Isn't Pop'gar the Putrid doing too much?

It has 3 effects. Lifesteal, reduction of ALL their fel spells by 2 (which is pretty big), and two barrels of sludge which will get reduced by its own effect/given lifesteal. And its only a 4 cost card. Correct me if i’m wrong, but that’s a LOT for such a cheap card.

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No. It’s not.

You should play it and see for yourself.

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Name me another card that has 3 effects for such a cheap cost.

  1. DK’s 3 mana rush, lifesteal, reborn minion, and it’s not even legendary
  2. Sludge on Wheels, 3 mana, Rush, sludge in hand, sludge on the bottom
  3. Chaos Creation for 6 mana, Deal 5, Summon 5-drop, burn 5
  4. DK’s 2 mana 2/2 rush with reborn with reborn
  5. DK’s 4 mana legendary with Battlecry and Deathrattle deal 3 and reborn
  6. Rogue’s 4 mana Drilly the Kid with Quickdraw, Battlecry, Deathrattle excavations
  7. Kaleidosaur, Pally’s 4 mana minion with Excavate + 2 random effects
    .
    .
    .

Not many, but a lot.

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You would be right if you could always target the sludges where you want them to go. Instead they only go to the lowest health, making them useless without the right board state.

It’s brutal if you don’t kill it for a few rounds. If you kill it fast they wasted a lot of resources.

That entire class shouts to you that it plays on thin ice which is why I’m scared of it.

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Currently with tidepool pupil and crescendo, Pop’gar is an unhealthy and unfun combo for the meta.

I mean, come on dude

Extremely conditional: limits you to go rainbow and not actually get the power cards of any archetype, still trades a single stat for the effects.

Slightly understated card thaat puts two cards in hand at the cost of the minion taking damage. No discount, no life steal. It’s a support card for a fel package.

Chaos Creation is a worse version of an already existing card that costs 5 cards to play.

I got lazy, but you get my gist. Popgar is in itself a package enabler that fully pays it’s own mana cost, recovers at worst 6 life if you have no fell spells in hand, has no condition applied to it, since even if you have no fell spells it gives you them, it doesn’t even have the “lower than 1” bit, so you can just dump a crescendo alongside it, wipe the board and heal to full, and it does all that at the cost of a single stat point.

It IS doing too much. If it’s a problem or not is another matter entirely, but it’s undercosted as all hell for it’s effects

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No, I don’t. I have more examples of loaded minions with 3+ effects, lol. I was also lazy and stopped.

What’s a single stat point? It’s a 6-mana play, btw, what you described. Popgar is not a 4-drop. You don’t just drop it as a 2/6 on curve and pray it survives, like you can do with Dorian. It’s too important for that.

Even if it was broken, every deck running it is still not strong enough to warrant nerfs of any kind, and it’s been like that for 6 months.

So no, I don’t get your gist.

All I see is people with memory of a sheep crying about what is currently one of their most annoying cards to face, and in 10 days when decks running it stop being viable, they’ll say Popgar is useless (because that’s literally what healing is in this game - useless. If you’re losing on board, you’re losing the game).

No offense here, I don’t have an opinion on you at all, but I do remember you defending me yesterday, so don’t take this personally. It’s just what majority of people crying NOW for crescendo or popgar nerfs are like.

No, it’s not. You had no troubles listing DK conditions to run a 3 mana 3/3 lifesteal/rush/reborn minion, but you seem to have forgotten all the conditionals required to be checked to reach the desired effect.

1st of all, if you want any meaningful healing from your popgar combo play, you need to ramp up that crescendo. So you had to have already played 2-3-4 fatique minions that damage yourself, to make that combo meaningful. Sludgelock on average drops a 2.5 crescendo (2-3) which translates to 3 to 6 self-dmg, while Insanity lock on average drops a 5.5 crescendo (4-7) which translates to 10 to 28 self-dmg. When you deduct the self-dmg done to get there, is the healing really that big? Or is it actually almost 0?

2nd, it’s a combo. Popgar on it’s own is a 6-mana 2/6 deal 4 dmg twice and heal for 8. That’s what popgar as a card is. Now, 2/6 for a legendary card is worth 3 mana, so we have 3 mana left to pay for 8 healing (costs around 1 mana nowadays) and 2x4 dmg to random enemy (depending on what you compare this to, it’s worth anywhere between 1 and 3 mana). Therefore, another condition for “healing for hull and dealing dmg” is that you draw all the combo pieces, as much as you need (which also depends on the number of minions your enemy has on board).

3rd conditional for ton of heal is that your opponent has a full board. With only 1 on the board, your popgar+crescendo heals you for its damage only (if your crescendo deals 2, it heals you 2 hp). With 0 on the board, it’s just 2 mana deal 2-3-4-5 dmg face.

4th conditional, obviously, is that you play tempo-losing minions to get extra sludges for more healing, because, unless you’re playing InsanityLock and highrolled, you’re never getting any dmg or healing from the whole combo. You actually end up dealing more to yourself just to get some of it back (InsanityLock) or you waste a lot of tempo to get some healing and, hopefully, a tempo swing turn (sludgelock, which noone ever plays except me, so it’s irrelevant).

