I don’t run any taunts, or silence tech cards and it’s pretty insane to play against… like everything goes face, it’s silences cards and clears your board it resurrects and goes face…. Decks needs a serious nerf.
Well, you could run these, you know. I’m not saying it will guarantee a win 100%, but it couldn’t hurt.
It’s not that dificult to play against actually.
It does many things but all of they badly.
I might try the deck, basically have it since blizzard gave me a garbage signature legendary that goes in the deck. Those scumbags devs.
I agree that Shadow Priests might deserve nerf, especially the new card from the miniset that 4-mana 5/4 minion that deals 5 damage, when you dredge an undead. Aggressive stats and 0-mana Mind Blast on 4 is pretty huge. Also that 5-mana board clear is ridiculous, because it’s a potencial old flamestrike that goes face for 5 mana.
Agreed. It’s a little nuts with the 0 cost reborn they can do too.
I find one of the issues with the game currently is it’s very very difficult to make room for tech cards like silences and weapon removal and taunt cards. (Also taunt cards don’t do much)
Definitely, I was looking to see if I could add a starfish or taunt cards and by the time you find one or are able to play them youre dead anyways and those priest cards go straight face. Dredge goes face, cast a spell hit a minion then goes face, etc…
Yeah, blizz has pushed a lot of cards that passively deal a ton of damage on premium stats, but defensive/recovery minions just aren’t there to counter it.
So you race it, or die.
Not a fan.
Also partially gets around divine shields.
I only play priest, but not shadow priest. Winning by uncounterable face damage style play is not helping the fun of the game. It only adds to the toxicity of play. The card looks strong on it’s face, but because I only play priest, I can usually counter this type of deck with healing etcetera.
Problem really is that the cards are winning the games instead the of the player - IMO.
If the developers would emphasize less powerful cards, but more interesting interactions, games would be more satisfying and less toxic. I really do not understand why they push games ending before turn 6, as a standard. This is not quality player interaction -IMO
If you think running taunts somehow helps, as was hinted above, disregard that. It doesn’t.
If you’re running taunts in order to “absorb” or “prevent” damage to your face, it doesn’t really work that way against this deck…or many of the other decks in this meta.
All taunts do now is delay the inevitable. The deck doesn’t need to hit your face with minions to win, it only helps that they do.
You won’t out heal the deck or absorb the damage through taunts because healing and taunts currently suck in comparison to damage output. Thus, the real option is just to be faster with your damage…and that’s why almost all the top decks are aggro/burn decks.
Minion removal/ swap cards that don’t trigger deathrattle help as well. This is especially true for reborn/buffed minions.
Again this implies that you design your deck to be longer than 6 turns.
I don’t think you need “currently” there
Healing and taunts that can catch up to damage is more of an exception than the rule (say, reno, and even then you don’t always get rich)
Perhaps, but they haven’t always sucked. Usually, there is a 2 to 1 ratio mana wise.
For example, 4 mana deal 6 is equal to 4 mana heal 12. Health restore has almost always been twice as effective for the same cost. Fireball vs Greater Healing potion. 3 mana deal 4 is equal to 3 mana heal 8, vs Shadow Bolt vs Healing Touch as another example.
Now, let’s look at Shadow Priest minion damage with a same cost healing minion.
We’re a tad off on the healing and stats.
Point is, healing and taunts currently suck in comparison to damage output and that ratio seems to get more and more off as we power creep.
Long story short, putting a Cultist in as a taunt heal vs a Shadowed Spirit won’t do anything to help you because healing in this game sucks right now and the damage is surpassing the ratio.
Is it bad that I already miss pre-nerf Frost DK? At least that deck depended on minions and you could stabilize with taunts and heals…
Losing to Felic DH, Curse Implock, and Undead Priest feels bad and we all knew these decks would just come roaring back since they were the meta before the miniset…
This might really be the time for me to take a hiatus from Hearthstone, I was barely playing before the miniset and now it’s the same meta up through rotation.
To be fair, your examples for 2 to 1 rule were spells. Things get messy when it’s on a stick (minion).
Consider these two classic/basic cards: leper gnome (especially original pre-nerf version) vs voodoo doctor. Your 2 to 1 rule is broken right there.
Another card that breaks the 2 to 1 rule is healbot (heal 8 for 5 mana)… yet healbot was loved in its time.
And now we have blood DKs who can burst heal themselves for 10 (and draw a card) for 2 mana, possibly multiples times in a game via discover, but STILL not be enough. Control warriors and druids can also stack armor, but they too die to dedicated pressure.
Ratios are interesting to look at, but they don’t tell the whole story.
This is because you’re comparing a deathrattle with a battlecry. Battlecries are SIGNIFICANTLY stronger because they are immediate effect. This is why I compared 2 deathrattles. If you take your antique healbot example, compare it to Boomkin. See the heal and damage on Boomkin? Perfect ratio there. Compare 5 mana battlecry deal damage minions…with Antique Healbot…and you’ll find damage in the 3-4 range with no stipulations like Healbot and in the 5 damage range with condition stipulations to balance the damage.
We 100% know that Battlecry is more potent than Deathrattles because they are instantaneous so you cannot compare Battlecry with Deathrattle when comparing healing to damage ratios. You have to compare them with themselves. If you want proof that Battlecry is significantly stronger than Deathrattle, one needs only look at Showstopper vs Starfish…and Starfish had to get nerfed.
With your Gnome and Voodoo Doctor comparison, the battlecry is far more potent and thus only has 2 healing. If it was 4 healing, it would keep the ratio but the battlecry effect vs the deathrattle effect IS what causes the imbalance there. Compare deathrattles…now leper gnome deathrattle for healing accuracy would need to be 4 restore health, wouldn’t it? And sure enough, there is one that exists.
Only thing that really seems to help is transform effects. Mage and shaman can shut it down pretty easily.
5 games in a row vs this toxic deck at rank 3 it feels terrible to play against. Way too quick to kill you.