Ok, the whole arguing that “Jaraxxus isn’t good anyway” or “The interaction is fun” is incredibly stupid.
How is it fun to consistently discover a card that just instantly wins you the game against Jaraxxus? And that can happen even if he developed a huge board advantage and played better than you. That is the definition of not fun and sometimes having the unskillled player win the game.
Then, it’s not only about putting Jaraxxus into your deck. What about the Rogues or the Priests? You’re just left with a dead card that you spent your resources on and could have been a serious advantage (esp for priest) just because the opponent just has a “win the game” card?
Then there’s the people that just wanna play Jaraxxus. Let’s rip them all off the fun just because hey Jaraxxus sucks anyway!
This serves no arguing.
TL;DR: just remove the damn interaction
So. For one: For priest to even *get* Jaraxxus the opponent would need to have put Jaraxxus in their own deck which... in and of itself is already ridiculous, since he was still bad in Rise of Shadows without Zeph OR Deathknight Guldan in the format, and is still bad even disregarding Zeph.
For two, what it does is reward knowledge of card interaction. You know... One aspect of skill? The same way you'd need to understand that Immune only prevents damage, and not destroy or transform. Or understanding the order that cards activate in is based on "whenever" "when" and "after". Or understanding how Crazed Alchemist turns aura buffs like Stormwind Champion into permanent buffs. Or understanding correct secret sequencing. Or understanding spell sequencing for legal targets (shadow word pain *can* target minions with more than 4 attack, but the buff needs to happen after the spell is already cast) Zeph is a skill testing card unto itself because it requires understanding why each card being offered is offered, not just blindly playing something offered.
For three, it's actually supremely fun to discover a card that instantly wins you the game because your opponent intentionally played a bad card. Any time I'm in wild and play a Secret Paladin (which is on the decline lately) and gets their entire gameplan destroyed by skulking geist? Fantastic feeling to completely demolish them. Any time counterspell stops a Time Warp? Priceless. Whenever unseen sabateur casts an opponent mechathun's cataclysm, discarding their win condition? Wonderful.
They should remove the interaction period, it never should have existed in the first place for so many reasons. It's highly inconsistent with the way spells work in this game. Since when would a minion target spell work on somebodies hero? I get they it was for lolz originally but in all seriousness it's wrong. I don't care what your opinion is of Jaxx as far as viability in the meta, the point stands.
Nowhere in the text of Sacrificial Pact will you find the word "minion."
It targets a Demon. Jaraxxus is a Demon.
If anything, we should be hearing more complaints about Hungry Crab not killing Morgl. I would love to see that fixed.
The difference, I feel, is that if any of the alternate starting heros were mechanically different from the base heros it would smack of P2W, even in situations where the paid hero is strictly worse. (Yes, Morgl is not paid for, but it opens up design space for other edge case scenarios being improved by just using alt heros)
Meanwhile, to even *be* regular Jaraxxus you need to choose to play him from your hand and activate that battlecry. You get all the benefits and the weaknesses that come with that change.
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So. For one:
For priest to even *get* Jaraxxus the opponent would need to have put Jaraxxus in their own deck which... in and of itself is already ridiculous, since he was still bad in Rise of Shadows without Zeph OR Deathknight Guldan in the format, and is still bad even disregarding Zeph.
For two, what it does is reward knowledge of card interaction.
You know... One aspect of skill? The same way you'd need to understand that Immune only prevents damage, and not destroy or transform. Or understanding the order that cards activate in is based on "whenever" "when" and "after". Or understanding how Crazed Alchemist turns aura buffs like Stormwind Champion into permanent buffs. Or understanding correct secret sequencing. Or understanding spell sequencing for legal targets (shadow word pain *can* target minions with more than 4 attack, but the buff needs to happen after the spell is already cast)
Zeph is a skill testing card unto itself because it requires understanding why each card being offered is offered, not just blindly playing something offered.
For three, it's actually supremely fun to discover a card that instantly wins you the game because your opponent intentionally played a bad card.
Any time I'm in wild and play a Secret Paladin (which is on the decline lately) and gets their entire gameplan destroyed by skulking geist? Fantastic feeling to completely demolish them. Any time counterspell stops a Time Warp? Priceless. Whenever unseen sabateur casts an opponent mechathun's cataclysm, discarding their win condition? Wonderful.
The difference, I feel, is that if any of the alternate starting heros were mechanically different from the base heros it would smack of P2W, even in situations where the paid hero is strictly worse. (Yes, Morgl is not paid for, but it opens up design space for other edge case scenarios being improved by just using alt heros)
Meanwhile, to even *be* regular Jaraxxus you need to choose to play him from your hand and activate that battlecry. You get all the benefits and the weaknesses that come with that change.