18.4 Patch Notes

I really hate battlegrounds. Can I just join a game and immediately concede to get credit for the transfer student?

I sure hope so. I don’t want to play BGs, either.

And still no option to disable golden heroes. How long can this go on? I guess I won’t be playing duel-class Arena then if I already can’t play with two initial classes. It also isn’t that great. I enjoyed Taverns of Time they did some years ago much more. But I guess I’m happy they don’t redo it because I couldn’t enjoy it much anyways if I’m locked out with two classes, lol. I mean is it really that hard to give people the option? They also did it with the actual cards: You can disenchant golden cards to craft normal ones. And even in Arena after they implemented golden cards there they gave the option to play with normal cards. Why still after six years no option to use the normal heroes if you unlocked the golden ones? Crazy. Crazy!

First of all, happy to see Elementals.

Looking over the stuff… here’s my questions so far:

  1. Why is Arcane Assistant a 3/2 at tavern 3 when the Felfin Navigator, who does the same thing (+1/+1 to Elementals/Murlocs), is a 4/4? That doesn’t make any sense. It’d be one thing if the Arcane Assistant was a different tavern tier, but it isn’t.

  2. The hell is Mega-Windfury? Does double damage?

Elementals have more synergy between themselves when playing other Elementals. It’s like if Murlocs had more minions like Murloc Tidecaller.

Attacks four times.

I guess you where the type that thought Shudderwock was perfectly fine also at release of Witchwood?

Also Controldecks do not have infinite resources as the turtle mage does. Try play control priest and see how well you do if you dont know how to play it.

Tortollan nerf is necessary because the deck is uninteractive to play against. You cant play around it other than killing your enemy before the chain frost happen. Which force you to play very aggressive deck.

Actually when i think about it, thats the reason why hunter is tier 1 now (to kill your opponent, before they do the crazy combo)

They nerfing tortollan hoping to fix the problem of the card, as well as to reduce the number of agresive deck in the meta, making other deck (midrange and control) more viable

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turtle mage does not have infinite resources. they will eventually draw their potions and die to fatigue even if they manage to stall the game out that long. and for the record, i absolutely did not think shudderwock was perfectly fine; it took minimal effort to execute the combo and the animation was brain numbingly long

you could argue this about any control deck, where killing them or setting up a win before they have enough resources to fully control the board is the main method of winning.

Is Lil’Rag targetted or random?
It says random in the text above the card but doesn’t say it in the card text.

how does turtle change make a difference?

The opponent is dead long before that happens. And it will take the turtle mage 20mins to get there if they have a bad draw (fast with a good draw) while the other player can do absolutley nothing but watch and forfeit their own turn.

The turtle draws and use the card instead of copying it. So they can use max 2 potions during the game.

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  1. Bundle - NOPE
  2. Bundle - NOPE
  3. Hallow’s End Card Back - NOPE

Thanks Blizz, very lame.

WHY THE HELL WE CAN NOT HAVE MALE ROGUE HERO SKIN?

WE NEED MALE ROGUE HERO SKIN, BLIZZ, DO SOMETHING!

They nerf a card in a tier 2-4 deck while Hunter/Paladin still wreck standard. I’ll take the ban but the devs are just beyond stupid or maybe too ignorant to understand the game they are running. Please, you can’t really be this dumb…right?

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Does it hit for all continents at the same time. Which means 7pm for Central Europe and 6pm for UK?

Wich is the point of the nerf. They do not want a deck that play solitaire with other peoples time.

thats actually just wrong, you can look at the average game time for turtle mage on hsreplay priest games on average take way longer than turtle games. also if the other player doesnt have the aggression to be able to beat the control deck to the late game then they should lose, thats how all control decks are

I was playing GA with rhino and also leroxx and it was quite fun to play and reasonably effective in legend in standard. Now they nerfed it for no reason. The card will stay 2 years so I’m sure there will be more 5 mana beasts for hunter to use with this card. So this nerf is a really bad one as it should have affected druid only, e.g. by changing stats of druid 5 mana beasts.

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I think turtle mage feels more like a combo deck than control deck.

Control deck objective is to negate agression until your opponent lose their win condition, thats why its good against aggro

While in control deck you have to assemble all your combo (which takes time) to kill your opponent in one or two turn. Its bad against aggro and good against control (unless they run some kind of hand disruption card)