Mage is only powerful through chance. Paladin is consistently borderline broken, as your examples actually show and only luck can let you counter that. There should be legit counters to Paladins' multiple broken mechanics. I play a mage and my stats against Paladin are not that great and I like to think I know how to play. I have zero sympathy.
But back to topic: I agree with OP that Mage is terribly unfun to play against, my second most hated class after Priest. But still I don't think it's unfair in the long run. My stats against Mages are quite good with most of my decks, including Pure Paladin. I've played Mage in Duels recently and I had a game where I casted doble Yogg-Saron, Hope's End and Yogg-tastic Tasties in three consecutive turns. None of those three did a lot in my favor. For example, both Yoggs killed themselves.
On a side note: I've encountered several Secret Mages in standard mode recently and either average Mage players are very good at bluffing or just plain stupid. I mean, playing Flame Ward and not Counterspell on turn 6 against a Big Warrior is either genius or dumb.
Finally got a nice pirate deathrattle combo going with Greybough, golden Monstrous Macaw, golden Scallywag, double Dread Admiral Eliza and Baron Rivendare, only to die to some poisonous murlocs which pulled an 8% victory on me. Didn't even make top 4.
Is their a specific HS rule I didn't know of that states you must never draw Rattlegore before Tickatus mills it away?
People always complain about aggro. But if it wasn't for aggro, that Tickatus bs would probably define the entire meta. So I'm grateful for aggro decks keeping that in check.
He always has nice combo decks, a lot are Rogue decks. I guess the most of them are garbage if you want to be really competitive, but I can't judge on that since I don't play wild. The fact that he always plays them on bronze or silver tells a lot though...
That would absolutely destroy the card and make it unplayable. What it really needs is to have the bounces limited like returning at the end of the turn. Could also make it a 0/1 so it retains its identity but is useless if you can’t bounce it
It's one of those cards i wouldn't bother becoming unplayable, just like Animated Broomstick. Those cards should have never been released in the first place.
Also, I have another suggestion for a nerf: Make the spellburst give you a copy without the spellburst (or outright give you Elven Archer :D). That's how a spellburst is supposed to work anyway, right? It should be a one-time-only effect.
Had an absolute blast with Chenvaala today. Started quite bad, but I looked hard for the elementals and got rewarded, early golden Party Elemental, then early golden Nomi and afterwards I snowballed out of control fast. Later golden Ragnaros, golden Garr, two Djinnis. I utterly obliterated my last opponent dealing over 40 damage, he played elementals too.
Well, i would not call it a tempo deck, since I would expect a lot of comeback tools from such a deck, whereas Pure Paladin struggles a little to regain board control with Libram of Justice and Lord Barov being more or less the only options for that. But midrange is definitely true. You have strong offensively statted, yet sticky early game minions with Shotbot, Murgur Murgurgle and Goody Two-Shields and buffs to keep them alive, so the plan in my opinion should be always to pose the threat the opponent has to answer. But the right balance between keeping the momentum on while not overextending against control decks is the most difficult part in my opinion.
Of course, against pure aggro decks like Face Hunter or so you can (are forced to, respectively) play a lot more defensively, since they are most likely to be pretty much dead to Libram of Hope.
It is a problem, and mainly because of one singular card: secret passage. I'm okay with the face damage, weapon buffs and all the burst, i am not okay with drawing all of your deck by turn 8.
Secret Passage, as well as its stupid interactions with cards like Nitroboost Poison and Cutting Class, is one of the problems indeed. The other one is Pen Flinger, a highly toxic card that should have been nerfed long ago. I have been playing Pen Flinger in a memeish secret/tempo deck that isn't even good and I have a guilty conscience about it still.
I don't have Sayge, Seer of Darkmoon in my collection, so I was super hyped about possibly completing his achievement when I discovered him from Dragon's Hoard in a deck that actually plays enough secrets. Then my opponent played Flare when I had three secrets down. I rage quit immediately. Of course that one time I discover something amazing, my opponent has to use such a garbage card that hard counters it.
