Limit Ice Block to Twice per Game

You can do it once for game for Zarami, do it twice for game for Ice Block.

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Sounds like someone got their 125 dmg hw denied, good.

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You cant take your busted deck losing? Get out of Wild.

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I don’t play Holy Wrath Paladin, lol.

However, a mage using ice block over and over and over and over and over again isn’t interactive at all.

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So what? You are playing a busted deck, or you are losing every single game.
That’s what Wild is. Interactive has no meaning in the format.
Neither does the word balance.
Take your lumps and move on. No way what you are playing is fair,
by anyone’s definition. If it were, you would never win.

Imagine someone trying to keep from losing…how dare they

Complaining about ice block when you have literal instant kill on turns 5-6 in the format

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I have played since before Wild existed. The players change.
The whine never does.

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Complaints like this are usually because their big play was essentially denied, basically, the “problem” card worked as intended

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You guys don’t play wild. A month ago like nearly 4x variants of iceblock hostage mage were all the rage with aggro decks occasionally teching in the 3 mana 2/4 “battlecry: your opponent takes 2 damage on their turn” to get past it for a longest time at certain legend ranks to counterpick it.

Plus massive freezes and dupes.

I think its tapered off a bit since wisp mage cannibalizes alibis and frost novas but i think some people have started putting tamsin in discolock with curse of agonies.

As it turns out a lot of the good discard cards are doubled by her and 12 potential fatigue pings for 3+2 mana that also could bypass iceblock and/or garrote rogues /draw heavy /reno decks could be neat.

Regardless even if its out of meta slightly now its been 10 years and even if power levels rise.

Turns out potential to infinitely freeze a opponents board and be invincible and take infinite turns while playing spells from hand is a core design problem to fight.

A lot of the cards to counter mage are janky or get counterspelled or objectioned anyways.

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You pretty much described hostage mage, one of many busted decks in wild.

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Having Mages be able to Spam Ice block is problematic, not just in Hostage Mage (which is the best deck in the format, it isn’t rampant, because it isn’t a straightfoward deck to pilot).

There should be a hard cap for Ice Block triggers. Maybe 2 is extreme, so, 3/4 times per game? That way they can still stall effectively, but without feeling hopeless if you didn’t tech in your Eater of Secrets.

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You are kidding right?
I was playing Wild the day it was created.
It’s pretty much ALL I play.
Either accept it as is, or don’t play.

Because your deck is the one thing in Wild that is fair?
You are screaming down a dry well.
You lost. Get over it.

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You are essentially complaining that your opponent wouldn’t let you beat them, as it doesn’t activate until lethal, so of course they’re going to use it, and be honest, you’d do the same exact thing if it was you.

Ice block buys an extra turn at best, and even you showed it’s not all powerful, so it’s obviously not busted as you claim

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Mal, all the decks in Wild are broken, we get it.

At the same time, being able to Spam Ice block indefinitely is insanely busted and un-interactive. Limiting the times Ice Block can trigger won’t magically make Hostage Mage or other Mage archetypes unviable. However, it will make the mode healthier.

Currently Mage in wild has viable decks for:

Burn
Reno
Imbue
Hostage
OTK in several flavors
THICK Spells
Elemental (underrated)
Secret (sort-off?)

All of those archetypes will not go away if we limit Ice Block triggers per game.

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No. NO. No.
First of all, there is this really nifty card called: Tight lipped Witness
You should figure out how to fit it into your deck, and then learn how to play it correctly.
Secondly: Your deck is broken to pieces, and you are complaining about literally nothing.
Third: The only thing it would make healthier is your flawed perception.
Wild is what it is, and you being so chained to whatever busted deck that you play that you cannot innovate with tech is the problem.
Accept that and learn from it, or quit Wild.

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I mean as a metaphor. Ive been playing it for a good time and as i recall i first noticed you as a quest mage player in standard years after.

When secret mage was a boring but constant cheap diamond/legend rank deck i remember you saying mage wasnt allowed good decks. Thus mage shouldnt be allowed to be nerfed.

I remember people saying wild meant that a player couldn’t do good in standard so i went like 106-24 or something on a stormwind quest shaman tweak with iterations from testing perptual flame clearing seedlock giants with moarg artificer + 1 mana 3/2 +1 spell dmg overload one cards. (Spoilers… If you cleared 2-4x giants, they got them back for 0 mana and killed you with windfury battlemaster/tapping quest shaman to death with quest anyways/).

I remember what ended up happening. Despite quest mage tier 2 with positive seedlock matchups and tournament representation. And seedlock ecentually needing 4-5x nerfs to be a more balanced deck, quest shaman took like 2-3x shotgun nerfs to it.

And the whole focus was mage being “unfairly” nerfed once.

Regardless ever since time warp /rommath has been a problem. A core crux has always been make or break decks about critical mass with ice block and time warps, first infinite turns.

