I understand the combo with Drek’Thar, but for starters you don’t understand how much of a high roll that is to get exactly what you want from it and for them not to kill your minions before the next turn if that’s how you imagine playing it. What you don’t see is that there are only so many different ways you can play hearthstone and they’ve basically killed the diversity, also after playing some ignite mage I’m seeing that APM mage is a far more difficult and tactical deck, I think the problem is with ignite now, there is no reason to kill off APM mage just because they designed Drek’Thar and ignite, which in their own ways broke this interaction and I guess maybe made it unfun.
Also they are ripping away like 20k dust worth of cards in playable collection, it’s rendered several of my decks useless. I imagine if they nerfed shadowstep or something many rogue players would feel just as ticked off given how many rogue decks are based around bouncing effects back to your hand, this is really no different and if you think they wouldn’t do something like that well this is proof they would.
They could just make an exception rule so Drek’Thar won’t spawn Sorcerer’s Apprentice instead of killing super old decks we were playing for years.
I don’t even have cards from other classes because i was always disenchanting non mage cards. I just focused on my mage decks but now after the patch none of my decks can be played any longer.
I’ve spent too much time and effort making these decks and im too old to start from zero again.
To be honest i still don’t believe this update will really happen.
Amen. Exodia and questline mages were my favorite decks and they were hardly ever even viable to get to legend, they were just fun. This nerf was unneccesarily harsh.
This is total BS. Sorcerer’s Apprentice is a BASE VANILLIA mage card. It is the most common mage utility in almost every deck. Blizzard has broken pretty much every mage deck that has existed since Hearthstone came out. Some of us have spent hundreds of dollars making golden decks that are now completely useless. This was the STUPIDEST nerf Blizzard has ever made and it’s going to cost them alot of money. They are either going to refund all the money for the decks they just rendered useless, or they will have to explain it in court. This is False Inducement and Fraud to nerf a base card that has existed, unchanged, since the game released.
Sounds like a failure on Blizzard’s part. If they can’t figure out how to make new content without screwing up the existing game then they don’t deserve to be in business. People spend money on a game with the knowledge they are going to get what they pay for. Changing a base card, after someone spends money is called FRAUD. This is illegal and many other companies have been forced to refund because of this. In fact, the Google Play store purchase terms directly deal with this and makes Blizzard liable to adequately compensate the purchaser or completely refund the purchases. I have made refund claims under this policy in excess of $10,000 against other mobile gaming companies.
Well I lose both APM and Ignite, also I was just one card away from Mozaki and I had a few homebrews, I also had questline hunter. It’s more that each deck has about 4k dust of cards worth in it and I’m losing 5 decks basically, doesn’t matter if they were cheap decks or not, 20k dust in one hit is a big swing.
My point is that the nerfs are too aggressive, either leave the cards in their overpowered state or just don’t release them like that. If you came back after 2 years break or something all of your relevant cards would become obsolete basically.
I don’t agree with the apprentice nerf and I commented what would have been a better solution (imo) further up. In fact I don’t agree with many of their design decisions across multiple games, however (unlike some of you screaming fraud and lawsuits) I read the user license agreement when I created my battle net account and installed various games. It’s states (I’m paraphrasing) that the devs can change any part of any game at their discretion for any reason they want. People can be mad and they can rage about it, but the simple truth is blizzard didn’t violate your rights as a customer.
I am not sure this is correct.
APM and ignite mage shares a lot of cards, so they are basically the same deck; the only differences were ignite (800 dust) and Luna (1600 dust).
Mozaki is once again the same deck as above, with the only difference being Mozaki herself (which it’s probably the card you were missing, since the rest of the deck is made by common and rares).
Questline hunter was rightfully nerfed, it is surprising that it took so long to nerf it, so if you crafted the deck thinking of a long term investment I think it was a poor choice (baku it’s a fine craft, the questline maybe will be still good, we don’t know it yet).
In general people who play wild don’t have problems with dust: the whole point of the format is to have a wide collection of cards, so you can play many different decks (and classes).
