A card that lets you take a quest reward shouldnt exist. Period. someone wants to play stupid steal cards crap, it should be random, not i get to look through your hand and choose. I remember thinking Chamelos was kind of annoying how much info it can give. Now, you can easily know your opponents entire hand.
yeah, but then also playing against a deck like quest priest is infuriating for a board based deck, so this is pretty much the only way you can beat them regularly, by stealing the quest reward.
I really thought quest players would have adapted to taking Kael'thas as one of their 8 drops though, as this circumvents this tactic. I played Quest priest a little bit, and I used kael'thas for this very reason. I have no idea why it didn't catch on.
I see your point though, and I'm not really a fan of Theo myself. At the same time though I feel with where the game is right now, cards like Theo are needed.
The only time I ever really used the card as well was in cases like this. I don't have it in most of my decks, but when it happens to be in a deck I'm playing, if I get the chance to yoink the quest reward and win the game, I'm going to take it.
love denath but few removal and situational. denath has no drawback, this is the main problem.
He should get nerfed to infuse(2) to reduce his damage significantly. Likewise nerf Theo to 5 mana. Hoping for balance patch within two weeks.
A 4-mana 3/3 does not need a nerf.
And Denathrius is just a 10 mana 10/10 which is understatted for the cost.
Both cards have battlecries though.
What I'm saying is Theotar most often is a very slow card to play against aggressive decks. It's so risky, a 4-mana 3/3. Sure, man one aggressive card, just a scratch, so much more in hand or in deck. Just because it has potential to steal a wincon does not mean it needs a nerf. Because most times it's a slow and mediocre play.
I mostly avoid playing Theo in my decks, as it can go wrong for you if you are forced to tempo it out. with this in mind it can sit as a dead card in my hand for entire games.
The one time it came in very useful though was Vs. a Quest Priest. They were 1 damage shy of being able to take out my Brann from previous turns, so I got to double Theo after they played Quest Reward (I got it on the first try anyway though) but as I still had Brann up that meant I got 2 x Shards as well... it was amazing
(this was in relic DH so my Theo cost next to nothing to play, I had more than enough mana to play the shard as well)
I only wish my opponent didn't concede the second I picked their Quest reward (I think you can tell base on the speed of the pick, as they conceded immediately after I clicked on it... I should have took a while and baited them, but that would have just been mean)
Long story short, though... I don't like running Theo as the risk is too much for me, and doesn't suit my playstyle too well. I think the card is a necessary evil though, when combo decks can become incredibly dominant.
It does suck to get Theo'd when you're playing a weaker deck though, and they take your finisher or something. Makes the game unwinnable in like 90+% of scenarios when this happens.
Too slow and easily picked from Hand with steal. Also itse otettu much dead card If you dont draw it on early turms
I had stopped running in my 40 card hunter decks, but now I have a more infuse-focused deck again, I've put the card back in.
It's really nice if you manage to get some value out of a afterlife attendant, as when you pull card like Sire, they already have some charges on them.
Thought that card was kind of interesting but can only imagine value in demon hunter or druid because of their rush to death control spells. most infuse cards are 5 or less so its kind of crazy that you could activate your entire deck.
It's great in the right 40 card Hunter deck as well as it runs a lot of infuse cards. Also running Shadehound it can be great to get that juiced up ahead of time. The deck in question also runs snake trap, that way you can have that activate, play afterlife attendant and then juice up both of them at once by trading in the 3 x snakes.
The snakes can also be the recipient of the buff from shadehound, which turns them into 3/3's.
Definitely an interesting rendition of an already powerful deck. I actually prefer this version as well, if only because I'd played the more popular one for almost 2 months before it became a tier one deck... playing something slightly more fresh is more fun to me, even if it's winrate isn't quite as high.
Even without Saber in the deck though, you can do some pretty crazy mana cheating... for example if you hit a bear or hydra with harpoon, then you pull stormpike ram with pet collector the next turn, and trade it off, then you have a 7 cost beast being played for 3 mana.
I'm not sure on exact maths of it, but I think it might be more efficient then running the saber. I guess it really just comes down to taste and what people prefer though, as all versions of this deck are really good.
Too slow and easily picked from Hand with steal. Also itse otettu much dead card If you dont draw it on early turms
I had stopped running in my 40 card hunter decks, but now I have a more infuse-focused deck again, I've put the card back in.
It's really nice if you manage to get some value out of a afterlife attendant, as when you pull card like Sire, they already have some charges on them.
I really wasn't sure about the afterlife attendant at first, as I thought "surely it'll just be targeted and get no value" but even if this is the case, it takes pretty much a whole turn to remove, so it has done it's job to an extent. Ofc having it charge up your bigger infuse minions while in deck is ideal, but just using it as a soft taunt can really swing tempo.
It's became one of my favourite cards this expansion (especially in my big hunter decks with a lot of infuse cards) I'm not sure it would go into anything else, but it's right at home in Hunter where we were already trading off lots of smaller minions to infuse our bigger ones.