Playing popgar is in general a horrible tempo-losing play. You need to fulfill 4 conditions to get a lot out of it and it’s median effect is not enough to warrant it being played. You only use it as a finisher in most of the games, or plan many turns ahead to get the maximum effect from it, because it loses so much tempo you might have as well just passed the turn - and that’s WITH crescendo being a Fel spell, so with a 2 mana discount, as well.

Without it being a Fel spell, Popgar is an unplayable card.

If they feel it’s a REAL issue just remove the Fel tag off of Crescendo. I don’t think they consider the deck a problem though.

Isnt insanity warlock like… one of if not the best deck in legend right now?

It is one of the best, allegedly. We’ll see what the VS data say next time it comes out

I’ve seen its popularity drop significantly in top 500 on EU, but if it’s truly a tier 1 deck, they’ll take a little break and then return to playing it.

The deck is frustrating to play and frustrating to play against. Popgar and Crescendo are the big payoff cards, but you have to focus and plan ahead whole game to utilize it correctly. It’s not a deck which you just play on autopilot and collect easy wins with because it’s tier 1. It’s almost unplayable, even being tier 1, and trust me when I say I’m not even half-kidding.

If you think it’s that kind of a deck, you’re much better off playing Handbuff Pally.

I have over 400 games on it and i’m still playing sludgelock rather than Insanity.

Obviously I dont expect a deck that has the highest winrate in legend and a lower winrate in diamond to be an autopilot play what you get. But it isnt the insane difficulty that is cycle rogue or some other miracle deck, as the stats on donkeyhs have insanity warlock as the highest winrate deck through all levels of legend.

Overblown

10/10 can be played on autopilot, the combo is literally repeating the same 4 cards in the same order over and over and over and over again.

Thank you. Yes, that statistic confirms what I said.

Obviously, underplayed decks don’t get nerfed even if they’re broken, and Insanity will usually be underplayed most of the time, overplayed only first few days, until people see it for what it actually is - a frustrating combo deck, basically a solitaire deck.

At the moment, it’s 3rd most frequently played deck in Legend, after Tempo Druid and all DK-s together mashed into one. It’s gaining traction (increasing playrate) with time, which is exactly the opposite of what’s happening in top legend.

As usual, the rest of the ladder still didn’t get the memo, but they’ll get there eventually.

In a solitaire meta it is the solitariest

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This is actually the best way to put it xDD

Wouldn’t say it’s the best deck, and I wouldn’t say the meta is terribly solitaire-y, but if it was, then this would be 100% correct.

Best deck is varying between Tempo Druid and various DK versions, depending on the meta composition that day, that time, on that server

Rock-paper-scissor meta is back and that’s how it works.

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Which are none. What you listed are conditions to MAXIMIZE your Popgar play, but it needs none of that. You want to play fatigue cards anyway, and Popgar is a welcome addition to the deck. It’s like saying Desert Matron isn’t doing too much because you have to run all these dragons besides it.

And yet, when you look at Insanity Warlock Draw Win rate and Played Winrate, Popgar and Crescendo are the two best cards, in one o the strongest meta contenders up to top 1k legend, so really, is it doing too much?

Are all these conditions really that hard to play, if those cards are far and away the best cards in the deck?

VS 302 is out, btw

Nah, dude.

Taking 20+ damage to face and board while the Pop’gar player goes from 8 to 30 makes perfect sense. If anything, the card is underpowered, it should also just win the game outright if the 20+ damage isn’t enough.

Enjoy your stay at our fair Hearthstone resort.

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As I said, and I’m sorry that I have to repeat myself, popgar as a standalone card is a 6 mana 2/6 minion which does 8 dmg in 2 shots and heals for 8

For the rest, you need to plan and carefully play minions. Every condition matters, every ramp matters. You might not have enough HP to ramp your crescendo enough, so you don’t board clear and you die, or your heal might be too low to sustain until another big card comes, there’s a million situations which make this payoff one of the most complicated and most versatile in the whole game.

Warrior literally just has to play his I win cards to get their effect.

Same for Druid.

That’s not how you play decks with popgar.

As I said, playing Popgar is a tempo-losing play. Your dmg to face doesn’t impact the board. Your healing doesn’t impact the board. You either finish someone off or you heal yourself enough to survive until your next big draw, or you carefully plan and collect all the combo pieces to clear board + heal.

In other situations you have one or more dead cards in hand, not enough to clear the board, not enough to heal yourself, just pure loss of tempo and a soon-to-be-dead 2/6 body on the board.

And there are cards which literally do that when played.

Boomboss with Brann is instant K.O. and that’s a 2-card combo which you don’t even have to play (and can’t play) the same turn, so it’s easier to pull off than popgar+crescendo, which is a 2-card combo (which does nothing, btw, at all, unless you previously played couple of self-dmging minions to ramp up the dmg)

Doomkin when dropped is much more often game over, than when you see Popgar played.

Aman’thul is one of the stronger titans, can sometimes end games on the spot

None of those “I win” cards that actually win the game requires ANY set up. Popgar + crescendo without setup does 1 dmg and heals for none, and it’s a 2-card combo!

Ridiculous comparisons. And this is the part where I start getting sad because even mid-legend players don’t understand the game.

How about y’all try playing the deck before posting nonsense?

I at least play other decks before calling their payoff cards broken.