What is the counter to "The Jailer" card? What am I missing?

Once played, how are the remaining minions possibly countered? They appear to be immune to everything, even battle cries. So with that being the case how does one possibly win if your opponent plays this card?

Out of no where a Jailer/Malganis combo came out in duels. It’s an amazing set up. They burn through their deck fairly quickly, reduce the cost of cards in hand to 1 then play the combo that includes jailer and Mal. They have immune minions amd their hero is immune.

As far as I know there are only a few cards that can beat it. Priest has a few options and Warlock has 1. Rogue has 1. I am terrible with remembering card names so bare with me. Rogue can send them all back to the hand. That doesn’t kill them, just empties the board. Warlock has that 8 cost card that destroys board. Priest can send them all back into the deck and has a silence and destroy card.

At this point in duels, a card like that or one of the board killing treasures may have to be added whenever possible.

Priest has Whirlpool, and Shadow Word: Ruin. Warlock has Twisting Nether and Gigafin. Mage can freeze the entire board and Shattering Blast. Rogue can Scabbs return all minions to hand. Hunter with multiple Deadly Shots can take out some immune minions. Warrior can Brawl most of the immune minions away, or all of them if they win the brawl.

Anything that has an aoe effect that doesn’t target and destroys minions can destroy immune minions.

It depends on the deck you are playing and the game state.

If you are playing a board-based strategy and the opponent is ahead on board when they play The Jailer, you have probably lost (that’s the point). If you are ahead on board, you should be in a position to race your opponent as they will be in fatigue and their immune minions cannot have taunt, while your non-immune minions can.

If you are playing a control strategy, you need to be smart with your unconditional clears (Brawl, Whirlpool, Shadow Word: Ruin etc). Make sure to hold these until absolutely critical so you can get as many minions and fatigue ticks out of each removal as possible. Cards like Theotar and Mutanus are also useful here - their minions are not immune in the hand. Protect your life total with taunts and heals and by threatening damage and attempt to grind them out.

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you play warlock, you use curse of agony and tamsin and watch the opposing players die of 7-12 tick of fatigue.

Additionally, you can clear the board with twisted nether and gigafin.

Ok, but I do have to tell you that aoe battle cry definitely doesn’t work. I used Sire Denathrius (with a pretty big infusion charge) and the hits that went to the immune minions did nothing. Only the hits that went to the hero did damage and healed me. I’ll have to try the aoe spells you talk about.

Sire D has no Destroy effect, “Destroy” is a keyword that annihilates minion regardless (and the occasional hero). Jailer’s Immune make only untargeted Destroy viable.

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Deathwing is neutral and it would kill immune minions.

Theotar. And yet everyone wants to nerf it.

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A 6-7 mana Theotar would still counter 10 mana cards. Derp.

Theotar isn’t “broken” because it’s 4 mana. Derp.

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It’s more broken because it’s 4 mana. Derp.

That’s why Theotar is such a terrible card, if anyone comes up with a strategy, no matter what it is, Theotar can always be able to counter it if that strategy has no redundancies, just awful design.

Anyhow, the original question about jailer, as others have stated if your board is locked when jailer lands it will be near impossible to clear your own minions.

In terms of win conditions, jailer is not that strong, you can for example play Kaz and get wand of disintegration. Also you can just roll wand as a treasure in duels.

If your plan is simply to out value your opponent, well that is near impossible if they drop jailer, everyone is on an immediate timer.

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Malganis makes hero immune. Including fatigue/curse ticks.

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Please explain why Theotar is broken because it’s 4 mana. I want to hear in detail why 4 mana is what breaks the card and that how at 6 mana it would suddenly fix the broken aspect of the card.

Theotar can still counter lategame strategies without breaking early and midgame strategies. Derp.

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You didn’t answer the question, and that’s likely because you know the stats don’t match your bogus assertion.

Fact is, Theotar gets played on TURN 8 average…meaning people hold onto him and he’s not doing busted things on turn 4. Thus, whether Theotar costs 4 mana or 6 mana doesn’t nerf the “broken” aspect people have with him.

You know that, but you don’t want to say it.

You just want to keep pushing a “4 mana is what makes him broken” narrative. You know that’s not true, I know that’s not true and so does everyone else.

No one is complaining that Theotar is broken because he comes down on turn 4 and 4 mana is broken.

It’s that (countering aggros high end/finisher) at turn 3 with coin) plus you can offset the tempo-loss by weaving him with other stuff, as well as average handsizes at turn 4 vs. 8, as well as how easy he is to play around at varying stages of the game. You already understand this though, so I guess I’m just reiterating common sense at this point.

I’d be fine if he was a discover 2 cards on both sides, plus a mana increase. Maybe compromise at 5 mana if the discovery pool decreases.

If you think people are playing him and coining him out on turn 3 against aggro in some desperate hope that their high end card is in hand that early you’re sorely mistaken.

People aren’t coining him out on 3 against AGGRO. That’s absurd.

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Heh whatever you say boss. The possibility exists, and sometimes is the correct and obvious or only play.