Firstly if you don't run it, it can't be stolen (and thief decks are incredibly popular right now)
Secondly, putting it into every single deck is just bad. Yes it's a great card and it can fit into a lot of decks, but it's not as OP as a lot of people make out it is, if it was then it would be in absolutely, every single deck.
it's not in any of the warlock decks, and they're all good. It's not in Naga priest (also very good) Big Beast Hunter is cutting it in a lot of cases (although this is one deck where I still run the card, as we don't have much board clear and the heals are great)
Since the OP combo with Kael'Thas has been removed for all but 3 x decks (Relic DH can still Bran/Den because they can reliably reduce the cost of cards) Ofc ramp Druid can do it later in the game due to having more mana crystals, and Shaman can get the same results in other ways, albeit over multiple turns. I don't think it's even close to being a problem any more.
Yeah it's a good card and it can win games, it's not as bad as people are making out though, especially since not everyone can double it up in one turn any more, only 2 decks can do this now
yeah, but then also playing against a deck like quest priest is infuriating for a board based deck, so this is pretty much the only way you can beat them regularly, by stealing the quest reward.
I really thought quest players would have adapted to taking Kael'thas as one of their 8 drops though, as this circumvents this tactic. I played Quest priest a little bit, and I used kael'thas for this very reason. I have no idea why it didn't catch on.
I see your point though, and I'm not really a fan of Theo myself. At the same time though I feel with where the game is right now, cards like Theo are needed.
The only time I ever really used the card as well was in cases like this. I don't have it in most of my decks, but when it happens to be in a deck I'm playing, if I get the chance to yoink the quest reward and win the game, I'm going to take it.
I mostly avoid playing Theo in my decks, as it can go wrong for you if you are forced to tempo it out. with this in mind it can sit as a dead card in my hand for entire games.
The one time it came in very useful though was Vs. a Quest Priest. They were 1 damage shy of being able to take out my Brann from previous turns, so I got to double Theo after they played Quest Reward (I got it on the first try anyway though) but as I still had Brann up that meant I got 2 x Shards as well... it was amazing
(this was in relic DH so my Theo cost next to nothing to play, I had more than enough mana to play the shard as well)
I only wish my opponent didn't concede the second I picked their Quest reward (I think you can tell base on the speed of the pick, as they conceded immediately after I clicked on it... I should have took a while and baited them, but that would have just been mean)
Long story short, though... I don't like running Theo as the risk is too much for me, and doesn't suit my playstyle too well. I think the card is a necessary evil though, when combo decks can become incredibly dominant.
It does suck to get Theo'd when you're playing a weaker deck though, and they take your finisher or something. Makes the game unwinnable in like 90+% of scenarios when this happens.
It's great in the right 40 card Hunter deck as well as it runs a lot of infuse cards. Also running Shadehound it can be great to get that juiced up ahead of time. The deck in question also runs snake trap, that way you can have that activate, play afterlife attendant and then juice up both of them at once by trading in the 3 x snakes.
The snakes can also be the recipient of the buff from shadehound, which turns them into 3/3's.
Definitely an interesting rendition of an already powerful deck. I actually prefer this version as well, if only because I'd played the more popular one for almost 2 months before it became a tier one deck... playing something slightly more fresh is more fun to me, even if it's winrate isn't quite as high.
Even without Saber in the deck though, you can do some pretty crazy mana cheating... for example if you hit a bear or hydra with harpoon, then you pull stormpike ram with pet collector the next turn, and trade it off, then you have a 7 cost beast being played for 3 mana.
I'm not sure on exact maths of it, but I think it might be more efficient then running the saber. I guess it really just comes down to taste and what people prefer though, as all versions of this deck are really good.
I had stopped running in my 40 card hunter decks, but now I have a more infuse-focused deck again, I've put the card back in.
It's really nice if you manage to get some value out of a afterlife attendant, as when you pull card like Sire, they already have some charges on them.
I really wasn't sure about the afterlife attendant at first, as I thought "surely it'll just be targeted and get no value" but even if this is the case, it takes pretty much a whole turn to remove, so it has done it's job to an extent. Ofc having it charge up your bigger infuse minions while in deck is ideal, but just using it as a soft taunt can really swing tempo.
It's became one of my favourite cards this expansion (especially in my big hunter decks with a lot of infuse cards) I'm not sure it would go into anything else, but it's right at home in Hunter where we were already trading off lots of smaller minions to infuse our bigger ones.
I don't even run the card in a lot of decks.
Firstly if you don't run it, it can't be stolen (and thief decks are incredibly popular right now)
Secondly, putting it into every single deck is just bad. Yes it's a great card and it can fit into a lot of decks, but it's not as OP as a lot of people make out it is, if it was then it would be in absolutely, every single deck.
it's not in any of the warlock decks, and they're all good. It's not in Naga priest (also very good) Big Beast Hunter is cutting it in a lot of cases (although this is one deck where I still run the card, as we don't have much board clear and the heals are great)
Since the OP combo with Kael'Thas has been removed for all but 3 x decks (Relic DH can still Bran/Den because they can reliably reduce the cost of cards) Ofc ramp Druid can do it later in the game due to having more mana crystals, and Shaman can get the same results in other ways, albeit over multiple turns. I don't think it's even close to being a problem any more.
Yeah it's a good card and it can win games, it's not as bad as people are making out though, especially since not everyone can double it up in one turn any more, only 2 decks can do this now