Why does Priest always get such strong cards?

They just got a 1 cost spell that silences all enemy minions, which is GREAT value, plus they got an easy to complete quest that gives them a spell to instantly win, with no opportunities to counter them at all, we just rely on their deck being too slow, but it’s just going to be a mill deck, with them drawing cheap healing spells and then winning. Why is Priest like this?

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If you call having to play on curve until turn 8, playing Xyrella on 9, and having the “instantly win” spell shuffled in your deck easy, then you have a weird definition of strong. Especially with other quests finishing on turn 6/7.

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Ok, but you understand that a game that last 6/7 turns is, well, lame, right? Games that last longer are Way more fun, but cards like these make the late game totally pointless. Do you enjoy games only lasting 6/7 turns?

Also, ‘instantly’ is obviously going to be relative. Once they draw the card, they win.

PS- Priest is the only class I’ve seen using the pig that resets your mana, and how are we supposed to stop that? I can’t stop him summoning these pigs, I can’t destroy the weapon because it resets my mana, and I often can’t kill them fast enough because they’re using Priests super strong healing spells, mind control, board clears, board silencing, etc…

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There are people out there that will deny that priest are completely broken. Don’t listen to them. The only deck I’ve seen destroy a priest was Burn Shaman as they can’t counted two spell power Phoenix’s plus any other SP mobs you drop late in the game and really cheap lightning bolts plus two cards that copy the spell you cast (lightning bolt) granting you 3 that can easily total 30 damage that can go over a taunt and priest have no spell interrupts.

Ahh that’s a fun deck to mess up a priest, plus shammy having a few heal cards can keep you afloat. Lol I miss that deck. I play it just to own priest. :smiley:

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dunno in which universe you exist, but in mine quest priest in standard is 25% winrate even if the draw is perfect. Not once would I get the shard (which costs 10 mana btw) right after finishing the quest, it’s usually burried at the bottom of the deck. In Wild, the sword from boar is actually feasible to some degree and insanely fun to play. But even then if you dont put it on the board by turn 3, you’re dead meat. So please go crying over one card that is situational at best somewhere else

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First off, rude. Secondly, compare it to something like the 20/20 shadow, minion, thing, which requires you to draw three cards, the last of which always seems to be at the bottom of the other person’s deck. This discourages the player trying to draw lots of cards, but at least they have some input, vs a quest which provides multiple benefits, including a 7/7 taunt for 5 mana if you’re forgetting. None of this content feels balanced with past content, and I’m left wondering why.

You claim it’s a weak deck, maybe in competitive, but it’s everywhere in casual right now since people are having fun with it, but now we need decks to counter it, and I’m asking you, how? How do you beet a deck that gives you a 15 damage weapon and resets you to 0 mana, or a deck that gives itself an instant-win card and just needs to draw it?

i want try the drugs you are using for see what you see

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Hahahaha Troll post of the day

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These forums are pointless if all anyone does here is deny the existence of unbalanced cards. Eg. A one mana card that silences all enemy minions, that’s SO good, why does it cost 1 mana?

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What is or isn’t good is decided by the card’s usefullness in the game. Not by cost/effect comparison.

What are you silencing? The nonexistent mage minions? The non existent hunter minions? The nonexistent druid minions? The 8/8 flesh giants with zero abilities on the battlefield?

Currently, that card is completly useless. Therefore, it is not a good card.

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You’re listing its usefulness against decks that don’t use minions or abilities, in a card-game where ~60% of the cards are minions with special abilities… Most of the best or most interesting abilities are reserved for expensive minions, so for someone to play up to turn 7+, spend all their mana on a really fun minion or combo, for it to be undone by a 1 cost spell, well, it’s insulting.

Also, I’m basing this on cost, cost efficiency, general usefulness/impact, combo potential, difficulty to use, and a card’s ability to counter the opponent’s cards. A lot of silence cards were nerfed in the past because they were considered too, idk, anti-climactic. The ability to render a minion’s ability moot is, a lot. Most minions or spells capable of silencing can only target a single minion, all minions, or your own minions, plus most had their prices increased since Silence is a powerful ability they didn’t want taking over. Why is it that Priest gets the ‘best’ version of silencing, at such a low price, when they already have so many cards cable of directly countering minions…?

Maybe this is hitting me harder than you because maybe you use non-minion decks? I enjoy minions, and I use a lot of spells too, but the most interesting games are those with the most interesting cards, that really change up the game, make it unique. I played a few games this morning, and it was Shudderwock three times in a row. I’m just not seeing any diversity, since decks are revolving around specific, extremely powerful cards, usually those that don’t give the other player an opportunity to counter.

Ok, now I am sure you are just a troll. Doesn’t matter whether the most cards are minions, if those minions a) don’t have any silnecne-worthy abilities, or b) are not played at all.

I listed everything I was playing against past 3 days. If I played priest, the “so powerful” silence card would be a dead card in my hand every single game.

I didn’t play against a single priest. Perhaps because I don’t have negative mmr…

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Priest looks great…if there were no aggro shamans and mages in standard.

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The Priest Questline and Shard of the Naaru are both so uber OP that the best Priest deck is Shadow Priest and that deck has a ~43% winrate.

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It’s not always about the win-rate, it’s about the experience. If they can turn a powerful minion into a near useless one with 1 mana, it’s frustrating. Eg. That minion which makes all targeted affects random. That’s an interesting card and renders a lot of cards far more risky, like Mind control and pyroblast. It has low attack and health, but it’s a powerful ability. Canceling it with 1 mana would be, effective, but they did they spend 9 mana on that ability if it can be countered with 1 mana?

Ps- I’m not a troll because a deck/card Can be countered by another class, that’s not what I’m trying to say. I’m saying that some classes don’t have the tools to effectively counter these cards/decks. One class shouldn’t be at a drastic disadvantage because another class has cards they Can’t adapt to… I’m not sure why, but the game pairs me against Priests and Shamans, a lot… They tend to have a lot of anti-minion abilities that As far as I can tell, can’t be countered. I began using cards that granted my minions immunity to spells, and that helped a lot, but now even this is useless since this 1 cost spell can counter my anti-magic… Why should giving a minion anti-magic abilities cost so much more than the ability to remove that protection?

What you’re saying sounds more like “My opponent can counter what I do, please make them stop.” than anything reasonable.

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I’m literally asking, for suggestions, and an explanation. All people do on these forums is say the cards are balanced and fair. Why does Priest get these strong cards that counter so efficiently? I’m tired of building decks specifically to counter Priest spells, just for them to get More spells that undermine all my attempts to counter their spells. When the game released spells weren’t mana-efficient. They were powerful, but more expensive. Now people have decks made up of entirely spells, which are more mana efficient than trying to use minions. Why?

you are not just asking.
you conclude that x card is strong and then ask about that.
hence the blow back.

and by the looks of it right now priest is the most non strong class
so it hard to take you seriously.

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Minions are more mana efficient damage sources than spells outside specific setups.

If the opponent does not take action to remove a minion, that minion can potentially deal infinite damage (over an infinite amount of turns). The vast majority of spells have a one time effect.

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In theory, yes, and that used to be my experience, but I’m matched against classes seemingly non-stop that use spells to remove, destroy, control, devolve, etc my minions. I don’t know why my experience differs from yours, but the matchmaking doesn’t seem truly random to me; that, or these really are the decks people use. I started using the deck tracker mod and there are some classes I never get matched against, and about 30% of the time I match against a Priest. That sounds weird, right?