would miss my second earth elemental but I still support it.
nah, pyro isn't the problem It doesn't even do that much damage. Healing touch pretty much negates it for 3 mana. The problem is that the game is ENTIRELY reliant on what the mage draws. If he draws enough to kill you before he runs out of control, he wins. If he doesn't, you win. THAT'S why mages are broken. Your decisions barely even matter.
nah, pyro isn't the problem It doesn't even do that much damage. Healing touch pretty much negates it for 3 mana. The problem is that the game is ENTIRELY reliant on what the mage draws. If he draws enough to kill you before he runs out of control, he wins. If he doesn't, you win. THAT'S why mages are broken. Your decisions barely even matter.
Fair enough. The issue I see in general is that there are classes whose chances at winning against these mages are basically zero since they lack the necessary class-specific defensive cards. Such among these are Shaman and Hunter (though the latter can at least deal with the secrets).
nah, pyro isn't the problem It doesn't even do that much damage. Healing touch pretty much negates it for 3 mana. The problem is that the game is ENTIRELY reliant on what the mage draws. If he draws enough to kill you before he runs out of control, he wins. If he doesn't, you win. THAT'S why mages are broken. Your decisions barely even matter.
This is my biggest problem.
To quote myself from another thread:
Seriously there is nothing more frustrating right now in this game than facing a mage with pyro.
Just now:
I'm on 17hp, he is on 19
His board = empty Mine = earth ele, fire ele, mana tide, healing totem, wrath of air totem.
Looks great yeah? And then he fireballs me and hero power's me to 10 hp.......unless I can win this turn I lose....nope =(
Pyro needs to be bumped up to 9 manna. Fireball needs to be bumped down to 5 damage or up to 5 manna. Icebolt needs to be bumped down to 2 damage. I honestly think this would fix everything.
The mage has a lot going for it. It has the best defense/control in the game in the aoe freezes/ice barrier/iceblock, but it also has the most efficient (manna efficiency AND card efficiency) nukes in the game. This isn't right. They shouldn't be able to have their cake and eat it too. Either they should lose their ability to lock everything down and buy 2 extra lives with iceblock, or their nukes should not be so efficient. Since it's much more complicated to nerf freeze by adding diminishing returns or immunity or some such new mechanic, I think it's just easier to nerf their damage output by tinkering with the numbers on the 3 most efficient direct damage spells in the game.
Every straight forward direct damage spell in this game follows a damage = manna + 1 formula. Look at moonfire, wrath (damage portion) arcane shot, holy smite, shadow bolt, etc., Fireball and pyroblast follows a damage = manna + 2 formula. This makes mages far more manna efficient than everyone else's nukes. Pyroblast and fireball also do MORE raw damage than any other nukes. A druid for example has to cast 2 cards to do the same damage as a pyroblast. This makes mages far more card efficient than everyone else's nukes.
So yea, I'm fine with mages keeping their freezes and iceblock, but if they keep their defense, their offense needs to be de-clawed a bit. If the mage choses to pyro me, that better be all the direct damage he can do in 1 turn. To allow them to pyro + icebolt for thirteen freaking damage to the face in 1 turn is insanely stupid.
i'd say the main reason for paladin putting 1 (or even 2) Lay on Hands in his deck is just for countering MAGE. while against the other 8 classes Lay on Hands just less useful.
2xPyro works against every deck. while the other class need to put some specific card just to counter Mage.
everything is rely on mage's draw no matter how good the opposite is. coin + mana wyrm + mirror image turn 1 almost guaranteed winning. 6 of 30 cards are aoe freeze spells, which technically can stop the incoming dmg for 6 turns (may take some dmg from argent commander or silence their own minions to dispell freeze) just freeze them, and wait for the FLAMESTRIKE. who needs minions while you have 2x of 6 direct dmg spells and 2x of 10 direct dmg spells = 32 total dmg. simply can kill your 30 hp hero. and if the spells isn't enough. here comes a FREE DROPS 8/8 MOUNTAIN-MOLTEN GIANTS following by aoe freeze spell(again) and next turn preparing for incoming 8-16 dmg on your face. need more card to play mountain giant? no problem. basically you need only 1 card per turn just to FREEZE. need low health to play that giants? no problem. you may keep your freeze spell in your hand and let them atk on you. risk to death against big charge? here comes an ICE BLOCK.
not to mention Mage's secret card can counter EVERYTHING. she put 1 secret and now you turn, you'll afraid to spend all mana on 1 big minion/big spell and ended up by drop some small minion/spell to check that secret and lose the oppotunity to play that big one in this trun. even it's just an ice block.
so is coin + defias ringleader + shadowstep + defias ringleader in a rogue rush.
That's one hell of a waste, you basically invest a card for obtaining a 2/1. Better spent on Argent Commander/Leeroy for the burst, even casting it on a Novice is superior.
lol this would cripple the mage. That means they get a single pyro too.
