Patchwerk is fucking terrible. Didnt think mill rogue could get more obnoxious.
Got to agree with you there - I can seriously see this as a card I will love to play and absolutely loathe to have played against me. It is like Mutanus on toxic steroids.
Those are the classes I have seen running him at Diamond level this week. The only classes I don't see him played in (that I recall) are Mage and Warrior.
Here’s the thing about Theotar, he’s bad. He was bad at 5 mana. He is bad at 6 mana. It’s a turn 6 4/4 with no immediate impact. I see everyone saying he steals denathrius and so he is mandatory, but that is pretty much for ramp Druid and maybe phylactery warlock. The best decks and most popular decks don’t care about Theotar at all. Shaman being able to abuse it with schooling is a different story because you are almost guaranteed a terrible trade, so it makes Theotar a bit better. If you are playing Theotar, cut him and win more games. Theotar is so niche that if you need him to beat ramp Druid, you are probably going to lose to one of the other wincons in that deck.
Well you hit a good point there. Most top dog decks dont need Denathrius,
Not to skew the conversation here (since this thread is about Theotar rather than Denathrius), but it's probably worth mentioning that he featured in EVERY deck in the recent tournament. If he wasn't needed, then I am pretty sure this wouldn't have been the case.
I've been theorycrafting a bunch in preparation for launch. I've made decks for every class except Hunter,
Ah - Hunter is (aside from DK obv) the class I most want to experiment with in the new expac. In particular, the Weapon hunter with the 40+-damage 3-card OTK burst for the finisher. And with the coin, this ramps up to a 4-card 60+ damage OTK! Woop!
I dont know what people want this card to be honestly but i dont belive he would be bad never effect unless he cost 9,
His mana cost was never the problem. Nobody complained about him because they thought he was too cheap to play. It's the Discover element of his power that is what makes him strong and I am surprised after repeated nerfs that they still havent fixed this.
Denathrius can still be effected by plenty of other disruption mechanics, and even more options in a few days time when DK's are released. So it's not like Theotar is really "needed" in its current farm.
A small nerf would be to make the effect a unique type instead of battlecry, so it would no longer work with cards like Brann Bronzebeard and Brilliant Macaw
I pro disruption though I admit it ain't fun when you loose a win condition, but then again it forces you to have several ways to win.
I am also pro-disruption as I like the mechanic. It's the "Discover" part of Theotar that I have the most issue with, myself.
Morning all! You may have noticed this morning that it appears that once again Theotar has been "updated". I call this a "nerf-buff", simply because it has had it's cost raised to 6 mana (the nerf) and it's stats raised from a 3/3 to a 4/4 (the buff).
I am interested to hear your thoughts on this, whether you think it will make a great deal of difference, or if it was too much, or too little.
For me personally, the whole problem with the card has been that you can "discover" a card in your opponent's hand to take, which gives you a choice of 3 - in a player's hand, that can be massive. When you consider a card like Mutanous the Devourer, it's "weakness" in it's power is that the card it eats is random, and could have no effect if the opponent has no minions. With Theotar, barring if the opponent has no cards in hand, it will always hit something and will likely be something good because you can choose the target.
I personally think that the card would have been so much better balanced if the cards it affected were randomised for both yours and the opponent's hand. Sure, it makes the effect a lot weaker, but that is the intention of the nerf. It's a clearly super-powerful card, even with the latest changes - which, to me, make almost no difference to it.
I do wonder how many times they will make inconsequential changes like these to the card and then wonder why it is still a problem.
But maybe I am wrong? Perhaps this change is suitably big enough? What do you think?
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Got to agree with you there - I can seriously see this as a card I will love to play and absolutely loathe to have played against me. It is like Mutanus on toxic steroids.
Warlock, Priest, Hunter, Paladin, Demon Hunter, Shaman
Those are the classes I have seen running him at Diamond level this week.
The only classes I don't see him played in (that I recall) are Mage and Warrior.
Not to skew the conversation here (since this thread is about Theotar rather than Denathrius), but it's probably worth mentioning that he featured in EVERY deck in the recent tournament. If he wasn't needed, then I am pretty sure this wouldn't have been the case.
Ah - Hunter is (aside from DK obv) the class I most want to experiment with in the new expac.
In particular, the Weapon hunter with the 40+-damage 3-card OTK burst for the finisher.
And with the coin, this ramps up to a 4-card 60+ damage OTK! Woop!
His mana cost was never the problem. Nobody complained about him because they thought he was too cheap to play. It's the Discover element of his power that is what makes him strong and I am surprised after repeated nerfs that they still havent fixed this.
Denathrius can still be effected by plenty of other disruption mechanics, and even more options in a few days time when DK's are released. So it's not like Theotar is really "needed" in its current farm.
I am also pro-disruption as I like the mechanic. It's the "Discover" part of Theotar that I have the most issue with, myself.
Morning all!
You may have noticed this morning that it appears that once again Theotar has been "updated".
I call this a "nerf-buff", simply because it has had it's cost raised to 6 mana (the nerf) and it's stats raised from a 3/3 to a 4/4 (the buff).
I am interested to hear your thoughts on this, whether you think it will make a great deal of difference, or if it was too much, or too little.
For me personally, the whole problem with the card has been that you can "discover" a card in your opponent's hand to take, which gives you a choice of 3 - in a player's hand, that can be massive. When you consider a card like Mutanous the Devourer, it's "weakness" in it's power is that the card it eats is random, and could have no effect if the opponent has no minions.
With Theotar, barring if the opponent has no cards in hand, it will always hit something and will likely be something good because you can choose the target.
I personally think that the card would have been so much better balanced if the cards it affected were randomised for both yours and the opponent's hand. Sure, it makes the effect a lot weaker, but that is the intention of the nerf. It's a clearly super-powerful card, even with the latest changes - which, to me, make almost no difference to it.
I do wonder how many times they will make inconsequential changes like these to the card and then wonder why it is still a problem.
But maybe I am wrong? Perhaps this change is suitably big enough? What do you think?