HS has become Yugioh

I was playing against Questlock when it suddenly occurred to me; continuously drawing cards and playing them while chaining combos all within the first few turns, that’s basically just Yugioh.

For those that don’t know what Yugioh’s like, basically whoever goes first plays for 10 minutes during their first turn then ends up with a board that negates anything you try to do. Or they make a mistake somewhere along the line and concede immediately after their turn ends. So basically everything is an FTK.

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That’s been a thing in HS loooooooong before Questlock lol.

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me in a quest lock mirror: start first.
me: guess I win

me in a quest lock mirror: start second.
me: guess I lose

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It’s not (yet) but the fact that most sucessfull strategies can’t be interacted with is whack, lol.

Quest DH? Kill It faster.
Quest warlock? Faster.
Quest Mage? Faster.
Hunter? You can try to armor It up, but as most Minions deliver their effects immediately, you either kill It faster or Stack some absurd armor.
Shaman? Faster still.

Basically, even Minion based strategies are put of whack, currently. Need to reduce rush effects across the board.

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Yeah, if it’s literally impossible to heal out of their damage no matter how defensive your deck is, and the damage isn’t coming from something you can negate (minions), then how can there ever be a strategy that isn’t aggro or combo? Paladin does its best to pretend Midrange can be fast enough, but it’s really just relying on a few busted cards to cheat its speed into the aggro range.

The game has moved far too heavily into a damage from hand direction. Perhaps that was inevitable when it became so easy to remove minions; between Rush and removal you basically can’t expect any reasonable board to exist when it comes back to your turn, so of course everyone moved into the direction of win conditions that can’t be interacted with… I just didn’t expect Blizzard to make non-interaction wins so powerful.

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It does not matter where the damage comes from really. People get really irked with spell Damage, but Hunter minion damage is so sure-fire It has carried It as tier 1 for two expansions in a row.

Heck, It’s even faster than the spell decks people are harping about. It’s a minion.strategy every bit as inevitable as Quest Mage/Warlock, people Just didn’t realize It yet.

Board on board combat can’t exist when everything ignores Summoning Sickness

yep. YugiOh and PokemonTCG.
Both garbage and now Team 5 is copying them…

It still has nothing on the new style Yu Gi Oh the game sadly went to hell they totaly lost it in the past few years.
I miss old school Yu Gi Oh it was realy fun.

The combat oriented classes with strong defensive tools all perform very well against Hunter, though. Paladin has consistently been strong vs aggro, as is Warrior and Demonhunter. I’m not 100% on this since I’m unfamiliar with the decks but I think controlling Shaman decks also tend to do well vs aggro. You can build a decent game-plan against Hunter or any minion-based aggro decks. There is no answer to Demon Seed’s final win condition at all.

doesnt that game has turn 1 or turn 2 otk?

How to beat lock, go face faster… god this game has become poop

It’s also like Shadowverse now. Big over-the-top “I win” combos before turn 10.

Guys, relax. Just wait until the mini-set. It’ll be spicy.

This expansion is still new. What will you say when the mini-set is broken? Guys, just wait till the new expansion comes out?

Guys, relax. Just wait until the next expansion. It’ll be spicy.

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Haha. I’d love it if there was a shakeup. Keeps the game feeling fresh.

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If this was Yugioh, I’d expect better graphics.

Roflmao, lost it 1:25 to 1:54 when they just stop over into the summoning effects and go to that paused card text. “To summon this card, you have to sacrifice 2 virgins and kill the president of uganda” sounds like a easier win condition than trying to get a deck to turn 10 vs a wild questlock in this meta. That card is busted and they think flesh giants coming out a turn later or a deck that otks fine without darkglare through clears or any interaction is healthy for wild control at all or at least the existance of rag or deathknights in any meta?

Can’t wait until the mini-set introduces the “Your hero has infinite HP, or ‘gain infinite armor’”, just to counter balance the infinite damage and make Priest relevant.

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I mean… if you literally wanted to design a control deck designed to have a 50% wr chance against questlock… a you’d need like literal 70 hp renos, maybe 200 armor heros would be like needed to survive to like turn 10. Then you would also need infinite armor long enough to kill them to survive fatigue which obviously should not be the game plan…

So, obviously like… Yeah… honestly. That would just horrendously make a horrible mess. Honestly i don’t see a way control could even be safely balanced strong enough to handle questlock without making the game even worse for everyone. I think the infinite damage and design space of questlock needs to be addressed. The card should at least be corrected to only apply from self damage cards and hero power. And not Explosive rune / bombs / fatigue at the least. Maybe not trigger on armor or trigger when cards deal damage to armor too. But i mean, that might feel bad.

But hey, at least you could give a warlock armor as a maybe tech to slow them down. XD… We… don’t have any ways to interact with them, and it’d kill the crystalizer synergy a bit. But idk if it’d be enough.