Tired of letting DH getting away with drawing through their entire deck by turn 10 and then being able to play 30 mana worth of cards to OTK you regardless of board, health or armor state just because.
Clown strategy which plays out exactly the same time, no matter what you play, the DH strategy is exactly the same every game. No need to think or adapt, just ridiculously poor incentive for a strategy card game
Itâs kinda funny, I Theotarâd this Demon Hunterâs Dimensions on 6 the turn before he was going to vault it. He turns around and discovers a 4 mana one off Vizier and vault dimensions anyway into Kurtrus, Relic of Phantasms and other stuff. Really funny moment.
I remember those days⌠now on turn 8 they play brann, +spell dmg minion and jace and do 40 dmg to your face and heal themselves 2 times over⌠my fave!
No they werenât, they just didnât immediately make an impact. Sick of Blizzard buffing cards just because theyâre not immediately in a meta deck.
Especially scaling cards that make Jade Idol look bad.
How is two 1/1s for 3 good?
How is draw 2 and reduce their cost by 1 for 6 good?
How is deal 1 damage twice randomly for 1 good?
Consider that druid has a better version of Relic of Dimension (without upgrades) than DH, but it doesnât saw play and it got released with the Gadgetzan set. Relics arenât the problem and are actually very slow, but itâs the location that makes them problematic like all doubling effect cards kinda. No matter if it is Brann, Rivendare or DHâs location, but all this cards can cause trouble, because they double the effect.
3 mana 2x 2/2s isnât good either, because it is too slow. Same for 6 mana draw two and reduce by 2, but it is great, if used with location or after the 8-mana minion. As I said the location makes this cards incredible like Brann makes Battlecrys insane, but on itâs own this cards are rather weak in todays meta.
Yes by some wanky decks, but it wasnât really great part of the meta at the time, at least I donât remember it being used often compared to other cards at this time.
Thatâs Landscaping. Itâs just an average acceptable card, but it also powers up your other cards. So itâs doing more than just being a 3 mana summon 2 2/2s.
6 mana draw 2, reduce by 2 is just good. No limitation on card type, youâre netting 2 mana from that. So unless you whiff and draw cards that cost less than 2 itâs good.
The design team IMO needs to stop looking at these cards in this weird vaccuum and understanding that everything is contextual. In a tight, intense match up, yes, the relics are hard to make work, but with even a little bit of leeway, they can run away like a freight train. And itâs not good for the gameâs control and even midrange match ups to have these cards that just keep getting stronger and stronger as the game goes on. And not even in a multiplicative way like say, with the hero cards. But in an exponential way.
Youâd think theyâd have learned that from how hated Jade Druid was, but I guess they didnât. Because now there are multiple Jade Druids.
Druid just didnât need it. It had 5 mana Nourish which did a lot more work, more reliably.
I liked the jade concept and I play all Jade variants, including DHâs relics. Thatâs why I am biased about it, but I get your point. Rogue one is probably my favorite at the monent and it can be really cheesy with Scourge Illusionist and the double DR âlocationâ.
But even that is too slow for current decks like Deathrattle Rogue or other today Burn/tempo decks.
So you say that it would see play in todays meta, if it would be in the core set, because Nourish is 6 mana?
It would really depend. The other issue was Druid decks are very spell-heavy for it. I just meant Nourish was a better card.
Druid really doesnât lack card draw or mana cheat and never really has.
Sure⌠but they really need to rethink their whole stance on burn too. In terms of volume and in terms of power. A lot of decks they want to exist (like Taunt warrior for example) are just completely forced out by burn.
No they should nerf burn pretty much across the board, I think except for shaman every burn class has way too much of it, and itâs way too strong. Taunt is fine as is.
One thing they love doing now too, that they never did, even when the game was super burn heavy in classic or GVG is just: every single card goes face. Shadow Word: Undeath goes face. The Priest location goes face. Mage has like 12 spell cards that go face and are at least 1:1 in terms of mana:damage. Hunterâs not far behind there either.
I think itâs meant to offset how much lifegain theyâve added to the game, where thereâs a lot of tempo neutral armor & healing in the game now which used to be much more limited. But personally Iâd rather just have less lifegain and less burn damage, it makes the game a little more dynamic than watching life totals go up and down all the time.
On their own, the Relic cards arenât particularly strong. Itâs the fact that you can double them up with the DH location that really makes them bonkers. Sure, draw 2 reduce cost by 1 for 6 mana isnât goodâŚbut draw 4 reduce mana cost by 3 or 4 IS bonkers, especially in a deck that runs mostly low to mid cost cards.
Literally everything triggers somebody and everyone thinks the thing that triggers them is the one thing that âshouldnât existâ because âbad play patternsâ. Some of you even double or triple dip into multiple of these things.
How does it not make sense? What part of it doesnât make sense to you? Power creep & bad design choices are rampant.
Just because you donât agree or donât understand it doesnât mean it doesnât make sense.
Iâm saying theyâve improved lifegain, so they buffed damage to compensate/match it. But people only have so much total health and not every deck and every class runs lifegain.
Lifegain is pretty silly to begin with, though. Like Unleash Fel is a pretty hard powercrept card without the manathirst.
It should be something like âIf you played a Relic the previous turnâ or something to that affect imo. It wonât stop Dimensions, but it puts more of a tax on the pay off.