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    posted a message on Counter Kingsbane Rogue

    Thx for the deck, I am gonna give it a try!

    Posted in: Wild Format
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    posted a message on Counter Kingsbane Rogue
    Quote from kiljaedan >>

    As an XL warlock, I have yet to loose to kings bane. 8/10 they just concede to me. I have sticky fingers to steal, and a card that stops all death rattles. So if they attempt to break their weapon it’s gone for good. So an easy taunt and that up keeps them from breaking it and I can steal it next turn.

    The other card I play usually burns up 6 of there cards on turn 6, so if they haven’t gotten kings band yet it usually destroys it or removes a lot of there needed power up cards. Lastly I have big minions in the board that have to deal with as well and get them low enough that they can’t do much. To me this deck is all about pressure and forcing them to make hard choices on what to do.

     This sounds awesome to me! How does it perform against other meta-decks?

    Would you care to share your deck?

     

    Posted in: Wild Format
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    posted a message on Counter Kingsbane Rogue

    A meta where 50% of the decks you face are Kingsbane and the deck can only be beaten by one special type of deck, isn't healthy. Kingsbane need to be countered by more cards or in more possible ways.

    Why not tech cards like:
    "Steal a weapon from your opponent's deck"
    "Silence a weapon in your opponent's deck"
    "Silence your opponent's weapon"
    "Put your opponent's weapon 2 turns in the future"
    "Devolve your opponent's weapon"

    Posted in: Wild Format
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    posted a message on Counter Kingsbane Rogue

    There are a lot of cancerous decks in wild. All very annoying. They need to adapt the rules or it will get worse with every expansion.

    Posted in: Wild Format
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    posted a message on Counter Kingsbane Rogue

    Made legend 233 EU, played 4 games: 1 x Quest Mage, 3x Kingsbane Rogue. But yes plat 5 to legend I had many shamans as well, but most of them were that battlecry-freeze dudes. Not many Even Shamans.

    But I agree, there are many braindead decks out there. I prefer playing control decks, but the gameplay is so aggro and fast, that I won't survive loing enough.

    Posted in: Wild Format
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    posted a message on Counter Kingsbane Rogue
    Quote from Suikiele >>
    Quote from Xssx >>
    Quote from Suikiele >>
    Quote from Anarchy1 >>

    If you play even shaman just take the loss against kb and win the other matchups with that bot deck

     Lulz, this comment made me chuckle. :-)

    But to OP's point (which was him griping about Quest Mage in Wild a couple days ago, but now it's KB Rogue?), E.T.C., Band Manager is a 4 cost that you can put a Kobold Stickyfinger into. Or a few other tech things, like your Infinite Mage thing from the other day, toss a Loatheb in there.

     They counter Stickyfinger with ease. They just have to use their heropower to destroy Kingsbane and get it again next round with one of their "get a weapon"-cards. Taunts are easily killed with killing Kingsbane-aoe or dd from spells.
    It seems to be true that even shamy can nothing do than quit.

     It forces them to have sub-optimal plays (use 2 mana end of turn to break weapon, and another 2 mana to specifically draw it back from their deck, and THEN another 1 mana to equip it), which means that even if you aren't stealing their weapon right then, you are forcing them to not stick completely to their original plan. And if they misstep, you yoink their weapon and win the game. That's well within what you can expect for a counter to a specific popular deck.

    I dunno dude, try Linecracker Druid or something else that goes for outliving your opponent instead or something.

     The problem with  this deck is that they can use their Kingsbane every round. It is a guarentee they have it - growing stronger with every round. With their lifesteal, being immune, dealing aoe, they are way too strong. And you can nothing do against it. You cannot silence it. All you can do is grab it, but it didn't work for me. I am plat 1 now and I lost every game to that deck. 28% Kingsbane Rogues so far.
    And playing a special counter-deck with which you may win against Kingsbane Rouge but lose against many other decks cannot be the solution.
    I havent had a single kingsbane Rogue last season, playing around legend 300-350.

    Posted in: Wild Format
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    posted a message on Counter Kingsbane Rogue
    Quote from Suikiele >>
    Quote from Anarchy1 >>

    If you play even shaman just take the loss against kb and win the other matchups with that bot deck

     Lulz, this comment made me chuckle. :-)

    But to OP's point (which was him griping about Quest Mage in Wild a couple days ago, but now it's KB Rogue?), E.T.C., Band Manager is a 4 cost that you can put a Kobold Stickyfinger into. Or a few other tech things, like your Infinite Mage thing from the other day, toss a Loatheb in there.

     They counter Stickyfinger with ease. They just have to use their heropower to destroy Kingsbane and get it again next round with one of their "get a weapon"-cards. Taunts are easily killed with killing Kingsbane-aoe or dd from spells.
    It seems to be true that even shamy can nothing do than quit.

    Posted in: Wild Format
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    posted a message on What is the state of Wild?

    Hordes of Kingsbane Rogues around Plat 5. It's gets more and more imbalanced with every expansion.

