Infinite turn Mage WTf

The infinite mage turn crap. I have won literally 3 times in about 30 matches against this deck. Some how I managed to have a full taunt board with big priest early. This needs to be fixed like a secret. It cant be renewed (take another turn) until the previous one is gone. Brann and birdies make this deck absolutely broken make me hate this game right now. Hey look 5 turns in a row. Most of the time the overdraw mill stuff doesn’t even do damage to them. Atleast Freeze shammy you could cast spells and hope for a chance. This you get zero to win. In wild the combo is ALWAYS done by turn 5-6.

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:rofl:

You surrender your right to complain about degenerate decks doing degenerate things just by playing Big Priest.

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Some how I managed to have a full taunt board with big priest early.

So we only complain when you’re getting shafted by some BS right? Ok.

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Easiest fix ever, but they don’t care

This is another old problem that they don’t want to address.

Wild has broken things that we just have to accept

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Big Priest complaining, lmao. You are the bad guy, and you should feel bad.

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welcome to wild, either win fast of lose slowly

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LOOOOOL TAKE A LOAD OF THIS KID HAHAHAH.

Crying with BIG PRIEST?? People like you are the reason this forum doesn’t get taken seriously by the devs

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I agree with the above comments that you have no right to complain about toxic gameplay while shamelessly running big priest…

But I also agree with the OP that infinite turn shenanigans in Wild are another example of bad gameplay/failed maintenance.

I personally think they need to take a major look at Wild in general and take it a bit more seriously a la eternal formats in other more established CCGs.

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Yes but big sees counters. It also doesn’t stop you from doing so. Freeze shaman atleast could be spell cast. Rogue pirate, mech mage, even imp fill the board constantly by turn 4. Doing well over 20 damage. Big priest falls as much as it wins because you still need to get the reduce cards in hand without having 3/4 minions in hand by turn 4. These arguments against big priest, a deck that has many counters in this new format, is just a stupid argument.

No one has really made an argument here, but since you asked… from an older post because, like I said earlier, this deck has basically always been toxic and people have been complaining about it forever:

This from a mechathune or previous pirate warrior my guess. I have several classes over 700 win warrior isn’t even 55 wins this is because I don’t play crap that wrecks the game busted. I am sure certain big priest minions which i have seen can be horrible too. You still have to have them. Which means even if you open 70 packs an expac( my average) i get like 3 random legends rarely the good ones. What is current big priest win rates. Just curious. I win 3. I lose 3. very rarely can big priest hit conditions in time to even summon the big minions. It has a huge up side when it hits. It isn’t a constant win rate though.

No Cartman, you don’t say that on the internet.

there is no maintenance for wild. when they introduced the mode they said this game mode will never be balanced unless something truly break the game. they said wild is called WILD for a reason. and guess what the more expansion we get the more this game mode will suffer. its just the nature of the beast. they cant balance that many cards. the best they can do is ban some offenders.

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There aren’t really a lot of counter to a big priest highrollomg, just like there aren’t many counters to infinite turns mage who highrolls.

Both die to ultra fast aggro. That’s it.

Big priest needs to draw discounts and don’t draw minions, which isn’t harder than a mage generating 8 spells, casting them, playing the reward while having 2x macaw in hand.

By looking at how many cards these decks need to achieve their objective, big priest only needs shadow essence. How hard can it be to draw it, tutor it or generating it, compared to what the mage can do?

Shaman can freeze the board to counter big priest, but it still needs to win somehow. freezing blood of ghuun who summoned neptulon d on turn 4 isn’t going to win the game.

Personally, I see infinite turn mage more as a meme deck (it can easily win without infinite turns, it just needs giants instead of macaw).
Just like hostage shaman: it’s wrong, but a shudderwock deck can easily win without all these extra steps.

I have never, never seen a quest mage in wild not hit it. The minion that regives you 3 spells. They get coins and refreshes and constant draw. They hit the combo every game by turn 6 at latest. Then keep drawing until you die. Even 30 armor is a joke to this deck. I am going to build this deck record every game and see how long it takes to prove it is ridiculously broken.

the only way a wild quest mage can get hit, is if you have another wild quest mage. sort of like a mirror match. who can play wild quest mage better.

Exactly, I even gave a way to lessen it without taking away the ability. I didn’t even say ban it like they did with warlock quest in wild. Then again I forget I am on the internet with 5 yr old reasoning skills from most commentaries. Not you Ring previous posts.

thanks for the show of sympathy

That mage can be a tough matchup but I beat it half the time with my ultimate control priest. 2 Dirty Rats , Seance to make even more rats, Theotar, the 2 taunt robots that bring their minions on the board and etc…

The goal is to get their freekin Macau out. If you get them out of the way, they will often just concede.

Add: And also 2 Dead Knights.

Add: And also that big Mutanus murloc.

great idea. that would be another way to beat wild quest mage