New Neutral Legendary Card Revealed - Theotar The Mad Duke
Thijs just revealed a new Murder at Castle Nathria card: Theotar The Mad Duke
Murder at Castle Nathria Card List & Expansion Guide
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Priest is the only quest deck that cannot play the final card the same turn it receives it... this utterly destroys that archetype. I was finally climbing as quest priest after years of the game meta being aggro :(
And that's exactly why I love this card! What can you do, if you are control deck against that toxic deck? Now almost nothing, if he draws it with the 2 mana discover spell, you are fucked next turn. I think it's only healthy to have option to counter this.
So basically you want an all control meta with games that take over a half hour? How fucking boring is that? That’s basically what this thread boils down to. Players who are obviously control types who love this card. And players who run combo to keep control in check who hate it.
10 plus turns for a combo player to get a win condition, and Control players are still crying it’s too easy, because they want run through their entire (now 40 card) deck and win in fatigue. Yeah, so much fun.
I remember the summer of control. The only people enjoying it were the no life players that had nothing else to do that day.
Control/Combo: "I'm gonna win thanks to this card"
Theotar: "What card?"
It will be auto include in every Quest deck now...to try and get it back if stolen....another layer of strategy involved....whos gonna play it first? Brann Bronzebeard
You cant get it back if stolen. They will most likely play it the turn they stole it
Too niche to bother putting in a quest deck. You want to maximize resources to complete the quest in the first place rather than counter-play against a few decks that may have teched against you. Also, more often than not quests get defeated not by stealing, but by destroying/blocking the card (i.e. Loatheb, Mutanus, Dirty Rat).
yah but thats not very consistent at all is it. jeez its looking like the next meta is gonna be casino royale and fast aggro trying to outrun the coming disruption/discover/rng shennannigans that are surely coming. Well, I guess my Kazakus Quest Priest is looking not so bad next season!! lol having a second win condition will be needed for us control players.
quest priest is not a control, its shitty otk withot skill not even able build cool board, same trash as quest mage or shuddercock shaman
So I see the asshurt Mecha'thun Warlock and Armor Druids coming to this thread because there's another combo disruptor.
To every assmad player whining about cards like this, I hope that Skulking Geist is put in the Classic set just to fuck with you further. I am so sorry that your favorite classes have a crippling reliance that can be exploited.
"Why not just stop making game ending cards to begin with?" EXACTLY. Finally someone who gets it. I hate combo decks and I think they're the worst thing in the game usually, but cards like this are total cancer. Not only will you have to run this in every deck, which you will because everyone else will, it's a legendary AKA you need to waste 1600 of your hard-earned dust to craft, but it also eats a deck slot. The only feasible way this won't be in every deck is if we have an aggro meta which all the dummies on this site will hate even more.
Hand distruption makes sense in games like MTG and Legends of Runeterra, but it never works in HS because you can only have 2 copies of a card or 1 legendary. Every time cards like Mutanus and Dirty Rat are used, they either have 0 impact, or your opponent concedes on the spot because they lost their win condition because of something they had no control over.
Dirty Rat 2.0
As a quest priest, at least you can counter Theotar The Mad Duke, by playing Theotar The Mad Duke first
Aggro < Control < Combo < Aggro.
It's a common theme that has worked since beta. Take one out and the system collapses. Blizzard has been diligent in making most combo decks waiting until 8 or 9 to pop. Which in turn gives each play style a chance to counter its counter. But cards that outright stop combos are bad for the game. Why not just stop making game ending cards to begin with?
- Hmmmmm I think it was originally aggro>midrange>control>aggro.
https://tempostorm.com/articles/the-keystones-of-hearthstone-the-matchup-triangle
- OTK decks were nerfed to the ground by default since they were non interactive (until Boomsday project I think)
https://playhearthstone.com/en-gb/news/12383909
I can imagine how my opponent hate me when i play this card in my priest deck, more! i need more!!!
Here's an idea Blizzard: if people don't like oppressive combo decks, instead of printing BS frustrating cards like this that 1: take up a deck slot and may not even be drawn vs these combo decks and 2: ruin fun decks as well as combo ones, WHY NOT JUST NERF THE COMBO DECKS. So freaking aggravating.
All the idiots here praise this crap because "it's our savior vs combo decks" now, but just wait until every deck runs this and some shaman deck running this, Mutanus, and Dirty Rat becomes popular and you go against it every game and YOU become the one who can't interact with THEM, not the other way around. Enjoy the meta because we all know that if every deck isn't running this card, they're all going to be playing aggro decks instead!
How will this work with curses? If I have a 4 damage curse in my hand and give it to my opponent will it remain as 4 or go down to 1 for my opponent?
Control deck doesn't care. We can take the combo back by this card too. So no worry!
Sure, but what if your opponent steals your theotar first.