I almost felt bad for that Token Druid I faced today. I hard countered him with my garbage Spell/Control/OTK Shaman deck (for landslide achievement). In the end, he was fatiguing and down to <10 HP while I was at full health with some cards left, including a ~20 dmg Hagatha's Scheme that I didn't need to use.
What I find funny about that secret (btw, I think it's fair overall) is that often enough I found myself playing around it though it later turned out to be something like Rigged Faire Game, losing so much momentum in the mean time that I asked myself afterwards whether it was worth it. I guess it might actually not be that bad in the long run to just close your eyes, pray, play your spell and concede if it's counterspell (unless you have an easy check like the Coin in hand of course).
I actually liked the last boss in rouge, most fights are play all your cards and go face. (Curve stone) however last fight is more like a puzzel. (where you win if you give juggler poiseness to kill the last 2)
I have to agree, the last one is not that bad. I had at least some fun figuring out the correct sequencing (and still died to RNG once, when the poisonous Pen Flinger went face twice out of three hits).
But the two before are outright stupid. Against Cho Gall you need a lot of luck. In my first two attempts I didn't even get a Voidlord in the second phase. Against Garona you need to make some kind of stupid plays. I mean, not playing your 1-drop in turn 1 to have it as an activator for Wand Thief afterwards to then get Mirror Image hopefully? Who would play like that without knowing the script for this exact fight?
How could they think a completely scripted fight could be fun? So I'm fighting against an opponent who always deals 12 face damage on turn 2 and 4+ on each following turn, always has a sap in hand, meanwhile I have to memorize which cards I draw in which order and how the AI reacts to them when played in order to get the mission done? How very stimulating...
I don't like it very much. Even though I support a somewhat faster game and despise (useless) roping, there are occasionally turns that are quite complicated, where I want time to actually run every option through my mind. Therefore, I won't include Noz, at least not in my more competitive decks.
It would be so great if there was a fast format with something like what time bank chips in poker tournaments are, so you can add some seconds when you really need them.
I just got totally screwed over because I didn't know that you can't target Zephrys' hero power if there are multiple options. So I got a golden one of the two 2/2 elementals I had in my hand instead of the fat demon I wanted to make golden. Why the fuck is it implemented like that?
0
The only things "broken" about Paladin are Pen Flinger and Animated Broomstick, which aren't even Paladin cards.
But back to topic: I agree with OP that Mage is terribly unfun to play against, my second most hated class after Priest. But still I don't think it's unfair in the long run. My stats against Mages are quite good with most of my decks, including Pure Paladin. I've played Mage in Duels recently and I had a game where I casted doble Yogg-Saron, Hope's End and Yogg-tastic Tasties in three consecutive turns. None of those three did a lot in my favor. For example, both Yoggs killed themselves.
On a side note: I've encountered several Secret Mages in standard mode recently and either average Mage players are very good at bluffing or just plain stupid. I mean, playing Flame Ward and not Counterspell on turn 6 against a Big Warrior is either genius or dumb.
1
Finally got a nice pirate deathrattle combo going with Greybough, golden Monstrous Macaw, golden Scallywag, double Dread Admiral Eliza and Baron Rivendare, only to die to some poisonous murlocs which pulled an 8% victory on me. Didn't even make top 4.
0
Is their a specific HS rule I didn't know of that states you must never draw Rattlegore before Tickatus mills it away?
People always complain about aggro. But if it wasn't for aggro, that Tickatus bs would probably define the entire meta. So I'm grateful for aggro decks keeping that in check.
1
If you just want to have fun with some wins here and there, you should check out this youtube channel: https://www.youtube.com/channel/UC2WLo2xxhvPvuYBQVN_ecSw
He always has nice combo decks, a lot are Rogue decks. I guess the most of them are garbage if you want to be really competitive, but I can't judge on that since I don't play wild. The fact that he always plays them on bronze or silver tells a lot though...
2
It's one of those cards i wouldn't bother becoming unplayable, just like Animated Broomstick. Those cards should have never been released in the first place.
Also, I have another suggestion for a nerf: Make the spellburst give you a copy without the spellburst (or outright give you Elven Archer :D). That's how a spellburst is supposed to work anyway, right? It should be a one-time-only effect.
