So what abour Collosus

Deck got bypassed and continues to just wreck the board and Face…

Remove the damage to player from collusus to bring it in line with all the counters for it you just took away.

The increase to the protoss cards did nothing to it.

Remove the discount cost and just make it a solid 10 drop to prevent bouncing so they don’t play it 4 times.

They already get a board wipe and a face they shouldn’t be able to repeat it for 120 damage with a 15 build up.

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Colossus itself isn’t an issue if it goes late game. It’s that their board is extremely powerful before Colossus. It’s almost like having a Swarm Shaman/Terran Shaman AND Colossus.

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Yes it is a problem, no reason to do that much face damage while clearing the board 2 times. Should get 50% less damage to characters.

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It looks like the best deck in the game, in the post-nerf top 1K stats, so we may be onto something here.

Is it? I’ve been utterly destroying it with a plain, non protoss imbue list.

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I do not find it to be good at all, honestly. If you cannot get under mage what are you even doing?

What are you talking about? Mage has a ton of armor gain and removal at present. It’s not easy to get under mage unless you’re playing a very aggressive deck.

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Which they just nerfed to hell gutting the hunter rush that had a shot at it

It’s not colossus that’s an issue. It’s cards like Brewmaster that break fun and interesting cards like colossus, boomboss, etc

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Colossus is how a card of that power should be designed. Huge pay off and damage but plenty of time for your opponent to beat it or be prepared to handle when they are played. Their discount is incremental and small as opposed to others that are reduced to near in one shot with no work done to get to the payoff. The former is how you do it and the latter is poor design.

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They do not have enough time to stop you … only if they are playing hyper rush and you dont get any options to stop it. Any midrange deck doesn’t have that damage output… Oh you played one minion a turn It died before it ever got to swing.

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Mid range deck that just drop on curve would always have a tough game against Protoss Mage. that’s not exactly shocking news. It sucks but that’s just the game. You would get the same result against Hunter and DK currently.

So yeah… so pretty much only a hard rush… and that got nerfed cause of spawning pool interferes with the flow now at turn 2

ATM everything at the top is some form of aggressive deck. Not a whole lot of counter play cards to stop a wide aggressive board for the majority of the classes.

I might had been a fluke of the first few hours of the patch. It’s now clearly not the best.

PS the top 1K is extra sensitive to other effects, like 1 dude countering 1 specific dude.

Mainly the priest. Others are 7 min duration (priest is 5) and that’s “combo”(mid-range) territory. There are a couple of 6-min decks and those are sort of aggro but start slowing down and probably have some round 8-10 explosive solution.

PS also a handbuff hunter is very fast and does well, but I don’t know if it will survive (at least I wouldn’t want to play that deck (not fun to depend on the luck of the first 3 rounds()).

Malted Magma got nerfed to only minions but collosus is okay by design, is exactly the kind of b.s. that made me stop caring about ladder and constructed

ANd despite that, Malted Magma is still a part of every Shaman deck xDD

Nebula one (Norwis playing it in top 15) and in my homebrew, rocking this meta xD

Not really.

The removal is MEH at best and armor alone can’t stop people If they are hitting hard every turn.

I not really against nerf anything starcraft related to deletion but we don’t need to lie to achieve it. In fact It only weakens the cause when we do.

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If a deck is hitting EVERY turn, that’s a pretty aggressive deck.

Mage’s removal/armor gain/freezing is more than enough to keep a lot of the midrange/tempo decks at bay while they develop their colossus.

But honestly just having a card which can do 10 to sometimes 28 damage from hand is ridiculous.

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