Then etc to have infinite ice blocks, then infinite frost novas, Then infinite potions of illusion.

Imho the idea of reworking nerfing potion of illusion to give temporary copies of minion stops the infinite etc /rommath potion of illusion loop.

Alternatively introducing more cards that deal damage on the enemies turn, while often seen as counterintuitive or unfun (like agony/plagues) could be a natural rock paper scissors check.

Like im all for alternative playstyles but a reoccuring pattern being high legend meta mage decks getting worse at just locking opponents out of dealing damage. Attacking on the board, infinite ability to iceblock/freeze/nova.

Countered mostly only by damage on the mage turn effects or more pings than ice blocks is kinda eh game design.

Yeah they limited ice block and zarami for being too fast. But id rather other strategies shine then permant ice nova → ice block → alibi → etc ice block/potiom of illusion → finale four ice blocks/nova /alibi/varden → infinite ice blocks.

At least ice block needs a limit or rommath/potion of illusion needs a limit or etc cards counting as not starting in deck for rommath.

I guess that might completely obsolete ever unpacking the 6 mana 6/6 pirate with charge if this didnt start in your deck card.

But they really shoulda made that one a uncollectable token or a “battlecry: if you have 4 pirates or more, gain charge anyways” to it.

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TLDR: Again, youngster. Tight Lipped Witness. It will change your life.
If you cannot adapt, then you are doomed to lose to Ice Block.
I have to tech every day. You should try it for a change, instead of complaining that your deck: (Which; its obvious you copied and pasted.) lost.

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Regardless after the quest shaman and unnerfed v1 seedlock nerf fiasco.

Im not really convinced on if. “Nerf everything i don’t play, never nerf anything i play” is anyone’s best design philosophy.

Ive player multiple times at top ranks of 100-500 wild brewing and pushing winning variants.

As i recall during the stormwind era / pre mmr matchup era, a “git gud” kinda comment from the guy that was known for being stuck in plat feels a little ironic, no(?).

Though hs is just a video game.

I’ve taken multiple self tweaks or variant/brews to decent wild top 150-500 ranks and like i guess alright but not 1k 1.5k legends. Though standard i kinda find less engaging as its pretty easy to find massive amounts of data on best current performers and seeing metrics that show you winrates by card vs having to test a feel yourself.

While hostage mage is on a decline now and actual legend meta viable options that aren’t throw cards in other matchups exist…

Like the bleh 3 mana 2/4 that already can solve the problem for hyper aggro if teched. A main problem is a lot of the “play and counterplay” just isnt very interesting or engaging imho from my personal viewpoint.

Mage does have lots of potential to be a fun spell class with big powerbombs and the potential for incredibly powerful spells.

But as long as iceblocks chains exist and infinite rommaths, you can’t just keep saying #1-54 top performing decks that ignored your opponent are healthy because ‘deal with it and cry’ kinda statements.

Sure tech cards exist but you’re still dealing with frost nova + ice block+alibi.

Pray, tell me, if the entire board is frozen in a row for 20 turns in a row with objection with 3/4s and 7/7s that cant attack,mage is balanced because someone can drop tight lipped witness on a frozen iceblocked alibi’ed board without rush or charge and a potential +10-50+ armor from the armor elemental too?

Ice block is still providing free value without mana investment in that scenario.

There isnt a way to counter it with traditional tactics, its true the meta at high legends seems to tech in cheeky cards like tamsin fatigue triggering agonies for 2 mana and just wisp mage in general.

But if you need 6-9 mana and 2-4+ cards to counter a cast infinitely for near free with a bunch if other stuff cards, Idk if “fun, engaging” or “balanced” are the right words id use for the reoccuring mage lists that became meta.

Or if aggroing the mage to death having them die to draw rng/hyper aggro is engaging either vs more back and forth gameplay decks.

Sure the deck is mage but i don’t find the working gameplay or counterplay or counteredplay much fun.

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Yeah, Injured Priest (the deck I was playing) was a copy and paste job. It totally wasn’t something I put together, because I wanted to play the inner fire archetype.

Anyhow, again, limiting Ice Block triggers won’t make Mage unviable. It will however, make the mode healthier.

Like, if somehow a Mage gets through x 4 Ice Block triggers, x 2 (or more) turns of Solid Alibi, and all the other stall tools Mage has and still hasn’t otked you (or at very least cleared the board)… then maybe he should lose.

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This “Platinum player” hit Rank 5 in the old ranks.
And? This platinum player went and asked a really talented player to teach him deck building and how to tech.
These things are necessary if you are gonna’ play in wild.
Otherwise I’m just gonna keep laughing at you for refusing to accept that the deck you play needs at least one slot for a revolving tech card.
And the only time I can remember calling for a card to be killed was with Time warp, because it literally shut down the game so the other person could not play, just like shudderwock, and others.
Ice block is totally beatable. It’s not a game breaker.

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