0
Had an absolute blast with Chenvaala today. Started quite bad, but I looked hard for the elementals and got rewarded, early golden Party Elemental, then early golden Nomi and afterwards I snowballed out of control fast. Later golden Ragnaros, golden Garr, two Djinnis. I utterly obliterated my last opponent dealing over 40 damage, he played elementals too.
0
Well, i would not call it a tempo deck, since I would expect a lot of comeback tools from such a deck, whereas Pure Paladin struggles a little to regain board control with Libram of Justice and Lord Barov being more or less the only options for that. But midrange is definitely true. You have strong offensively statted, yet sticky early game minions with Shotbot, Murgur Murgurgle and Goody Two-Shields and buffs to keep them alive, so the plan in my opinion should be always to pose the threat the opponent has to answer. But the right balance between keeping the momentum on while not overextending against control decks is the most difficult part in my opinion.
Of course, against pure aggro decks like Face Hunter or so you can (are forced to, respectively) play a lot more defensively, since they are most likely to be pretty much dead to Libram of Hope.
Also, I think this deck is one of those that benefits most from playing on curve. If you have the option to play Aldor Attendant, Hand of A'dal, Goody Two-Shields, Lightforged Zealot, Aldor Truthseeker, Libram of Hope in that order, it's very rarely not the best option.
2
Secret Passage, as well as its stupid interactions with cards like Nitroboost Poison and Cutting Class, is one of the problems indeed. The other one is Pen Flinger, a highly toxic card that should have been nerfed long ago. I have been playing Pen Flinger in a memeish secret/tempo deck that isn't even good and I have a guilty conscience about it still.
2
I don't have Sayge, Seer of Darkmoon in my collection, so I was super hyped about possibly completing his achievement when I discovered him from Dragon's Hoard in a deck that actually plays enough secrets. Then my opponent played Flare when I had three secrets down. I rage quit immediately. Of course that one time I discover something amazing, my opponent has to use such a garbage card that hard counters it.
1
I almost felt bad for that Token Druid I faced today. I hard countered him with my garbage Spell/Control/OTK Shaman deck (for landslide achievement). In the end, he was fatiguing and down to <10 HP while I was at full health with some cards left, including a ~20 dmg Hagatha's Scheme that I didn't need to use.
0
What I find funny about that secret (btw, I think it's fair overall) is that often enough I found myself playing around it though it later turned out to be something like Rigged Faire Game, losing so much momentum in the mean time that I asked myself afterwards whether it was worth it. I guess it might actually not be that bad in the long run to just close your eyes, pray, play your spell and concede if it's counterspell (unless you have an easy check like the Coin in hand of course).
1
I have to agree, the last one is not that bad. I had at least some fun figuring out the correct sequencing (and still died to RNG once, when the poisonous Pen Flinger went face twice out of three hits).
But the two before are outright stupid. Against Cho Gall you need a lot of luck. In my first two attempts I didn't even get a Voidlord in the second phase. Against Garona you need to make some kind of stupid plays. I mean, not playing your 1-drop in turn 1 to have it as an activator for Wand Thief afterwards to then get Mirror Image hopefully? Who would play like that without knowing the script for this exact fight?
4
How could they think a completely scripted fight could be fun? So I'm fighting against an opponent who always deals 12 face damage on turn 2 and 4+ on each following turn, always has a sap in hand, meanwhile I have to memorize which cards I draw in which order and how the AI reacts to them when played in order to get the mission done? How very stimulating...
0
I don't like it very much. Even though I support a somewhat faster game and despise (useless) roping, there are occasionally turns that are quite complicated, where I want time to actually run every option through my mind. Therefore, I won't include Noz, at least not in my more competitive decks.
It would be so great if there was a fast format with something like what time bank chips in poker tournaments are, so you can add some seconds when you really need them.
0
I just got totally screwed over because I didn't know that you can't target Zephrys' hero power if there are multiple options. So I got a golden one of the two 2/2 elementals I had in my hand instead of the fat demon I wanted to make golden. Why the fuck is it implemented like that?