That's as easy as turning Pyro into a rare card, so you can still have x2, and I'd make some balance adjustements as the suggested (at least 9 mana cost, because Pyro + Frost Bolt is just insane damage for one turn). And you can do that epic-to-rare swap with any other card that is OK x2 in a deck, with the necessary adjustements (in arenas they could appear more often, that's true).
And btw, that would make epic cards a bit more epic (call it exclusive if you prefer, for being just x1), cause they don't actually feel so "cool" right now, they are just some generally strong-side cards, some of them more niche than others, but nothing special. Prob the most epic, epic card would be Gorehowl (lorewise).
Seriously there is nothing more frustrating right now in this game than facing a mage with pyro.
Just now:
I'm on 17hp, he is on 19
His board = empty Mine = earth ele, fire ele, mana tide, healing totem, wrath of air totem.
Looks great yeah? And then he fireballs me and hero power's me to 10 hp.......unless I can win this turn I lose....nope =(
Where's your healing? One Farseer would've ended the pyroblast dilemma in there. Also, why is it unfair to be defeated just because you have more minions on the board?
Seriously there is nothing more frustrating right now in this game than facing a mage with pyro.
Just now:
I'm on 17hp, he is on 19
His board = empty Mine = earth ele, fire ele, mana tide, healing totem, wrath of air totem.
Looks great yeah? And then he fireballs me and hero power's me to 10 hp.......unless I can win this turn I lose....nope =(
Where's your healing? One Farseer would've ended the pyroblast dilemma in there. Also, why is it unfair to be defeated just because you have more minions on the board?
Because if he had both Lava Bursts in his hand it would be fair :)
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Nozdormu wins you every game where you opponent has to go to the bathroom on turn 9.
And btw, that would make epic cards a bit more epic (call it exclusive if you prefer, for being just x1), cause they don't actually feel so "cool" right now, they are just some generally strong-side cards, some of them more niche than others, but nothing special. Prob the most epic, epic card would be Gorehowl (lorewise).
That exclusivity is rightfully reserved for legendaries. Otherwise epic & legendary would basically be identical if you neglected the dust. That would reduce the excitement of obtaining a legendary and also make it much easier to collect all cards in the game (which in turn is something Blizzard tries to avoid).
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Would you mind sharing your deck?
Here you go.
It still needs a bit of tweaking, but I made it to rank 11 with it (before a little losing streak). I think I could take it a bit further with a little healing and a couple choice legendaries.
Hmmm this looks like it could be fun. I've been trying to work with a beastless hunter deck because I do find the hunter fun. I just hate how they make the hunter energize with beast so much. It just feels cheesy : /
Thanks! Pretty interesting, very few minions. Hopefully I get a chance to play tonight, I don't want to give up on Hunter.
My biggest problem with mages is Ice Block, I find that shit card fucking stupid and annoying as hell. No matter if you run a deck to "counter" them, with heals and all that stuff, that 2 extra turns they get is the most moronic thing in the game. Add that to the fact that IN GENERAL they are a quite strong class that can control the game from early to late easily (and in a really lazy way), so good luck. My last game vs a mage was completely sick: you are making real plays, with an "elaborated plan", baiting their amazing fire balls / pyros (at least as a warlock you can heal via some semi-decent minions + spells or drop Jaraxxus post-burst), then you manage to survive the obvious 1st Ice Block, but next turn they just play another one, and after that they just throw some frost bolts and gg.
They are the most antifun games ever, always hated them as a class (much longer before this tard meta mage party). I don't even salute or give a "gg" to this players, just wanna smash their face on their desks for abusing that single deck, game after game, with that obvious and repetitive strategy. Had a similar feeling with priests just after their old buff patch, but you can learn how to easily beat them. On the other hand, mages... Oh, man. With all that über-annoying secrets (they got the best ones with difference, imo), and that unavoidable burst that requires zero skill...
Meh, I'm ranting quite a bit, I know, but as said, I've always hated their gamestyle and nowadays you gotta deal with them about 70-80% of your games, which is insane. And yes, of course you can run a deck 100% prepared for that scenarios, but sometimes you gotta deal with other classes, so you just can't go ranked with a blind anti-mage deck.
You may disagree with me, but I think many Epic Cards (such as Ice Block) should be maximum x1.
Whatever, that's just my opinion. Sorry for my English, and have a nice day/night.
I don't feel quite as strongly about mages in general as you, but I do agree with this part right here. As much as I love double molten giants in my lock deck, or double gorehowls in my warrior deck. I wouldn't mind this change.
lol this would cripple the mage. That means they get a single pyro too.
