This is incredible how Paladin can combo Renewing Flames with Ursol to reach full health in just two turns. Blizzard stops one broken combo, and the Paladin player goes to make another combo op I suggest making it so that it does not hit face only minions.
Lol no, if it’s consistently hitting you for face, you’re doing something wrong. Want to nerf the life gain? Sure, but nerf all other life gain methods out there, baking soda volcano, leeches, anything with lifesteal
And before anyone makes assumptions, I don’t main Pally, I don’t main anything
So you just lost to a paladin eh?
Considering paladin has a very efficient board clear and enough draw power to have it in hand when needed, it’s hard not to take at least a couple of those to the face if they use Ursol to turn it into an aura. One Ursol…cuz I’ve seen them bounce him back and get more from Malorne, just in case they need to salt the wounds.
A board clear that requires 2 cards to even use and takes up 4 deck slots is efficient?
Suddenly thinking of Reno Jackson.
A board clear that allows their “aura” to go face, on top of whatever minions they have on board and 10 mana dragons chucking pyros at you too.
Don’t forget the 8/8 dragon that temporarily clears the board
lmao it wipes literally anything and nullifies massive tempo in a way that almost nothing else does for much less mana, and you can use either separately in many cases
get out of here with that bs haha
The problem isn’t renewing flames. It’s the weapon that reliably tutors Ursol, which then enables the renewing flames spam. I think the weapon should be changed to not guarantee that the paladin can draw Ursol before turn 8 every game.
just play imbue priest man
hero power will give you the answer
I think an easy change would be that Renewing Flames affects minions only and not Heros. It still allows the Ursoc combo, still gives the life gain, still can brutalize a board, but prevents the combo of both 30 life gain and 30 damage to opposing heros for effectively 8 mana.
Sure, just make sure to also fix all the other powerful, I mean annoying, combos like Ancient of Yore and the resurrect 2 copies cards, KJ+Wheel of Death, colossus, Tortolla+chemical spill, Paladin and Shaman imbue ramping, rogues drawing their entire deck and dropping two 8/8s on turn 3-4…am I missing any?
I don’t think anything you listed is more impactful than a two card combo dealing a combined 60 damage/healing droppable by turn 8 with no mana boost.
I play the combo myself, because it is too strong and easily playable to NOT have it in a Paladin deck. If the combo is so powerful it is almost mandatory, then it is too strong.
The deck is too good for such a low skill requirement. Thats why people here defend it so much.
Where is the 60 coming from? Turn 8 Ursol gives you renewing flames, which is 5 damage twice, that’s 10 damage, even with the 12/7 drakes, if you allowed them to ramp their imbue that high before then, that’s 34. Maybe don’t try holding off to build your own combo and apply pressure, don’t let them set up.
The aura lasts 3 turns with 10 damage and 10 healing every turn. That is a combined 60 damage/healing.
Drop minions to eat the damage? You’d have to be running a pure Spell Mage deck or protoss mage with almost no minions to not have ANYTHING on the board. It’s annoying, yes, OP, no, it takes time and luck to set up, you can easily not get any of the cards, or only get one of the cards before you get pummeled, the real problem with the deck is 1 cost imbue, and the sheer number of imbue cards the class access to
Keep in mind, I’m not disagreeing with you about some imbues being overpowered.
However, I’m not a fan of saying we aren’t going to fix something because other things are broken.
Regarding dropping minions, keep in mind the Pally always gets a full turn to respond to any mitigation attempt prior to Renewing Flames going off again and with no penalty.
It is just as easy to assume the Paladin has cards to counter any response, remove minions, etc, which nullifies that argument.
The way you describe it, I would need to have two creatures down every turn for three turns AND removal for Ursoc to mitigate the hero damage alone. That is around seven typical cards to counter a two card combo, and it still doesn’t stop the 30 health gained.
Paladin also gets some decent board clears. Sure, equality + consecration is 2 cards, but they have enough card draw that they always have it in hand when they need it. They also have a dragon that insures that your hero will eat at least 10 face damage. Not unusual to see them play multiple Ursocs in a game either.