Today’s a very special day! On June 1, 2022, Blizzard released the Sunken City Mini-set continuing the trend of releasing a mini-set 10 cost minion that has do to an insane amount of stuff to justify the cost (Onyxia, Thaddius). Neptulon has never really seen much play in standard because the standard meta is way too fast and it’s a dead card for the first 9-10 turns. In wild, it’s a different story.
Big Priest has always been a problem in wild (Along with secret mage, wonder if the new mini-set tutor broke that even more!). The deck relies on getting big minions out and endless rezzing them. The only thing blizzard has ever done to nerf big priest is to up Barnes a mana in order to stop the combo he was doing by pulling a 1/1 10 mana Y’sharaaj that would pull more minions from the deck and rez to be a 10/10. Even after the nerf, this deck remained in different forms as it’s a sturdy that that relies on cheating out minions non-stop. When Neptulon was released, the deck switched over to it’s current iteration, which any wild player can tell you is miserable to play against.
This is a sample of the deck currently seeing play:
Priest
Class: Priest
Format: Wild
2x (0) Illuminate
1x (1) Shard of the Naaru
2x (1) Shadowcloth Needle
2x (2) Thrive in the Shadows
2x (2) Spirit Lash
2x (2) Shadow Visions
2x (2) Penance
2x (3) Palm Reading
2x (3) Gift of Luminance
2x (4) Hysteria
2x (4) Eternal Servitude
2x (6) Shadow Essence
2x (7) Lesser Diamond Spellstone
2x (8) Idol of Y’Shaarj
2x (9) Blood of G’huun
1x (10) Neptulon the Tidehunter
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To use this deck, copy it to your clipboard and create a new deck in Hearthstone
After the release of the SC mini-set the deck went over to having just 3 minions: Neptulon, and 2 Blood of G’Huun. Blood is a psuedo-Y’sharaaj, and Neptulon is the finisher. The goal of the deck is to use Shadow essence asap to cheat out one of the minions, which will either be a Neptulon with both its arms, or a blood which will then pull a 2nd blood or will pull Neptulon and both his arms. It’s near impossible to play a board based deck against this as Neptulon’s rush and windfury clear any board with 0 risk to itself, and the bloods quickly overwhelm you. If you kill them, the many rez ways bring them with more stats than before. The deck plays like a control deck with ways to clear and heal on the early turns, until you can pull out one of your minions.
This combo can go off turn 2 with coin if you’re able to use illuminate turn 1 to pull a shadow essence. There is no deck in the game that can deal with these huge minions early. If Neptulon is pulled and you have no way of dealing with it, you WILL be taking 24 face damage the following turn. The problem with Neptulon is every time it’s cheated out, copied, or rezzed, it summons 2 more arms, and every time it attacks, it attacks with ALL arms. A summon win condition is to stick a Neptulon and use Gift of Luminance to summon a 1/1 copy of it, which will then summon 2 more arms, allowing you to hit face for 40 damage in a single turn (This can be done turn 3 with illuminate luck).
So, we’re a year into this, well even a year later, something STILL needs to be done about it. I’ve listed a few ideas below, ideally, they would both happen:
1)Nerfs and bans now, More nerfs after rotation:
First, ban Neptulon from wild until rotation. Next, The infinite blood wall spam needs to stop. Shadow Essence and Blood of G’Huun need to both be nerfed/change where you no longer pull copies of the minions from the deck and instead pull the actual minions. No more infinite minions from blood. This will make it so Big Priest needs to be running more minions to not run out of steam completely. Finally, when Neptulon rotates something needs to be done with it, whether it be destroying the body kills all arms, or the arms having their stats tweaked, or getting rid of the rush/windfury on it. Maybe Neptulon needs to take 1 damage each time an arm hits something.
2)A complete rework of the graveyard mechanic in hearthstone:
This is the elephant in the room that needs to be addressed. The graveyard mechanic has ALWAYS been broken in hearthstone, and we can even see in standard, slime warlock and shadow priest are currently taking full advantage of it. It comes down to 2 problems; reborn and rez duplicates, and endless resummons.
A)Reborn and rez duplicates:
If you play a minion with reborn, it dies, and dies a second time, gets resummoned (with reborn), dies, and dies a second time again, how many copies of that minion are in your graveyard? In any other game, the answer would be 1. In hearthstone, the answer is 4. Same thing goes for basic rezzing. Kill a minion, it gets rezzed, suddenly there’s 2 copies in the graveyard. This needs to be changed where reborns aren’t creating additional copies. If a minion had their reborn triggered, it should not be adding a copy to the graveyard.
b)Endless Rez
Endless rez has always been a problem in the game, it’s what big priest has always thrived on. I’m proposing we end it now with a new keyword “Second Life”. If a minion gets resurrected, it is given this keyword. It can not be silenced off the minion or removed. What this keyword does is making so a minion that dies with it no longer gets added to the graveyard. This makes it so minions can only be rezzed once, ending endless rez abuse which constantly pokes its head back when any type of rez is added.