Patchwerkwill get nerfed. I've called it several times. Watching the streams yesterday, you saw how miserable it truly was. Blood decks are control, so they're playing lifesteal and board clears, and that new hp booster, to stall the game. That minion that discovers a blood rune card has a VERY small pool since there's few blood rune cards. So watching people play that, they were regularly getting both patchwerk and mograine offered to them in the same pool. Plus, all the decks were running Zola in order to duplicate their win cons since the deck was so stally. Was common to see opponent all but lose after the first patch was played, let alone number 2 and 3. And god forbid if you're taking 6 damage a turn from mograine. Plus Denathrius was always waiting to finish the game.
I think they'll change patchwerk to 3 blood runes, then realize that does nothing but stop unholy playing it (I'd rather have patchwerk over marrowgar) and have to up it to 8 mana. It'll continue being a problem after. I think it'll be a major problem unless they completely rework it, but they'll be stubborn like with theotar.
I've said it many times before, this is Mindrender Illucia all over again. When Blizz prints a REALLY good disruption card, people play it. You can look throughout history to see good tech/disruption cards. Rustrot Viper is currently being played since weapons are in the meta, it has premium stats at a low cost, and can be traded away if you don't need it. Dirty Rat has always seen play in wild since it's really good disruption for removing a minion you opponent is saving.
Meanwhile, look at crap like Tight-Lipped Witness. Less classes use secrets then weapons, There's no meta decks running secrets atm (and there won't be in MotLK), and it has goofy stats. Most of all, there have been better anti-secret cards in the past that have destroyed all enemy secrets instead of shutting them down.
The problem with theotar is that it is TOO good. Steal a good card from your opponent, give them one they can't use. If they wanted it balanced, what they should've done is use the damn counter-discover effect they added this expansion to the card. Instead of swapping cards, the person playing theotar discovers a card in their opponent's hand and they get a copy of it. Then when the opponent's turn rolls around they have to choose which card the person choose. If they choose right, they keep the original card, if not, the original gets removed from play. That would've added some counterplay to it and some mind game schnanigans.
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Patchwerkwill get nerfed. I've called it several times. Watching the streams yesterday, you saw how miserable it truly was. Blood decks are control, so they're playing lifesteal and board clears, and that new hp booster, to stall the game. That minion that discovers a blood rune card has a VERY small pool since there's few blood rune cards. So watching people play that, they were regularly getting both patchwerk and mograine offered to them in the same pool. Plus, all the decks were running Zola in order to duplicate their win cons since the deck was so stally. Was common to see opponent all but lose after the first patch was played, let alone number 2 and 3. And god forbid if you're taking 6 damage a turn from mograine. Plus Denathrius was always waiting to finish the game.
I think they'll change patchwerk to 3 blood runes, then realize that does nothing but stop unholy playing it (I'd rather have patchwerk over marrowgar) and have to up it to 8 mana. It'll continue being a problem after. I think it'll be a major problem unless they completely rework it, but they'll be stubborn like with theotar.
I've said it many times before, this is Mindrender Illucia all over again. When Blizz prints a REALLY good disruption card, people play it. You can look throughout history to see good tech/disruption cards. Rustrot Viper is currently being played since weapons are in the meta, it has premium stats at a low cost, and can be traded away if you don't need it. Dirty Rat has always seen play in wild since it's really good disruption for removing a minion you opponent is saving.
Meanwhile, look at crap like Tight-Lipped Witness. Less classes use secrets then weapons, There's no meta decks running secrets atm (and there won't be in MotLK), and it has goofy stats. Most of all, there have been better anti-secret cards in the past that have destroyed all enemy secrets instead of shutting them down.
The problem with theotar is that it is TOO good. Steal a good card from your opponent, give them one they can't use. If they wanted it balanced, what they should've done is use the damn counter-discover effect they added this expansion to the card. Instead of swapping cards, the person playing theotar discovers a card in their opponent's hand and they get a copy of it. Then when the opponent's turn rolls around they have to choose which card the person choose. If they choose right, they keep the original card, if not, the original gets removed from play. That would've added some counterplay to it and some mind game schnanigans.