You know what, I'll also +1 this. It would force more people to use single epic cards which IMO would make it more interesting and would stop people using 2x OP epics. I would miss my second earth elemental but I still support it.
pyro should just be changed to cost 9 mana and do 9dmg
exactly
nah, pyro isn't the problem It doesn't even do that much damage. Healing touch pretty much negates it for 3 mana. The problem is that the game is ENTIRELY reliant on what the mage draws. If he draws enough to kill you before he runs out of control, he wins. If he doesn't, you win. THAT'S why mages are broken. Your decisions barely even matter.
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Fair enough. The issue I see in general is that there are classes whose chances at winning against these mages are basically zero since they lack the necessary class-specific defensive cards. Such among these are Shaman and Hunter (though the latter can at least deal with the secrets).
This is my biggest problem.
To quote myself from another thread:
Pyro needs to be bumped up to 9 manna. Fireball needs to be bumped down to 5 damage or up to 5 manna. Icebolt needs to be bumped down to 2 damage. I honestly think this would fix everything.
The mage has a lot going for it. It has the best defense/control in the game in the aoe freezes/ice barrier/iceblock, but it also has the most efficient (manna efficiency AND card efficiency) nukes in the game. This isn't right. They shouldn't be able to have their cake and eat it too. Either they should lose their ability to lock everything down and buy 2 extra lives with iceblock, or their nukes should not be so efficient. Since it's much more complicated to nerf freeze by adding diminishing returns or immunity or some such new mechanic, I think it's just easier to nerf their damage output by tinkering with the numbers on the 3 most efficient direct damage spells in the game.
Every straight forward direct damage spell in this game follows a damage = manna + 1 formula. Look at moonfire, wrath (damage portion) arcane shot, holy smite, shadow bolt, etc., Fireball and pyroblast follows a damage = manna + 2 formula. This makes mages far more manna efficient than everyone else's nukes. Pyroblast and fireball also do MORE raw damage than any other nukes. A druid for example has to cast 2 cards to do the same damage as a pyroblast. This makes mages far more card efficient than everyone else's nukes.
So yea, I'm fine with mages keeping their freezes and iceblock, but if they keep their defense, their offense needs to be de-clawed a bit. If the mage choses to pyro me, that better be all the direct damage he can do in 1 turn. To allow them to pyro + icebolt for thirteen freaking damage to the face in 1 turn is insanely stupid.
this just answer how strong mage is.
i'd say the main reason for paladin putting 1 (or even 2) Lay on Hands in his deck is just for countering MAGE. while against the other 8 classes Lay on Hands just less useful.
2xPyro works against every deck. while the other class need to put some specific card just to counter Mage.
everything is rely on mage's draw no matter how good the opposite is. coin + mana wyrm + mirror image turn 1 almost guaranteed winning.
6 of 30 cards are aoe freeze spells, which technically can stop the incoming dmg for 6 turns (may take some dmg from argent commander or silence their own minions to dispell freeze) just freeze them, and wait for the FLAMESTRIKE.
who needs minions while you have 2x of 6 direct dmg spells and 2x of 10 direct dmg spells = 32 total dmg. simply can kill your 30 hp hero.
and if the spells isn't enough. here comes a FREE DROPS 8/8 MOUNTAIN-MOLTEN GIANTS following by aoe freeze spell(again) and next turn preparing for incoming 8-16 dmg on your face. need more card to play mountain giant? no problem. basically you need only 1 card per turn just to FREEZE. need low health to play that giants? no problem. you may keep your freeze spell in your hand and let them atk on you. risk to death against big charge? here comes an ICE BLOCK.
not to mention Mage's secret card can counter EVERYTHING. she put 1 secret and now you turn, you'll afraid to spend all mana on 1 big minion/big spell and ended up by drop some small minion/spell to check that secret and lose the oppotunity to play that big one in this trun. even it's just an ice block.
That's one hell of a waste, you basically invest a card for obtaining a 2/1. Better spent on Argent Commander/Leeroy for the burst, even casting it on a Novice is superior.
That's as easy as turning Pyro into a rare card, so you can still have x2, and I'd make some balance adjustements as the suggested (at least 9 mana cost, because Pyro + Frost Bolt is just insane damage for one turn). And you can do that epic-to-rare swap with any other card that is OK x2 in a deck, with the necessary adjustements (in arenas they could appear more often, that's true).
And btw, that would make epic cards a bit more epic (call it exclusive if you prefer, for being just x1), cause they don't actually feel so "cool" right now, they are just some generally strong-side cards, some of them more niche than others, but nothing special. Prob the most epic, epic card would be Gorehowl (lorewise).
Where's your healing? One Farseer would've ended the pyroblast dilemma in there. Also, why is it unfair to be defeated just because you have more minions on the board?
Because if he had both Lava Bursts in his hand it would be fair :)
Nozdormu wins you every game where you opponent has to go to the bathroom on turn 9.
That exclusivity is rightfully reserved for legendaries. Otherwise epic & legendary would basically be identical if you neglected the dust. That would reduce the excitement of obtaining a legendary and also make it much easier to collect all cards in the game (which in turn is something Blizzard tries to avoid).