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    posted a message on Whats the deal with Priest questline

    For me the problem is that several of the other lines (warlock and Pali) consistently complete turn 4 for a 7/7 with a game altering effect. Try controlling a paladin that spams 1 cost stuff early (Pali has tons of generation), gets a 7/7 turn 5 that turns any silver hand recruits into 3/3 (and likely has two since the deck plays our 1 cost your next hero power costs 0 friend as part of the chain completion...) then spawns 2 3/3 minions per turn for two mana, has spell control like omy and tons of low cost cards that now constantly fill the board with upgraded 3/3 minions. Please tell me how a priest replies turn 6 and 7 (with any hope of staying on curve, not burning out of cards, and not needing a literally perfect hand to survive. Forget completing the questline, priest is happy to MAKE IT to turn 8 (especially because they lost a card on the quest line, and only got it back if they played on curve 2,3,4 which again requires either perfect draws, of has allowed the paladin to melt your face turn 5.

    Dont even get me started on warlock. Darkglare warlocks can get their quest line completed turn 4. Which means a turn 5 play 7/7. that will allow the warlock to low cost burn you to death by latest turn 6 (turn 7 without coin - even reno priest may not have time to even play reno - and even if you do, the warlock is drawing cards by burning you, so you are still gonna melt, even back at 30). Darkglare makes most of these plays free (or 1 mana) and many of the early ones don't even put the warlock at risk for aggro (lose 5 life, gain 5 armor etc.). Literally (worst case warlock goes first): turn 1, questline, turn 2 hero power, turn 3 dark glare + 2/1 draw and lose 2 life + 1/1 hero power free + hero power. Quest line completes both heros now at 27. Play lose 5 life gain 5 armor, play 3/2 lose 3 life. Quest line 2 completed play now stands opponent at 24 warlock at 25 with 2 armor, warlock with a 2/1, 1/1, 1/1, 3/2 in play, one mana open, 3 cards in hand. Assuming those 3 cards aren't crazy lucky (if they are, the quest line finishes here), the warlock can easily finish with a draw and self burn turn 4 (even if dark glare dies). Now the turn 5 7/7 is happening. The warlock is above 15 (probably well above counting armor) and had tons of early minions so is exceedingly unlikely to have been overrun by aggro, and can, turn 6, draw and burn through their deck at the other players expense (with coin, I've actually seen warlocks play the 7/7 turn 4 and kill me turn 5).

    Anyone who thinks a questline that requires 7 distinct plays totalling 35 mana with restrictions on the timing of the plays (you need to draw and cast your 2,3,4 costs BEFORE the 5,6 costs count, so if you don't get fansastic luck and get a hand perfectly on curve (or play a discover deck and get reasonably lucky) you will be foddering plays saving yourself that dont count for the quest. Even when the quest completes all you get is a 7/7 fof 5 with the chance to draw a block able win condition (mutanus eats the 7/7, tickatus kills the shard, omy, counterspell, illucia, the list goes on) that costs 10 mana....

     

    The questline is hot trash in wild and at best middle of the road in standard. 

    Posted in: General Discussion
  • 1

    posted a message on How would you nerf oh my yogg?

    Pointing to other problems doesn't actually discuss this one. Yes, there is a problem with librams. There is also a BIG problem with oh my yogg.

    A few replies to the above:

    1. Making the effect truly random (any spell any level) would actually be a buff to oh my yogg in higher leagues of standard (where knowledge of the limited card pool makes it at least semi predictable).

    2. In terms of it being a mage spell, that makes the card pool per cost tiny (and if it's any cost then coin basically turns oh my yogg into a crazy burn to the pally or their minions- likely and in doing so will end all play of oh my yogg), either way, yogg becomes instant garbage in standard and still has the same problems in wild.

    3. Saying ppl can play around counterspell fundementally understates it's impact. Again I was secret mage in legend (standard) last season and lots of players messed up their turns trying to play around the possibility of a counterspell (I would generally avoid playing my 2nd counterspell until an emergency or until endgame because triggering the second counter would allow my opponent to stop making poor plays out of fear - - and this is again in LEGEND). That said, counterspell is a fair (really annoying but fair) card. Many spells it counters cost less than it, decent play choices prevent the losses of your top spells, and there is an implicit requirement of a secret heavy deck (otherwise the fact it is a counter is obvious and it's value is defeated - - and this is undesirable in many mage builds).

    None of this is true for oh my yogg. All paladins have 3+ diff secrets they want to (or would be happy to) play (especially with sword being able to remove them from deck to prevent later game draws) . Almost nothing (unless you are lucky enough to have the coin) costs less than oh my yogg (so it rarely represents a loss of mana).

    4. The idea that SOMETIMES oh my yogg helps the spells caster represents a complete failure to even attempt to see the card clearly. It's not about the times it looses a game for the pally or the times it wins the game for the pally, or anything in between. It's about the fact that it is a 1 mana counterspell without a strict (or even probable) penalty. 

     Also I have tested coin in wild, twice. The first time I lost all my mana to destroy my own minion, the second time I lost all my mana and healed for 8 health.... Never testing with coin again in wild, it cost me the game both times. 

    Posted in: Card Discussion
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