Why touch the card at all though? It's strong, for sure, but it's not imbalanced or overpowered. Also, it's great in a huge variety of decks, from aggro to control to combo and available to all since it's neutral. It reminds me a bit of Zilliax and I wouldn't change in one bit. Brann, on the other hand...
I actually think it's healthy for the game that you get punished for having your entire game plan depend on one card.
You can fight against the tyranny of Theotar by adding another win condition. Even in these paint-by-numbers decks, it can be done with minimal sacrifice.
It's not. The only decks that have more than one wincon are already T1. Theotar keeps potential (midrange, control and combo) challengers down, it further separates the decks that can afford to play it (because they're so good already) from the rest. That cannot be healthy.
I fail to understand why people insist on destroying this card. Making it random or only stealing a copy of a card makes it unplayable. Period.
Here's a crazy idea: don't create a deck with only one wincon. As you said, druid and mage have multiple win conditions. If demon hunter or paladin players insist on playing decks that rely on a single card to win, that's a risk they should have to take.
Sorry but this is BS. You don't have unlimited resources/cards in deckbuilding, on the contrary: you can only choose from the cards that are in Standard right now, reduced to one class plus the Neutrals, further reduced to the cards that are "good" and/or have some synergy. In every season there are classes that don't even reach the treshold of 30 "good" cards and therefore don't get played at all...or have you seen any Paladin or Warrior lately in D4-Legend and tournament play, meme decks aside? You don't get to say "Oh, I'll add a second or third win condition" because you often even lack the first o
On the other side, Theotar sees play in those decks with so many powerful cards, control tools and win conditions already that they can safely use a spot for a 4 mana 3/3 (which is awful tempo) because they not only don't get punished for doing it, they punish YOU additonally. That can't be healthy for the game.
I'd really love to see Theotar, the Mad Duke banned (won't happen) or nerfed - but how? Maybe "swap a random card with your opponent"? I can understand the idea behind the card and why having a combo disrupting tool could be healthy for the game, but I also think that it also punishes T2/T3/Offmeta/Meme decks way too hard. While Druid or Mage can survive and win perfectly fine if you steal their Sire Denathrius or Kel'Thuzad, the Inevitable because they have so many other effective tools, stealing an infused Artificer Xy'mox or a Lightforged Cariel or any other card you were holdig onto to get that one shot at winning is way, way too much disrupting. Especially as the card is often played by the very dacks that have access to so many control tools anyways (the same Mage and Druid, but also Shaman).
TL;DR: Theotar is like an inverted Robin Hood, stealing from the poor to give to the rich and therefore needs to go, because it badly hampers deck diversity.
Picked up this deck without expectations (already played quite a bit of Rush Warrior in the past), went D5-Legend with 2 losses, if I remember correctly. It's just insane. It crushes Druid, Paladin, Shaman, Quest Warrior and Rogue, which make up most of the meta. It can even beat mage if you play it correctly (not playing minions too early, buffing everything up properly).
Totally flies under the radar but has all the tools to counter the meta.
Played about 15 games at low legend and cannot confirm this. You often do more than enough chip damage early on to close out the game before Paladin or Priest can recover or block you. And even if they do, E.T.C., God of Metal + double 1/1 rushers from the Playmaker can seal the deal even behind a wall of taunts. Still, same as you write, that's not nearly enough of a sample to be sure. What IS sure, though (at least subjectively), is that the deck is fun and a breath of fresh air at the moment.
Thank you. This deck seems strong (started 4:0, but that's obviously not enough) but above all it's really fun to play, it has different win conditions and synergies and overall it's a breath of fresh air in this meta.
Subsituted the 2 Sword and Board for 2 Strongman, who really fit into the theme. Deck is super fun and quite competitive. If you manage to survive until turn 8 (and you have quite a few resources to do so) you have an almost andless supply of power turns.
Played it quite a bit and went from D10 to D3, had a 10 wins streak somewhere in between. Sometimes you get sniped by Hunters or DHs before you stabilize, sometimes you just don't seem to draw what you need, but overall it feels quite powerful...and those gigantic boards you're making all over again really look amazing.
0
Why touch the card at all though? It's strong, for sure, but it's not imbalanced or overpowered. Also, it's great in a huge variety of decks, from aggro to control to combo and available to all since it's neutral. It reminds me a bit of Zilliax and I wouldn't change in one bit. Brann, on the other hand...
2
Seems fun. How do you deal with aggressive boards though (Implock, Unholy DK, Aggro Druid, Murloc Shaman, etc.)?
Two Shadow Word: Undeath seem too little and two Undying Disciple too late for the huge, boards they can create turn after turn already on turn 3-4.
