After a week of Mecha’thun Stealer of Souls, we are now seeing more and more annoying variants of the deck. The new version with King Togwaggle feels extra cruel because they will have a copy of the ransom from Azalina Soulthief and can take your own deck twice while paying no mana. If this isn’t game breaking, I don’t know what is. I predict that the King Togwaggle version will be the more consistent of the Stealer of Souls decks and the most annoying. The game was likely better off without the mini-set, I never imagined something worse than flamewaker mage could appear, but I was wrong.
Nerf suggestions?
-Rework the keyword Immune
-Remove demon tag from Stealer of Souls
-nerf plot twist to 3 mana
I would be interested to hear how other people would nerf it. The demon tag allows for these early swings, but the root of the problem is the broken interaction with immune and the effect of Stealer of Souls. Since it has the demon tag, OTK with a coin is possible on turn 3. It is unlikely to play demonic studies on turn 1 and 2, but having two chances to discover Stealer of Souls increase the likelihood of having Stealer of Souls further if that occurs. Then all that is necessary is plot twist, game over on turn 3.
Demonic Studies+ Stealer of Souls+ Plot Twist+Free Admission+Violet Illusionist= early game OTK
The problem is the interaction with the keyword Immune and how Stealer of Souls plays cards for health instead of mana when drawn. This breaks the game because the player can play an entire deck in one turn, then use Togwaggle to give you a burned deck on turn 4.
The worst part is that even if you try to pay Togwaggle ransom, they already played Azalina Soulthief the prior turn so they can just take your deck back and they have a copy of your hand with a hero power that lets them draw your deck. It’s sickening. I am matching high legend players now who use the deck and I know its only a matter of time before people catch on and drop the Meca OTK for this.
It already spreaded out of control. I saw many versions of SoS deck. Standard with Mecha’Thun, Darkest Hour like version which drops all their big stuff on turn 6 and locks your spells with Nerubian Unravelers, Alexstraszas version (one reduce your health to 15 + Brann + then new Alex twice time 8 in your face for 31 damage.) Reno version of SoS is there as well, Togg I didn’t encounter but it seems as annoying as the rest.
The real question is: how is togwaggle warlock stronger than mechatun warlock?
it’s not needed imo
it doesn’t do much
it would make the card unplayable and it’s already bad enough
I would “nerf/buff” stealer to “draw one card: it costs health”, so it won’t be completely useless in standard.
Nerfing other cards isn’t a good solution, because they are played in other decks and you risk to ruin them (quest warlock, for example).
I’m thinking about how to make the card good for standard too.
Right now, it’s not usefull at all; if it affects only spells, I think it would remain useless in standard forever
IMO Lifetap is the biggest problem for Warlock in wild, and it will continue to be one.
Look at the Warlock decks that have been nerfed for wild.
They all draw so quick that the downsides of their cards are irrelevant, and even fed by the use of Lifetap.
Just my 2c. Change Lifetap, or Warlock will always be pushing the limits between balanced and broken (in wild).
E: I dont mean to literally nerf Lifetap BTW, just saying that if you look at history, Warlock has been the most nerfed class in the format. All of those decks were fueled by Lifetap.
Well yes, card draw is always something that combo decks want and potential 1 extra card each turn is huge for such decks. Most of decks that were nerfed because of being too strong for Wild were combo. Aggro, Mid-Range, Mill (sometimes very annoying but not the worst) or Control are usually not that oppressive and more interactive to play against.
You’re seeing some experimentation in standard now. With the zero hero power guy it ain’t a bad opening for a big demon deck. A little high rolly, but without immune in standard it just gives you an edge, it doesn’t win the game. I hope they don’t completely destroy the card.
I don’t think you understand the ease that this can be achieved when Warlock has access to so much card draw. It doesn’t matter how many cards make the combo once the player has immune and Stealer of Souls. I was explaining why Togwaggle Warlock is worse than Togwaggle Druid. It can be achieved in the early game. OTK on turn 3 is possible.
Maybe i am not playing it right, but I usually get SOS by turn 4, but plot twist is a bit more tricky. In half the time where i get it or discover it, sometimes i dont draw an immunity minion. and the animation is so slow that i cant wait until end of the plot twist to play cards, so i sometimes end up hitting myself too much.
Then i will lose to aggro. I dont have mechathun, so am using big minions as win con.
There is a difference here. By using the finisher Azalina/Togwaggle instead of Mecha’thun/Cataclysm, the entire deck does not have to be deleted, but it will be enough to win the game because there are no options left at that point. I think it can be more consistent because the win condition is not delete the entire deck, its just enough to cripple. The topic is intended to show that Azalina/Togwaggle adds an extra layer of cruelty to a broken mechanic in the game. To me it’s like having the psychological impact of Tickatus (some variants actually include this card btw), but ramped up significantly in the early game to where there is little to no possible response. Some variants will throw down loatheb as well. There is no limit to what minions can come out or cards played. By going for a combo where is it not technically OTK, there is more flexibility in terms of being limited to cards played by animation, something that the Mecha’thun/Cataclysm combo has to deal with.