This card seems like an auto win against control decks. I like playing the longer matches so just play mass taunts and so on, but faster decks don’t need to care about finishing the game in a rush anymore, you can’t bleed them out. Even if you add Kil’jaeden to your own deck, the speedier decks are out so much earlier that by the time you get yours online you’re about against 3 mana 20/20s at least.
I was trying to think of what to do to fix the card, i think it’s neat, I just don’t think it should be an out for a strategy that didnt work like most face decks.
First idea, make it so that the positive only works when Kil’Jaeden is on the field. Imagine if Incendius continually buffed those rocks even if it were removed? Ridiculous.
Second, make it +1/+1 but you still take fatigue damage on drawing a demon.
Lastly, keep it +2/+2, but you take ‘fatigue’ damage equal to the amount of times it has triggered on each draw.
I just think removing control decks from the game with one card is a bit horrendous.
If you want an answer to Kil’Jaeden you can just build your deck to do something. Fatigue isn’t a win condition, and if you want it to be just accept some decks out there will punish that you have no way to close the game other than stall. That’s not just Kil’Jaeden, combo decks as well.
6 Likes
Many problems in this game start from people wanting to never change deck.
Even if you want to play control, are you sure you can’t counter Kil’Jaeden?
There must be a control deck out there that counters it.
I would not be surprised if they are dozens.
1 Like
feel free to suggest. only way Ive managed is by making them burn it and usually that’s their own doing
You can play Kil’Jaeden yourself (it’s a semi-control card on its own). You can rat it out. You can boomboss early.
I’m never playing slow control, so I’m sure I miss a few cleverer ones.
1 Like
So play warrior is all you got
Only boomboss is warrior-only in what I said.
How many times has rat been the answer to a common problem? There was no thread during the warrior rampage where someone wasnt shouting ‘just rat the brann!’ It’s rare anyways
1 Like
but kiljaeden isnt a problem "do nothing " / fatigue decks are and kiljaeden is the answer
and most people take a looooooooong time to play kiljaeden so far nobody ive played againt played it on curve
that makes it more vulnerable to rat than most cards in the game
and whats wrong with droping it later ? when i play warrior and my opponent drops kiljaeden first i try to go kil then blackrock and roll later
4 Likes
I love Kil’Jaeden in Wheel warlock. Easily my favorite card of the latest expansion
Its a frustrating card to play against but its the other cards that have been problems for forever that make it viable like waves and waves of unkilliaxes.
1 Like
I would suggest hitting them in the face with damage from the start until they reach zero.
Insanity Guld’an looks at you with a look of surprise on his face
1 Like
Having literal endless value generation in classes that are less greedy (or at least historically less) is a great move.
It’s not broken so there is nothing to fix.
Some weeks a go I’ve created a Hunter deck to maximize Kil’jaeden value:
- only bring 3 minion: Rangari Scout, Exarch Naielle , Kil’Jaeden
- other cards to discover and stay alive
Objective: to cast Kil’jaeden asap then to draw demon twice per turn using the Naille hero power.
So far the deck performance is not to good.
Maybe the deck need to be tuned or my skill issues.
1 Like
The deck has to be good before Kil’jaeden too, because there’s a lot of aggro and mid-range power in the meta.
PS I wonder if Saddle Up is again good for early game aggro but probably not because of its nerf.
The problem isn’t kil’jaeden, it’s Druid. The effect is fine, but not when Druid gets to draw their whole deck, ramp to 16 or more, drop him and draw a bunch of buffed cards before you can set up to do anything to respond to them.
1 Like
True. Druid ramp is too much. But I like it as their class identity.
It wouldn’t be as big of a problem if they didn’t have all the other synergistic tools to take advantage of their ramp. The design problem has been that Druid regularly has access to efficient ramp, card draw, defensive tools, and un interactive win conditions all at the same time. When that’s the case, control is unlikely to ever have a chance to exist.