Like, they made a tech card to sit there and not tech when the meta presents the best opportunity? That’s some crazy stuff if you ask me.
I will say the mech does look pretty strong, but usually if you’re playing the long game, you’re a control deck. Thus, there should be plenty of room for a starfish not to feel overbearing. And if you’re priest, you already have at least 1-2 silences in your deck on top of AoE removal.
Finally, if this mech combo were able to be pulled off consistently/reliably in the early game, they wouldn’t nerf it, they’d nerf whatever is making it consistent. Tl;dr the card is fine
More than fine with Mage being good and having good cards.
Just frustrating when they can clear/freeze your board on repeat without you being able to touch them.
At that point it just becomes solitaire which is no fun at all.
I had this exact thing against mage, I setup a massive board, allibi 3 turns, freeze twice then otk from hand, and I do play mage as one of my main classes I have no bias when it say it can be annoying !
exactly I am seeing loads of warlock but not seeing anyone running the new location destroy card even though it’s tradable
I recall priest getting a pretty big nerf when they had a card that made you feel like you needed to kill every minion every turn, which is where rogue is right now.
I can’t actually remember what made the nerf (I was just happy it happened) but it was a couple years ago.
I expect rogue to get that treatment in two weeks.
was it caverns below ? because once they completed quest which they could do ridiculously easy any minion in play became I think a 5/5 ? I think caverns got nerfed like 5 times ?
I don’t think it was that one. It may have been the nerf to hysteria that made you not able to target your own minions due to the tiller combo, but I’m going to have to maybe dig a bit and see if I can remember.
I seem to recall the dev comment specifically noting that they didn’t like the fact that players felt like they had to kill every minion every turn to be safe.
Edit: I don’t think it was hysteria, so I will keep looking.
Here’s the dev comment from the patch notes, my emphasis added.
We’re doing two Priest changes, targeting the burst healing available in the class and their generation capabilities. Let’s start with Apotheosis—we are moving the buff down to +1/+2 to hit the card’s general power and combo capabilities. While healing will always be a strength of Priest, we want to reduce the urgency felt when dealing with Priest’s minions. Currently, it can feel like you must remove every Priest minion because of the threat Apotheosis poses. A slight reduction in the buff here should lessen that urgency and make the minions post-Apotheosis easier to deal with. The other side of this nerf is the Samuro + Apotheosis combo. The punishment for playing minions into this combo is too much at the moment, so while we’d like to keep some of that tension of resource commitment, we don’t want the punishment to be a full heal for the opponent. The reduction in attack here helps get that combo into a healthier push/pull state.
I knew they nerfed something when it felt like you had to trade everything or die, and that was 20.8.2 notes.
Had a 14/14, 13/13 , 13/13 and 12/12 Attacking on Turn 6 vs a mage… Yep definitely a skill issue. I stealthed the 1/3 on turn 3. Then played the 2/1 that reduces by 1 cost. Stealthed the now 3/5. Bounced the 2/1 twice making him a 5/7 on turn 3 stealthed. Then cloned him turn 4. with a 5/3 clone from my preperations discover card.
You would have thought that given the stealth ghosts from the location that they had to nerf they would have learned to use the ‘stealth’ keyword a bit more sparingly.
The tech card isn’t really that good, though. It’s only good against one deck, and it’s bad in most other common match ups, leaves them with mechs to re-magnetize, and doesn’t really trade well or apply and pressure.
They’re probably nerfing it to a 5 drop, yeah.
I think sparkbots are actually the real culprits, though.