Time warp needs a Nerf

This spell was good when it came out, however, there have been plenty of expansions that have been released since this card came into existence, however, it’s SOOOOO irritating when your opponent has the ability to repeat the spell over and over and over and you can’t do anything but sit there and watch your full health go down to zero because you no longer get a turn to play.

There are some pretty broken combo’s in wild and this is one that gets under my skin every time.

4 Likes

I think its part of wild and you right its frustrating after u build a solid board and all of a sudden its game over. Aslong you dont face it 3 times in a row, take it like a man.

I guess you have some nasty combos aswell in wild with your decks, thats why you play wild right ?

I get that wild is wild. Since standard was introduced into the game, I’ve played more wild than standard. I appreciate that some cards will get stronger as more cards are added to the game. However, Blizzard has largely ignored Wild when it comes to balancing. I don’t play wild for "nasty combos’. I play wild because there are some decks that I use to enjoy playing in Standard that have rotated out and can now only be played in wild.

i play wild. i concede when i see the warp. waste of time watching animation. ugh

8 Likes

You’ll quickly figure out when to concede to save yourself a couple minutes of watching stupid animations. I love wild but some decks are broken and a waste of time to play against. Rogue, Mage, Druid are the main offenders when it comes to playing broken combo/OTK decks. Save yourself time and move on to a different game with hope of not getting matched against another degenerate.

2 Likes

I play wild with some key counters, so I always have a shot no matter what’s being played, I just have to get lucky. But it’s SO satisfying when it works.

Lately I’m seeing Time Warp players use Deck of Lunacy and my Steamcleaner is the hardest of hard counters to that nonsense.

And if they do it other ways, there’s Theotar to steal Time Warp itself, Mutanus to remove a key minion that they use to recast it, and now Warrior has a spell destroying minion. The devs seem to have responded to broken combos by allowing ridiculous amounts of hand interaction now, and hand interaction is a must to win these days in wild if you don’t play pure aggro.

But I know that hand interaction pisses a lot of players off, so really they should just delete the broken combos.

What I’d recommend is in wild, not allowing certain cards to be in the same deck as other cards. Like if you play Time Warp, you should only be limited to cards capable of repeating the spell that existed in standard when Time Warp was in standard. Time Warp itself is not a broken card, it’s only broken in combo with other cards that it was never meant to be used with.

As for why I play wild, it’s not to execute broken combos, but to continue to use minions, spells, and combos I enjoyed when they were in standard. For example, I’m a big fan of primes and N’Zoth so I play those in Wild. But I don’t play them any differently than I did in standard, so that puts me at a slight disadvantage, especially since few are using primes or N’Zoth even in wild these days. They are just many more effective things you can do in wild.

1 Like

There are times, when they don’t pull it off correctly and don’t have the right combo, there is still the potential at times to finish them first, however, when they have the all the combo card its not possible, and that’s when they start copying the parrots to repeat the spell over and over and that’s when I will concede, because like you said, it is a waste of time sitting there till the end, when you know what the outcome is going to be.

The duke does not make sense to put in some decks, especially not in aggro decks, not in Legend. I have not seen a single person play this card in legend in the last 2 weeks. It might be in some control decks like Highlander DK, or other Highlander decks, but like I said, it make no sense to add in my decks as I mainly go up against aggro decks with a few exceptions, so its to slow of a card to run.

For any of you wild players that also play Standard, you will remember the wonderful Turtle mage deck which essentially did the exact same thing, except instead using time warp for you to miss your turn, they just keep playing copies of Tortollan Pilgrim that would repeatedly cast Blizzard, freezing your board preventing you from attacking with your minions and than doing dmg with sunweaver warmage each turn. They nerfed it in standard, yet they allow in WIld, it makes no sense. (allow it with time warp)

While I get they want to put all their love and attention into Standard, they also need to pay attention to wild.

Its starting to come to a point where they need to start addressing the unbalances in wild. However, what they have started to do rather than balance to address some cards, they have started to ban cards outright. We saw the first Ban with the warlocks SOS deck with the quest, and they have added a few more cards to the ban list since. I get that they don’t want to nerf a card that will have an understeered impact in Standard, however, these cards are going to eventually rotate into wild and you can’t keep them banned forever.

I don’t play Wild, but when I’ve seen this deck in play, it’s a huuuuge yawn fest. I think the text should include “Show your entire hand to the opponent” so they can know for sure if it’s game over instead of sitting there.

1 Like

Yep same here, concede and play on

By its design, there is no version of the current time warp that’s fun and interactive (this is kind of true of quests in general, but time warp especially so). Nerfing its mana cost to 6 or something wouldn’t fix that. The card will never be fun to play against unless it’s fundamentally reworked in some way, which will never happen.

If they get enough copies of the secret that makes them invulnerable, you can’t win, they’ll use the secret until they complete the quest and use the spell. But it’s a very inconsistent deck, most of the time they fail.

They just need to ban parot in wild.
The quest reward itself is okay. But when they spam bran and parot, then make copies with potion. Thats whats most annoying

its needs buff, not a nerf

time warp needs to cost 4 mana