I think the nerf on sorcerer apprentice wasn’t that aggressive at all: with 2x mana biscuits, you can do whatever OTK you could accomplish before the nerf; same with thaurissan x2.
Apprentice decks are probably too slow now for ladder, but that was the whole point of the nerf.
Every deck that could OTK that fast was nerfed: darkest hour lock, questline lock, SoS lock, snip snap lock (wow, so many lock ), gibberling druid, kaeltas druid (I know these, maybe there are others).
I think it’s the right decision, because allowing these decks would delete all other decks, so if you came back after 2 years you would have a really useless collection (imagine playing in wild against SoS lock, pirate warrior and quest hunter without any card from the last year).
I forgot how broken this card was
turn 5 shadow essence bloof of ghuun, scrapyard colossus; then you had to choose if you wanted to kill them just to see them being ressed in x2 copies, or leave them on the board, hoping to survive till turn 10 when kazakus into polymorph could win the game.
I think your list is way too large though: loatheb and luna poket galaxy aren’t problematic, for example.
Loatheb seems problematic only when the opponent has a turn 5 board full of giants and battlemaster in hand , for example
You would basically need 4 biscuits to get ignite mage going because you basically need to have 2 apprentices down, sometimes but very rarely you can pull the trigger with one out but that would be terribly inconsistent. Thaurissian would be impossible to include with the spell package because it’d be another thing that doesn’t trigger your RSW, doesn’t discount on incanters etc etc, the flamewaker also needs a fist full of spells to reach lethal. Ignite doesn’t need that so it can run whatever, tradeable, deck thinning whatever.
I’ve played both decks, APM more extensively than ignite and well actually they share 3 cards, I actually think you need to learn the decks better before you make comments like that. There are lots of variants too, in APM I would run Aluneth and Luna along side the spells package. Ignite on the other hand, I was using sandbinders and Magister Dawngrasp for the 3rd ice block.
Maybe so but if you wanted to play anything remotely competitively for the past 6 months you would have needed to craft a deck that was destined to be nerfed by that logic. The whole appeal to wild is that you are made to feel like you are not renting cards and historically that was true but lately the wild specific nerfs really make sure that you are really just renting cards.
It’s not really about what I have crafted either because I haven’t crafted many proponents of many of these decks, but I did get them from packs and I suppose in place of other cards that could have been useful, in hearthstone basically you get 4-6 legendaries, a handful of epics maybe 8-10 and about 3200 dust per expansion, it’s basically up to you to try make the best use of these resources, if you want to go making half of someones collection useless in one hit then you might as well make the rewards higher or else you’re going to lose a lot of player base and in my case over the past 4 years where I’ve actually owned full decks they tend to destroy at least one deck I own every 2 months on average.
they are problematic…you have to see ahead of whats gonna occur if everything gets fix
Loatheb need change from 5 mana increase to 2
Luna Pocket Galaxy tone it down to 3 mana minions up from 1 mana cost minions…almost tempt to see it bump to 4 mana but i think 3 mana should get a test run first…the spell itself can cost 6…that part is irrelevant…the effect is what need to be look at
Dawngrasp the hero card?
It was completely unnecessary, even 2x iceblock were too much from my experience.
With ignite mage, you have to play a 5 mana elemental, which is conveniently discounted by 2 by a 0 mana spell; it was very rare to not win before turn 10, that’s why i don’t think dawngrasp was a core card to the deck.
(And it’s still useful in standard, it’s not unplayable because now ignite mage is slower)
You just need 1 to make apprentice 2 mana.
Then the 5 mana elemental.
Then the 4 mana spell that now costs 3 to duplicate apprentice.
Then you do infinite ignite.
You don’t even need biscuits since you have the card to discount elementals.
It’s easier than it seems, if you want i share the deck i used prenerf
I don’t remember seeing this card op even before UiS.
I saw it in higlander mage, but it was played from turn 5 and then they need to draw minions, so it wasn’t hard to survive long enough to make the effect counterable.