to solve the problem is to nerf Frothing Berserker i.e the increase in damage should only be caused by damage to friendly minions.
and / or cancel the charge buff of a minion / minions by Warsong Commander, if the minion gained attack above 3, in the same turn.
The latter alone should suffice
I get that you might just want to kill the deck and not make it more reasonable, but destroying its burst potential through Frothings would make it pretty unplayable. Some frothing antics are really the only way to beat priest, handlock, and often control warrior.
The thing is Emperor Thaurissan can do crazy things for many, many decks. I don't think there's another card in the game that really breaks the rules, in this case combos and mana progression, like it does. Because so many classes can use it, it is pretty well "balanced" and likely the one card most keeping aggro in check.
It's no big deal to me either nerfed or not, but the only reasonable way to stop the "I win" combo is to have Warsong Commanderstop giving charge the second a minion goes above 3 attack. That solves the super combo while still leaving GP all of its other toys, including Frothing Berserker who have lasted one turn a chance to become incredibly powerful. The deck would still be plenty powerful and get play.
That nerf would totally gut the deck. Each inner rage would represent 5 less damage (standard charge combo being Warsong/Patron/Inner Rage/whirlwind, leaving you with 1 5-attack patron and 3 3-attack patrons, and you couldn't Charge through Frothings in the slower matchups (Priest, control Warrior, sometimes Handlock). It's not exactly hard to deal with a 2- or 3-health Frothing.
The reason it's not as bad as Face Hunter is because there ARE actually things you can do. When playing against a Patron Warrior deck, you get at least 8 turns to prepare for what's coming. Maybe you'll be able to stop it, maybe you won't, but at least you get to play your deck.
If I could upvote this reply twice I would. Patron warrior is a legitimate strategy that, while effective, can most certainly be stopped. Flamestrike, Equality and Consecration, and Hellfire all exist as optimal board-clears for the inevitable "everybody, get in here!" rush. Those options are only the board-clear cards available, never mind the numerous huge taunts and single-target control cards most classes have available to them.
Is it a tough deck to stop? Yes. Is it impossible to stop? Absolutely not.
Flamestrike isn't very scary -- with a prepped Death's bite and a single inner rage I can have 4 patrons on board on 5. Hellfire's very efficient at clearing Patrons, but (unless you're forced to or know your opponent's used all of his clears) you shouldn't be spamming patrons vs. Handlock in the early game. Ideally, you want to wait until you can Battle Rage on the same turn to draw into frothing/grommash lethal. Equality+consecration is good, but this is a two-card combo (far less reliable to draw into) and Patron/Berserker antics are generally so effective vs. paladin that it doesn't remotely swing the matchup in their favor.
Grim patron is just as cheap as miracle. You realize that no aoe will help you when they start with warsong + inner rage + inner rage + whirlwind + deathbite charge right?
Meanwhile weapons and execute are your cheap removal just like backstab, deadly poison and evis back then with miracoli.
That's a 11 or 13-mana (berserker or frothing?) combo that requires 6 cards. If you give a combo deck enough freedom to play something like that and draw into it consistently, then yeah, bad things are going to happen for you.
I like laddering with a (current) favorite deck and a deck that complements its weaknesses -- if I run into a lot of counter decks for my first deck, I'll play the second. e.g., Control Warrior (countered hard by combo Druid) and zoo (counters combo Druid). I don't really like your system because it's very important to identify whether a loss is because of deck variance (you had bad draws, opponent had good draws), ladder variance (running into counter decks), individual misplays, or actual ladder trends. Only the last item there is worth switching decks over.
Sometimes this matchup is unwinnable, but you want to deny card draw as well as possible -- i.e. silence acolytes, but don't leave yourself open to executes by leaving one up. Pay attention to when he's trying to set up a battle rage turn and try to clear his board. Unfortunately, if he gets a good combo turn off (Patrons being the #1 fear) there's very little Druid can do to come back from that, so you want to pressure him into blowing cards on your minions early on.
As a 7-drop that doesn't do anything on the turn he's played... no, he doesn't really work in any competitive Hunter decks. He's slow and isn't even great vs. control, as one tap makes him a BGH target.