4
It's not. The only decks that have more than one wincon are already T1. Theotar keeps potential (midrange, control and combo) challengers down, it further separates the decks that can afford to play it (because they're so good already) from the rest. That cannot be healthy.
0
Edited, double
1
Sorry but this is BS. You don't have unlimited resources/cards in deckbuilding, on the contrary: you can only choose from the cards that are in Standard right now, reduced to one class plus the Neutrals, further reduced to the cards that are "good" and/or have some synergy. In every season there are classes that don't even reach the treshold of 30 "good" cards and therefore don't get played at all...or have you seen any Paladin or Warrior lately in D4-Legend and tournament play, meme decks aside? You don't get to say "Oh, I'll add a second or third win condition" because you often even lack the first o
On the other side, Theotar sees play in those decks with so many powerful cards, control tools and win conditions already that they can safely use a spot for a 4 mana 3/3 (which is awful tempo) because they not only don't get punished for doing it, they punish YOU additonally. That can't be healthy for the game.
7
I'd really love to see Theotar, the Mad Duke banned (won't happen) or nerfed - but how? Maybe "swap a random card with your opponent"? I can understand the idea behind the card and why having a combo disrupting tool could be healthy for the game, but I also think that it also punishes T2/T3/Offmeta/Meme decks way too hard. While Druid or Mage can survive and win perfectly fine if you steal their Sire Denathrius or Kel'Thuzad, the Inevitable because they have so many other effective tools, stealing an infused Artificer Xy'mox or a Lightforged Cariel or any other card you were holdig onto to get that one shot at winning is way, way too much disrupting. Especially as the card is often played by the very dacks that have access to so many control tools anyways (the same Mage and Druid, but also Shaman).
TL;DR: Theotar is like an inverted Robin Hood, stealing from the poor to give to the rich and therefore needs to go, because it badly hampers deck diversity.
0
I tried Magehunter instead and it works wonders to push lethal through taunts.
4
"I want a deck that pisses off everybody, including who plays it"
"Say no more"
2
Picked up this deck without expectations (already played quite a bit of Rush Warrior in the past), went D5-Legend with 2 losses, if I remember correctly. It's just insane. It crushes Druid, Paladin, Shaman, Quest Warrior and Rogue, which make up most of the meta. It can even beat mage if you play it correctly (not playing minions too early, buffing everything up properly).
Totally flies under the radar but has all the tools to counter the meta.
0
Played about 15 games at low legend and cannot confirm this. You often do more than enough chip damage early on to close out the game before Paladin or Priest can recover or block you. And even if they do, E.T.C., God of Metal + double 1/1 rushers from the Playmaker can seal the deal even behind a wall of taunts. Still, same as you write, that's not nearly enough of a sample to be sure. What IS sure, though (at least subjectively), is that the deck is fun and a breath of fresh air at the moment.
BTW, now removed 1x Skydiving Instructor (too clunky for just the 2 Ganargs) and the Captain Greenskin for the Quest Hack the System and 1x Sky Gen'ral Kragg. I don't know yet if it makes it better, but it definitely makes it memeier XD
0
Nice deck! You have so many 1 of's already...what's the case against playing highlander?
3
Thank you. This deck seems strong (started 4:0, but that's obviously not enough) but above all it's really fun to play, it has different win conditions and synergies and overall it's a breath of fresh air in this meta.
0
Subsituted the 2 Sword and Board for 2 Strongman, who really fit into the theme. Deck is super fun and quite competitive. If you manage to survive until turn 8 (and you have quite a few resources to do so) you have an almost andless supply of power turns.
Played it quite a bit and went from D10 to D3, had a 10 wins streak somewhere in between. Sometimes you get sniped by Hunters or DHs before you stabilize, sometimes you just don't seem to draw what you need, but overall it feels quite powerful...and those gigantic boards you're making all over again really look amazing.
4
Played this deck 6 games:
1 - Against Bomb Warrior, Alura pulled a Bomb instead of Tip
2 - Didn't draw Alura until turn 7, died to aggro
3 - Didn't draw Alura until turn 6, died to aggro
4 - Drew both Tip the Scales by turn 3
5 - Bomb Warrior again (seriously?) - Conceded
6 - Worked as inteded, won
Deleted the deck.
The idea is fun, but it's too inconsistent even for a meme deck!
0
Could OP (or someone else) explain what's the point of Rocket Augmerchant? Why not Flame Imp or Beaming Sidekick or Blazing Battlemage?
Is it just to rush the 4/4 Lackeys in absence of Carpet?
Thank you.