    Posted in: Wild Format
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    posted a message on Counter Kingsbane Rogue

    I am facing more than 30% Kingsbane Rogues. I am playing Even Shamy and I have no chance to counter this deck. The only counter I know is ETC with Sticky Fingers - any other options to counter this deck as Even Shamy?

    Posted in: Wild Format
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    posted a message on It's just broken

     I am plat 6 right now, 32% Kingsbane Rogues. Every Game of them seems ro be perfect, although every game is completely different. There is way too much synergy in this deck.
    I guess that's the biggest problem of Wild. too much synergy because of too many cards that guarantee the playing on curve. It is guaranteed that the rogue is getting his Kingsbane every turn. And with that weapon he can draw cards, deal direct damage and aoe.

    Same problem with quests in general. I was facing 2 druids. The synergy seems to be perfect. Quest and side quest done in a few turns.

    Maybe the DK rune solution might be something that would work in wild: you can't put all cards in your deck. Some cards might exclude others.

     

    Posted in: General Discussion
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    posted a message on It's just broken
    Quote from Banur >>
    Quote from Xssx >>
    I am playing Even Shaman.
    In high plat to legend I only meet time warp mages who are playing secrets. And I don't meet much of them, so I don't use a card too remove their secret.

    But you have thought this through, right?

    You play the top deck of the format, almost had the win by turn 5, don't run any counters because you don't see many mages, yet you complain that you can't win?

     I don‘t complain about getting defeated, and I have stated this in my initial posting. I am complaining about the frustrating way I am losing to these decks. Being unable to do anything relevant while watching the opponent playing countless cards and the same minion over and over again for rounds - that‘s frustrating because there is no interaction.

    There are some mechanics which need to be overworked to keep the fun in the game in wild.

    Posted in: General Discussion
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    posted a message on It's just broken
    Quote from Suikiele >>

    If you are dying to Neptulon Priest or Time Warp Mage, you'd be dead to Kingsbane Rogue, Even Shaman or Secret Mage by turns 6 or 7 anyways. You are describing a couple "Paper" decks compared to your "Rock" one.

    Those same Time Warp Mages crumple to a Hunter deck (I run a Quest Hunter to Legend most months) with Flare, and targeted card draw such as Tracking to pop their secret for lethal. You also have to know to not necessarily dump minions on the board, as they require targets lot a lot of their card generators such as Ray of Frost, First Flame, etc. So you can force them to have awkward plays by keeping above the board with spells only. Same deal with Neptulon Priest, but that relies on them simply high-rolling you more-so. Basically, a deck you are losing specifically to is prey to a different deck or playstyle.

     Oh yes, I have problems with Kingsbane Rogue, but i manged to win against this deck a few times. (I am playing Even Shaman)

    What I really hate about Hearthstone is that rock-paper-scissors sheme. I wish the game would be more like you were able to win against every deck. It's really like flipping a coin - success depends so much on what deck your enemy is playing. But success also depends on tech cards. In high plat to legend I only meet time warp mages who are playing secrets. And I don't meet much of them, so I don't use a card too remove their secret. But without removing the secret, I am not able to score. E.T.C. Band Manager would be a possible solution ...

     

    Posted in: General Discussion
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    posted a message on It's just broken

    But it is possible to make the game competative. Nowadays it's like flipping a coin. With my deck I am competative against all the other decks except Neptulon Priest and Time Warp Mage. And both decks shouldn't be possible. It should not be possible to get Neptulon as early as turn 3 and it should not be possible to get that dude more than 1 or maximum 2 times a game.
    And it should not be possible to cast more than 1 or maximum 2 time warps. But mage hast wa too many tools to cast the same strong speels over and over again.
    There are too many cards like "get a copy of every spell you have cast this game, turn, ..."
    The discover nerf was one step in the right direction.
    Same with Brillant Macaw - repeating and repeating and repeating ... It's these unlimited repeats odf deathrattles, battlecries + unlimited card generation + ability to get unlimited copies of special cards, which are limited to one per deck.
    I mean whats the point of allowing only 2 copies per deck and only 1 copy of a legendary per deck if there are too many ways to get the same card over and over again?

    Posted in: General Discussion
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    posted a message on It's just broken

    Have been playing a mage in wild. Had him down to 1 HP after 5 rounds, when the shit hit the fan. Countless "time outs" combinded with "ice blocks" made me unable to finish him off. Then he started his extra turns and repeating every spell again and again, and - thx to Brann - again. After minutes of not beeing able to do anything, the show was over. What makes it even worse is the fact, that these guys need seemeingly endless time to win.
    I am used to get defeated. On the monthly way to legend I have to faxe a lof of defeats. But this is just interactive bullshi9t which shouldn't be able. I mean what's the point of playing a game, where you can't do anything?

    I really fear that Blizz is not able to bring the fun back in the game. Too many meme decks which are very frustrating to lose against. oo many match deceiding cards and combos. It's getting more and more solitaire.

    Posted in: General Discussion
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    posted a message on Masters Tour Spring Championship - With Drops on Twitch!

    Is this drop active for austria (europe)?

    Posted in: News
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