Make DK limit to 5 runes

I think Blizz should up the limit for DK Deckbuilding to 5 runes.

That ways we still cant use 2x3 runes payoff cards but the limitation are much less constricting. Also we can use payoff cards and tech the rest much better.

Otherwise DK is a hit or miss each expansion due to Blizz printing support for one rune only.
Like plagues were weak on arrival etc. And if this trend continues DK will be remain average/bellow average with fractured concepts among runes.

What do you think ?

I think rune limitation sucks so I agree with anything that improves it.

Probably could go to 4 runes first, and see how it goes. But it would go against the “class identity” of DK if you could use triple rune cards of one colour with any other colour of runes.

That, of course, is precisely why the rune system exists. You have to make a choice between the power of triple rune cards, or the flexibility of being able to use a larger choice of weaker cards. That is DK’s “class identity”.

Also, having 4 (or 5) runes would also make the “rainbow DK” look odd. With 4 or 5 runes, you couldn’t split them evenly between the 3 types. And, of course, you couldn’t go “pure blood” (or whatever). Sure, it would give the player more choice, but again… “class identity”.

However, a better idea would probably be to have a look at the cards themselves and buff some of them by reducing the rune requirements.

Excavate has been an extremely successful package for DK and this would remove the point of the rune system altogether.

It’s a deckbuilding challenge. Being locked out of card draw or the excavate package because you want Grave Strength and Marrowgar is the point. The fact that Marrowgar and Vampiric Blood are still so attractive, they’re seen as indispensable speaks more to how broken they are than anything.

Which is what they’ve been doing.

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Cool. I must have missed it. I’m thinking since a load of really old cards got buffed for twist, and DK/DH haven’t turned up in twist yet, the twist relaunch would be a good time to add those classes and buff some of their older cards.

Assuming Twist format has any sort of future, of course.

But yeah… its better to buff a few cards that might be seen as underused, than buff the entire class by buffing the rune system as a whole. And less likely to go horribly wrong.

DK isn’t old enough for that to matter.

DH and DK will rotate in and out of Twist depending on if the format is appropriate for it or not.

They bumped the Unholy Giant down to 1 Unholy from 2 (which… isn’t one that was on my radar, but whatever.)

At this point, they’re going to be building whatever DK’s core set is for next year (likely a 32 card set). Unless they wanna change up the 3 rune packages, I imagine they’ll keep Marrowgar/GS, Deathwhisper/FWF and Mograine/VB because those have proven to mostly be effective packages. (Well not Deathwhisper/FWF, but it’s a fairly strong package anyway)

They could nerf and bump Plagued Grain, Marrow Manipulator and SoulStealer down to 2 rune cards maybe. But I think they typically don’t nerf cards they put in the core set, so maybe they just leave SoulStealer and Marrow Manipulator as is and bump them down, even though that’d be kinda silly.

So… anyway point is, I don’t see them making too many core/Path of Arthas/March rune changes until rotation. The only current year card I think they could bump the rune cost down on are Death Metal Knight and Kvaldir.

If they done that blizzard would just screw it sometime releasing 4 rune cards let’s be fair. It’s how blizzard design works.

It’s better to either take the dificult path and balance it with 3 or just remove the runes and rebalance the entire thing.

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No. You don’t fix a system like this by adding more runes, you fix it by reducing the rune requirements of certain cards.

Also the DK Discover system nerf is and always was stupid, and should be reverted.

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In ideal world yes but Blizzard will do absolute minimum or nothing, that is why raising the cap to 4 or 5 runes for deckbuilding is only thing we might get.

Cards getting rebalanced is unrealistic unfortunately.

Make Corpse Explosion a single Blood Rune and you fix most of DK’s problems.

150% this! Those triple rune cards are outclassed by many other class cards now.

If they do that, there will (probably) be unintended interactions/ combos. This means they would then have to put some effort into nerfing anything that becomes OP. And that also means giving out more dust.

If they’re going to do anything, I think it will be to reduce the rune requirements of underplayed cards.

IIRC, that rule means you can’t discover triple rune cards, even if you’re playing a triple rune deck.

The trouble with the discover mechanic is it is very powerful with a limited discover pool, and since the discover pool of DK cards is limited by runes, it was too easy to discover the card you want.

How would you fix the problem?

By printing more cards, and that’s probably what they are waiting for before bringing that system back.

The way they’ve designed the triple rune cards, is they’re very much balanced around only having access to them if you pick those runes.

Some of the cards have been outclassed maybe (Mograine was never great), but some of them haven’t (Frostwyrm’s Fury and Vampiric Blood in particular are insanely good when discovered and discounted and the only reason Frost Wyrm’s Fury has been kinda sidelined is because frost DK has).

I don’t really get why people have an issue with them curating the discover pools, I think they should do it more. Some cards are just not healthy to discover.

That’d be so nuts. Corpse Explosion is one of the strongest removals in the game. Blood Boil could maybe be one blood rune, but Corpse Explosion? Especially in Rainbow would be very, very powerful.

I don’t know if that’s an accurate description of the problem. The way I remember it, the problem was triple Blood decks discovering the triple Frost rune Frostwyrm’s Fury. Prior to the change, the discover pool was every class card, but because the class was new this was still a rather small pool. You don’t solve the problem of the small pool by making the pool even smaller.

That said, what you point to is a separate problem, one that aggravated the situation: not only was Blood finding Fury, but it was finding it relatively often because of the small card pool. But this was caused not by the rune system, but by the fact that DK was a relatively new class and simply didn’t have that many cards. The key thing to understand about this problem is that it’s temporary. Print a couple expansions worth of new DK cards and it just goes away.

I’m not sure, but it definitely wouldn’t include preventing a triple Blood DK from discovering triple Blood cards. At this point, reverting the change would be better than keeping it, even with zero additional solution, because the class card pool isn’t small anymore.

There are easily a dozen+ cards that do a better job clearing the board and don’t require a premium resource to fuel them. It’s a good sweeper card but it is far from OP and broken.

Uh like what?

It’s a defile except you don’t need to line anything up. Using up your corpses kinda sucks, but the card’s actual impact is huge.

I like the rune restrictions as they are. Ditto the Discover restriction (it would be nice if Mage had some). These limitations make deckbuilding more interesting, lend the DK class flavor, and leave plenty on the table to choose from.

Pick ANY spell or minion that hits the board with damage or outright board removal besides something in DK with a corpse requirement. They are ALL better cards. The DK player has to fuel that corpse explosion and then watch that premium resource disappear. Leaving them without that resource for other cards and needing to spend more time rebuilding it. It’s not like you can use explosion back to back on 5 and 6 to keep clearing boards.

This is not the name of a card. This is just more “everything else is better”.

Clean the Scene doesn’t deal with deathrattles or reborn. Harmonic Pop doesn’t deal with Divine Shield or Deathrattles or Reborn. Blood Boil heals but doesn’t deal with those things either.

Everything else is way less effective.

And you can use Corpse Explosion twice if you have enough corpses, but people tend to just build the typical reactive Blood DK deck rather than something that plays minions. Which… fair, that’s how the game is designed. Why play an early game that loses you vs. other high value decks.

But I still wouldn’t make Corpse Explosion 1B for a multitude of reasons.