To be fair, cubelock took a while to discover and hasn't really been stirring things up all that long compared Raza or Patches. They probably couldn't develop a response that was acceptable to the cubelock's rise in popularity.
FYI, it's not as simple as getting rid of doomguard, as some cubelocks are running mountain giants now.
They could have nerfed Defile or something like that. I mean, that card is broken anyway and would force them to fear aggro more so they can't counter aggro and control.
Possible, but helfire was already solving that problem beforehand. Nerfing deflile also limits other warlock decks which is a bit harder to accept.
I don't think it would change much either way though tbh. I think they just need to reduce the # of minions summoned on cube's deathrattle, as that's where the problem tends to go super sayan.
To be fair, cubelock took a while to discover and hasn't really been stirring things up all that long compared Raza or Patches. They probably couldn't develop a response that was acceptable to the cubelock's rise in popularity.
FYI, it's not as simple as getting rid of doomguard, as some cubelocks are running mountain giants now.
I'm over the moon right now. My Spiteful Priest is 14-3 against warlock. People are complaining but teching against warlock is so much easier. Spellbreakers, oozes, and if you really want to be an asshole, a Geist lol. If you maintain tempo with huge threats via the Summoners, the loss of tempo a Geist incurs is irrelevant.
This, most of the tech cards that are good right now are good against all the top decks in the meta.
The only chance we have against aggro is that your opponent's finger gets tired faster. Swinging face for them does nothing but give them a moment's rest!
On a more serious note, I can't see this really hurting any charge play except turn 1 patches vs paladin or some other class that has a 1 mana taunt. You just play your cards in a different order to the same results.
Sony, I built a relatively cheap buff pally last night and had great fun piloting it. Just thought I'd share since your post put me in the mood to try it. Note that even though the deck includes Valnyr, I never drew it once in 10 games... so you probably don't need it, as I went 9/1 without it. Let me know what you think!
As much as I hate patches, I think removing charge was a bad move. I would've required 2 pirates to be played or something along those lines. If they did that, you would see far fewer of them on turn 1 but he'd still be a useful pirate.
There was a time when priest needed this card to be strong, but that has passed. I think the timing is OK for this nerf. Totally dead for wild though. I don't think reno priest would pick this over justicar and I don't think they'd run both.
It's pretty fair. A substantial punish to keleseth decks which won't have a 2-drop to play on turn 10 with this, but there's no way this nerf is enough to completely remove this card from standard. Definitely still useful for a player on a budget.
This card might see use again thanks to its beast tribe and synergy with it, but it's certainly dead for the immediate weeks following the nerf. There are no decks which can really leverage this thing atm.
Rogue has a lot of ways to generate crap spells (coins, razorpetals, etc) and this curves into an Ethereal Peddler quite nicely. Obviously, the effectiveness is suspect
A: because you can only have one of them and the combo is shit if you don't draw it in time
B: Random means you can go from automatic win to automatic loss or vice versa at the drop of a hat
C: Against rogue you can't discount what you get and you're basically just a clunky rogue at that point.
Burgle Rogue can use it to re-roll spells it can't use at the end of the match, but does nothing if you get minions from your burgle effects... so again it's hard to predict. Some people have fun that way, just letting the clown fiesta ride... maybe you'd like it.
EDIT: Mech Rogue would love this card in wild, as you can change your spare parts into something more useful.
@TanookiJack , @Mackie264 Based on your feedback and what I could afford to construct, I came out with the below for now. Feel free to have at me for any bad calls.
Keep in mind that the harder you build towards handbuff, the worse call to arms is to have in your deck. Minions that work well in handbuff usually have a battlecry or effect that makes it critical that the minion not be cheated out onto the board via recruit or summon mechanics. I still think you have too many spells. Only spells which draw cards or buff the hand should be considered (with possible exception for Spikeridged Steed , as it is a good tool to combine with Acolyte of Pain for draw among other combos).
Even weapons are iffy. I know you're on a limited budget, but the legendary weapon is probably the only one I'd consider. Plaiyng Tirion Fordring or the Deathknight card might be better.
Lastly, I don't know if you have Auctionmaster Beardo and some Burgly Bully , but they are minions which can help you use your deathknight hero power as a backup win condition. (use bully coins with auctionmaster to reset Hero power and summon all 4 horsemen in 1 turn)
I have found that putting spells in handbuff is a lot like putting duplicates in a reno deck. You need every ounce of effect you can milk from your handbuff cards and that's not going to happen if you spend 1 or 2 turns drawing not-minions.
