Ursol need another nerf

Just look on HSreply this card has ▲73.6% for paladin because amount damage Renewing Flames can do to you in those turn if don’t have board to take the damage.

Yet it loses to anything that can continuously go face

4 Likes

That winrate is misleading in the same way the winrate for a combo card like sif is.

If the palidan is alive and able to play ursol, they most likely have already done everything but win the game.

Most decks that beat pali do it before the card comes down on the board

5 Likes

It’s misleading because HSreplay only shows Bronze-Gold for free, Platinum and higher costs money

1 Like

Take out the consistency of it. Any deck can put 2x weapon, 1x ursol, 2x flames and almost every game its turn 8 deal 10 heal 10 for 3 turns.

Its such a boring simplistic combo thats going to be around in pretty much every paladin deck until it rotates out due to requiring hardly any investment in deck building.

So many decks just have such boring design now and ursol is one of the many cards that have made hearthstone a snooze fest auto pilot game.

4 Likes

Its the reason i quit HS. Devs are morons

2 Likes

This is a great point. part of the reason GWENT stopped releasing expansions is because every game played out almost exactly the same. Every deck ran the “all-purpose” removal legendary and then 24 cards for their respective archetype. You get 10 cards in round 1 and draw 3 every round after.

So every game played out almost excactly the same and it got old quick

The version in witcher 3 was a game about managing resources to win 2 out of 3 rounds by maintaining card advantage. (It wasnt balaced at all but it was single playrr so no big deal)

When they changed it to draw 3 instead of draw 1 at the end of a round, it made the game way too consistent with little variance.
It was meta to play 3 cards down to 7 in round 1 and if you didnt think you could easily win you would just pass round 1 and be right back to 10 cards in hand without being punished really for passing the first round

TL;DR
There is such a thing as too much draw. It limits variance and discourages deckbuilding towards multiple lines and win cons

2 Likes

I’m fairly certain over a year ago they decided they wanted linear game play decks to be as good if not better than ones with variable win conditions. They basically sealed the deal by vomiting out an absurd amount of card draw/tutor into standard to cement this.

2 Likes

Yea im hoping that they take a lesson from GWENT’s downfall. ( though I doubt they noticed Gwent’s existence at all xD)

Resource management and card advantage only really matters when draw is limited.

I love spamming cards as much as anyone, but playing the same linear gameplan every game is boring. Its like every modern “combo” deck is really just a quest deck in disguise.
The classic combo decks that come to mind for me had alternate outs other than the full otk turn.

It’s very pronounced in Arena. A mode where value is generally king but now means literally nothing. It’s a constructed mode now that breaks the rules of deck building basically.

1 Like

The reason you quit was because you couldn’t adapt and have poor thought processes and skill. The card is overkill and usually just gets played when the paladin has already pretty much won the game.

2 Likes

Its not overkill its actually at the right exact time. Its what makes imbue Paladin so imbalanced.
Because from my experience, you can mow down an imbue Paladin with very little HP left by this turn and Ursol just completely reverses this and the dividends from imbue start rolling in and you’re pretty much done.
Its the exact situation like it was with Zarimi Priest, if you don’t kill them by turn 8 its over.
And its not just Ursol, its the Dreamwarden as well… that card is way too powerful.

1 Like

Flame needs to target minions only and that would fix this broken POS deck and still be viable.

I want to add, that tutoring accelerates the problem. Ursine Maul and All You Can Eat make everything you just described even worse.