PERFECT hunter card one of the strongest class cards in this release. Pop this off as face hunter with an empty hand grab another weapon/kill command/charger and do upwards of 8 damage from a 1 card hand. Opponents wont see it coming and probably wont play around it.
Face hunters don't really have empty hands -- you need a critical mass of minions to do sustained damage and often hold on to things like KC, Owls, and Unleash.
Really strong card for Demonlock. Three mana consecration is pretty good.
Eh, keep in mind that most of the "demonlock" variations on the ladder (control, Handlock) often have ~5-6 demons. This will target a lot of your minions, mostly.
With one trade this is a 7 mana 7/8 -- not really worth playing over Ancient of War. The baseline would need to be 2+ trades, which is a bit too conditional in general, I think.
Reasonable stat distribution for a 5-mana drop coupled with a Dragon innervate... think it's fair to predict this will be a 2-of in Paladin dragon decks.
0
I get that you might just want to kill the deck and not make it more reasonable, but destroying its burst potential through Frothings would make it pretty unplayable. Some frothing antics are really the only way to beat priest, handlock, and often control warrior.
0
That nerf would totally gut the deck. Each inner rage would represent 5 less damage (standard charge combo being Warsong/Patron/Inner Rage/whirlwind, leaving you with 1 5-attack patron and 3 3-attack patrons, and you couldn't Charge through Frothings in the slower matchups (Priest, control Warrior, sometimes Handlock). It's not exactly hard to deal with a 2- or 3-health Frothing.
0
... and Ironforge Rifleman is trash that you pick only if you have literally no other half-decent options in arena, too. The card's already obsolete.
5
Yes, let's compare it to a trash card that sees actually 0 play in any legit deck.
1
The first wing of BRM was released two months ago, mate. Give it some time.
0
Why? What makes Frothing burst and Inner Rage on a Patron "ridiculous" but not any other of the many combos in the game?
0
Flamestrike isn't very scary -- with a prepped Death's bite and a single inner rage I can have 4 patrons on board on 5. Hellfire's very efficient at clearing Patrons, but (unless you're forced to or know your opponent's used all of his clears) you shouldn't be spamming patrons vs. Handlock in the early game. Ideally, you want to wait until you can Battle Rage on the same turn to draw into frothing/grommash lethal. Equality+consecration is good, but this is a two-card combo (far less reliable to draw into) and Patron/Berserker antics are generally so effective vs. paladin that it doesn't remotely swing the matchup in their favor.
That's a 11 or 13-mana (berserker or frothing?) combo that requires 6 cards. If you give a combo deck enough freedom to play something like that and draw into it consistently, then yeah, bad things are going to happen for you.
0
shot you an invite (nabla#1383), will watch you when I can
0
I like laddering with a (current) favorite deck and a deck that complements its weaknesses -- if I run into a lot of counter decks for my first deck, I'll play the second. e.g., Control Warrior (countered hard by combo Druid) and zoo (counters combo Druid). I don't really like your system because it's very important to identify whether a loss is because of deck variance (you had bad draws, opponent had good draws), ladder variance (running into counter decks), individual misplays, or actual ladder trends. Only the last item there is worth switching decks over.
0
Sometimes this matchup is unwinnable, but you want to deny card draw as well as possible -- i.e. silence acolytes, but don't leave yourself open to executes by leaving one up. Pay attention to when he's trying to set up a battle rage turn and try to clear his board. Unfortunately, if he gets a good combo turn off (Patrons being the #1 fear) there's very little Druid can do to come back from that, so you want to pressure him into blowing cards on your minions early on.
1
As a 7-drop that doesn't do anything on the turn he's played... no, he doesn't really work in any competitive Hunter decks. He's slow and isn't even great vs. control, as one tap makes him a BGH target.
0
Face hunters don't really have empty hands -- you need a critical mass of minions to do sustained damage and often hold on to things like KC, Owls, and Unleash.
0
Eh, keep in mind that most of the "demonlock" variations on the ladder (control, Handlock) often have ~5-6 demons. This will target a lot of your minions, mostly.
7
With one trade this is a 7 mana 7/8 -- not really worth playing over Ancient of War. The baseline would need to be 2+ trades, which is a bit too conditional in general, I think.
2
Reasonable stat distribution for a 5-mana drop coupled with a Dragon innervate... think it's fair to predict this will be a 2-of in Paladin dragon decks.