You can get around this by playing more minions which multiply the buff or minions which add a minion to your hand, but you have a lot of minions right now that come out quickly for low mana, and then leave your hand basically empty of buff targets.
I recommend playing things like Fire Fly , Stonehill Defender , Saronite Chain Gang (which you have) , and anything else where you get minions in-hand or otherwise multiply the effectiveness of your buffs.
Minions like Corpsetaker , which are a soft(ish) body with a lot of potent effects are also good, but you'd need to structure your deck to use those, obviously. Also, if you're going to use Vicious Fledgling , you may want to consider The Curator for card draw, as you can easily add effective murlocs / beasts /and dragons for a paladin deck.
0
Won't be the last time they'll see play. Pirate decks will invariably use them going forwards.
0
1
To be fair, cubelock took a while to discover and hasn't really been stirring things up all that long compared Raza or Patches. They probably couldn't develop a response that was acceptable to the cubelock's rise in popularity.
FYI, it's not as simple as getting rid of doomguard, as some cubelocks are running mountain giants now.
1
0
The only chance we have against aggro is that your opponent's finger gets tired faster. Swinging face for them does nothing but give them a moment's rest!
On a more serious note, I can't see this really hurting any charge play except turn 1 patches vs paladin or some other class that has a 1 mana taunt. You just play your cards in a different order to the same results.
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>Doesn't like cubelock because the odds are in favor of the stronger netdeck
>Doesn't like mirror matches because odds are in favor of the stronger player
Ok buddy, maybe Blizzard will just sell you the "Victory" screen gif with the audio and you can just play it on repeat on your other monitor.
0
Sony, I built a relatively cheap buff pally last night and had great fun piloting it. Just thought I'd share since your post put me in the mood to try it. Note that even though the deck includes Valnyr, I never drew it once in 10 games... so you probably don't need it, as I went 9/1 without it. Let me know what you think!
2
As much as I hate patches, I think removing charge was a bad move. I would've required 2 pirates to be played or something along those lines. If they did that, you would see far fewer of them on turn 1 but he'd still be a useful pirate.
1
There was a time when priest needed this card to be strong, but that has passed. I think the timing is OK for this nerf. Totally dead for wild though. I don't think reno priest would pick this over justicar and I don't think they'd run both.
0
It's pretty fair. A substantial punish to keleseth decks which won't have a 2-drop to play on turn 10 with this, but there's no way this nerf is enough to completely remove this card from standard. Definitely still useful for a player on a budget.
9
This card might see use again thanks to its beast tribe and synergy with it, but it's certainly dead for the immediate weeks following the nerf. There are no decks which can really leverage this thing atm.
0
What do you mean "what if"? We'd pay less money to make meme decks and Blizzard would be salty. Not really an eye opening revelation...
0
Rogue has a lot of ways to generate crap spells (coins, razorpetals, etc) and this curves into an Ethereal Peddler quite nicely. Obviously, the effectiveness is suspect
A: because you can only have one of them and the combo is shit if you don't draw it in time
B: Random means you can go from automatic win to automatic loss or vice versa at the drop of a hat
C: Against rogue you can't discount what you get and you're basically just a clunky rogue at that point.
Burgle Rogue can use it to re-roll spells it can't use at the end of the match, but does nothing if you get minions from your burgle effects... so again it's hard to predict. Some people have fun that way, just letting the clown fiesta ride... maybe you'd like it.
EDIT: Mech Rogue would love this card in wild, as you can change your spare parts into something more useful.
2
5
I have found that putting spells in handbuff is a lot like putting duplicates in a reno deck. You need every ounce of effect you can milk from your handbuff cards and that's not going to happen if you spend 1 or 2 turns drawing not-minions.
You can get around this by playing more minions which multiply the buff or minions which add a minion to your hand, but you have a lot of minions right now that come out quickly for low mana, and then leave your hand basically empty of buff targets.
I recommend playing things like Fire Fly , Stonehill Defender , Saronite Chain Gang (which you have) , and anything else where you get minions in-hand or otherwise multiply the effectiveness of your buffs.
Minions like Corpsetaker , which are a soft(ish) body with a lot of potent effects are also good, but you'd need to structure your deck to use those, obviously. Also, if you're going to use Vicious Fledgling , you may want to consider The Curator for card draw, as you can easily add effective murlocs / beasts /and dragons for a paladin deck.