Infinite turns... BAD design

STOP make cards for deck without chances react!!!
And 2x cast free turn inrow… WHY generate +2 turn not only one? if free turn is active it shouldn’t be possible to trigger another

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Forgive me, but could you please clarify?

I believe they are talking about Time Warp Mage. Not sure, but that’s my guess.

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Lol wut?

Umm time warp is from an early expansion, only in wild, and the current design lead (who I believe is a woman or identifies as one) has nothing to do with it, was inherited.

When you play wild, expect broken disgusting decks being abused to the max. This is the format. Once you let a game go to turn 6 or beyond you can expect all the broken combos in the world to be coming online.

I’m guessing if you are complaining about time warp mage, you have yet to meet the more disgusting, reprehensible and down right evil cousin known as big priest?

If you think being locked out of turns is bad, try being locked out of the board from about turn 4 onwards. At least time warp mage doesn’t start until about turn 7 or 8 usually.

Explain to me how this is more broken than other combos that win the game with less cards and less effort? It’s Wild there are combos that are easier to pull off that end the game just the same. Why does the mage one with infinite turns get singled out?

ehhh, the only other OTK combo that’s faster is Pillager Rogue and Discard Warlock, both of which are in dire need of a nerf.

There’s just no fun playing against either 3 of these decks. They OTK you by turn 5, 6 at the latest.

All 3 of the decks are highly uninteractive.

What wild desperately needs…or rather, what the entire game desperately needs is way, way better early disruption to hand. The more this game adds cards, the faster OTK becomes.

If you don’t want to play the Infinite Turns variant of Quest Mage you can always play the Giants variant.

Custom Mage
Class: Mage
Format: Wild

2x (1) Arcane Wyrm
2x (1) Magic Trick
1x (1) Open the Waygate
2x (2) Ancient Mysteries
2x (2) Conjure Mana Biscuit
2x (2) Primordial Glyph
2x (2) Runed Orb
2x (2) Siphon Mana
2x (2) Vast Wisdom
2x (3) Arcane Intellect
2x (3) Ice Block
1x (4) Commander Sivara
2x (6) Grey Sage Parrot
2x (8) Mana Giant
2x (12) Arcane Giant
2x (20) Naga Giant

AAEBAf0EAtDBAqneBA7AAYK0ApjEAv+dA/SrA/2sA4XkA9DsA5KBBIqNBPyeBI2yBJCWBauYBQA=

To use this deck, copy it to your clipboard and create a new deck in Hearthstone

EVERY deck which win WITHOUT any chance react is BROKEN!!!

Until there are T1 OTKs, you have a chance to react.

Just played the deck in wild. That was funny except the 5 minute turn sucks. My DK hero is only something like level 15, my DH is maybe 20 as I don’t play them much. Anyway, made an UH even DK deck to get my weekly quest done and add some levels to my DK hero.

First game was against a mage playing the extra turn quest. The lethal turn went about 5 full minutes (honestly could have been longer) and gave him, I believe 3 extra turns over the quest turn.

I was impressed except that long sucks.

While time warp mage is annoying, so is mill druid, so is that solitaire combo rogue. It astounds me that so many people play this ridiculously absurd decks in a format with nearly endless possibility.

But there’s always going to be people like that unfortunately.

I mean, majority of the players in wild that I’ve been paired against use deathrattle priest.

Interesting, so do you consider discard warlock a OTK? I always thought of it as yet another hyper aggressive deck. The cataclysm play is the OTK you are referring to? In most of my games discard locks use this to clear the board, draw a new hand and put minions on the board, its kind of busted when it goes according to plan, but in my experience it rarely does, they usually don’t get all things (either they end up with no cards, no board, or both.)

Pillager rogue is interesting in that I strongly believe it exists to counter big priest. If they get rid of pillager rogue, then big priest would literally have no counters. If you haven’t played pillager rogue in wild I highly recommend it at high levels of play. At low levels of play its very non-interactive I agree, but at high levels of play, you are being dirty ratted turn 2 onwards and the disrupt only gets worse from there. Shammans are extremely bad to play against, they either put up like an okani every turn or mutanus your entire hand fairly reliably, so its a massive race vs them.

If you want a reliable counter vs pillager rogue, make sure you have a non-trivial board turn 4 or 5 then drop okani set to minion. I guarantee you it will screw up the pillager, follow that up with other disruption and you are golden. Dirty rat is very reliable.

And remember pillager rogue goes of on average turn 6 (very rare to be earlier but it does happen, especially if they use mailbox dancing.)

Honestly, if they touch pillager rogue, then they need to nerf big priest to hell as well. Otherwise wild will just be all big priest.

It’s sort of a hybrid, but it usually just hits you all at once for a knockout punch. I wouldn’t say it’s a traditional OTK, it does small chip damage at first then hits you all at once.

So most games are they hit you for 4-8 damage with 1 discard, then in a few turns it’s 24+ damage from hand.

It doesn’t just counter big Priest. It counters pretty much anything that doesn’t end the game by turn 6. I play a variety of decks and this is pretty much the deck that is an auto-loss unless I get some incredible luck. Pillager is a problem because it has several combo pieces and disruption hitting 1,2 or even 3 of those pieces isn’t a problem. You have to get lucky and hit both pillagers.

They just kill the Okani… they run bone spike…or play a cheap minion first (generally created by illusion). Okani doesn’t stop them. When I’m playing Shudderwock, I’ll Okani, parrot twice and it still does nothing to disrupt them.

I’ve played dirty rat twice, killed the shark and the tenwu then played Okani, all on curve, and still lost on 6.

