Another Expansion, still no Freeze counter

You’re like Bill Gates complaining that Jeff Bozo makes more money, completely missing the point.

Freezing board is a seriously undercosted mechanic by the devs of this game.

Fortunately freeze itself usually is harmless, it has to be followed by something (like consistent board clear, otk, or just big face damage) for freeze to be over performing. Thankfully, not many decks exist out there that can freeze and have a solid win condition.

As power creep continues, freezing board will be more and more valuable than clearing board, since it buys tempo which can be more valuable in a game where board clears are incredibly abundant and cheap.

Sorry, but this doesn’t make sense to me, just because DK has the rune system doesn’t mean he is allowed to have oppressive cards. I don’t think that the point of the runesystem is to create oppressive cards, but rather creating different archetypes. Frost is more combo/aggro , while Blood is more control and Unholy also aggro but based on minion swarm. And this archetypes should not get access to other powerful tools like other classes are limited too. So in theory DK should probably feel like three classes in one with this rune system and still be one class that’s why he has so many powerful cards for different archetypes restricted to runes.

That’s why I would like to see the cards nerfed, if the data behind supports this decision.

While this is true, but your conclusion is wrong and Sigtyr right. Sometimes you have to give up benefits for the greater goal and losing buffs for the exchange to remove the freeze effect or secrets soon is an viable option, especially with ETC ingame.

I like this idea, because then the spell is technically the same, but also pushes the DK be more careful with his corpse management.

They also could just add that 3-mana elemental that protects your board from freezes, problem solved.

Why don’t you just spit out your real opinion. That aggro should be the only archetype that exists on ladder.

'Cause I’m not a fan of aggro decks either
Especially those that freeze your board 3+ turns in a row :wink:

Well, only players that actually enjoy the game say that. Too bad there are so few of us.

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This probably makes the most sense. The only real issue with the card that isn’t fixed by a changed meta composition is when it can freeze your board several times in a row. This is also true of why patchwerk can sometimes be annoying.

Cards like this, with powerful/annoying effects should always be 3 runes and 3 rune cards should never be discoverable. It would allow them to design cool cards without worrying about them becoming overally oppressive.

That being said, as the pool of cards increases, this’ll become less of a problem on its own.

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Too bad that restriction is gone thanks to neutral Discover minions :man_shrugging:

One? Sure, not enough to win games alone.

3.458 discovered ones, easily win.

The card completely destroy the game just for existing in the discover pool.

True… But I prefer more minions with more aesthetics to finishing the hero rather than having a 3 mana elemental.

Maybe, but it’s just shows how unpolished and flawed their design with DK is.

Because you can have an aggro deck and still freeze three turns in a row? You must be a DK player.

What you call flawed design they call a class that will sell packs because it’s easy to get into and the cards are powered up.

The irony of the thread is that we are talking about it being a problem in the discovery pool when in reality the reason they have more than two copies in hand is because they played Lady Deathwhisper with a hand full of frost cards.