Big Priest isn’t even that good because it’s not consistent enough to be a top deck. It gets countered by a lot of other stuff…the problem is that it also keeps a lot of stuff out of the game. I consistently beat Big Priest with almost every deck I play. The really “feel bad” part is when you’re running a deck that doesn’t have board clear, morph or freeze effects…but if you think about it, almost all classes have one of those…and if you don’t have that, you need an OTK. So it really just beats up on non-OTK, non-board clear, non-morph and non-freeze decks…which doesn’t leave a lot left.

So Big Priest might kill you on turn 6-7 IF you don’t have a board clear or freeze or morph…while Quest Mage, Pillager Rogue, Discard lock, Cthun, etc etc will all kill you by turn 7…pretty much no matter what.

At least Big Priest gives you a board you have to answer. All the other junk out there is in their hand that you can’t really mess with.

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Which is strange considering how many people play priest in wild.

Feel like I walk into church every time I play wild.

Because people like the easy to pilot decks. Big Priest is the easiest deck to pilot next to even shaman and pirate rogue. The easier a deck is to play, the more people play it. Big Priest just has that cheating factor in it that people like.

It’s pretty terrible, I don’t know why people play it other than to feel like they are powerful or something.

I’d rather play against that then some of the others to be fair. I beat one earlier with a mutanus and theotor, playing reno control pally.

This sounds like your opponent got lucky you low-rolled. Okani should for sure slow down the pillager, making it hard if not impossible to get the OTK turn 6.

The dirty rats are all about timing. I’ve had people play them vs me early on, they are rarely effective then. If you time it so you can get 2 dirty rats turn 4-5, that is your best bet as their hand is going to be full of minions they need to get the combo off. Tenwu is actually a minor component of the combo and you can easily get otk with tenwu gone. If you hit BOTH pillagers its GG (assuming you can clear them). If you hit scabbs, there is a very good chance they can’t get it off. But! If you hit the totem AND clear it, they have near zero chance of getting combo off.

In fact, there is a minion that swaps the health of all minions in hand. If you play that one card turn 4 or 5 it hard counters pillagers 99% of the time. Had this happen to me several times. Reason is, the totem is unplayable from hand, and other is nothing you can do.

This guy hard counters pillager lol, your welcome:

Common · Minion · Fractured in Alterac Valley · Battlecry: Swap the Attack and Health of all minions in both players

I don’t see how, They just play dancer or fox. You don’t “need” those for the combo, they just help.

…like, when else are you suppose to play them? LOL You have until turn 6…you can’t play Mutanus…you have to play your Dirty Rat asap because you still need to make room for mana to draw and grab Okani and try to rush drawing any disruption you might have. I play Dirty Rat on 3 or 5 if possible and try to devolve what I hit. All this takes some massive luck in draw as well. There’s a reason Pillager is pretty much a destroyer of any deck that goes over turn 6. Nothing can disrupt fast enough.

The luck of this draw is like 1 out of 50 games.

The likelihood of this happening is like 1 out of 100 games. Even if you hit 1, you must immediately hit the other and then also kill them…like, doing that before turn 6 is practically unheard of.

Nope, I hit the totem on turn 2 and killed it. Still dead. It might slow them down (like now you have until turn 7 or 8) but the deck will still otk you faster than you can do much of anything else to disrupt.

Sure, if you want a tech card that is aimed at killing only 1 card in 1 deck. But again, you have to also draw that and play it. And like I said, I’ve killed the shark before and still got OTKd.

Here’s what I play against. I get OTK on turn 4 here

I mean killing shark is almost surely a win. I can’t think of a way other than maybe them being at 10 mana, but even then the number of cards they would need to build up 30+ damage from hand is crazy. If you kill shark I can guarantee its not coming turn 6, its coming maybe turn 9 or 10, assuming they can get some ridiculous mailbox dancing going.

Actually the decks that are really effective at running the reflecto engineer are mill druid because they can stack 20+ armor by turn 6.

What deck are you running into pillagers with, I can help you brainstorm effective counterplay as I’ve faced plenty of opponents with pillager rogue in wild.

I can tell you with decent disruption is very hard to get the combo off sometimes.

Ahh I’ve OTK’ed turn 4 multiple times before, but its a highroll happens maybe 1 in 10 games at most.

Agreed its hard to get this off but it is 100% effective.

so the most effective counter I’ve had played against me IS mutanus. Basically the opponent uses the cheap murloc battlecry effect (and sometimes bolners it), then goes nuts summoning chains of murlocs using the murlocs cost 1 minion. This means they can get repeat mutanuses, like 4-5 of them off by turn 5. Absolutely destroys you as pillager.

IF pillager rogue is a large portion of the field holding you down, 1 tech card is not much of a price to pay to nearly hard counter the field.

Getting to turn 7 or 8 in wild should be enough time to get a kill in. What deck are you playing a slow grinding deck perhaps?

Keep in mind, once they loose totem, their damage is VERY capped, its UNLIKELY they will do much more than 30 damage total in one turn, so even a tiny bit of armour would be huge like 5 armor. Playing a class or discovering armor cards after killing a totem will likely win you the game.

You can try that, and that replay is one of my attempts.

But that combo needs turn 5 minimum. Might as well just dirty rat. Hand disruption with mutanus on a deck that fast is just not quick enough. In order to do that you need like the exact 3 cards in order and you also need the draw murloc to hit perfectly. On top of that, it has to hit the perfect minion in your hand. Good luck getting that lotto to hit.