Many people were concerned as soon as Archivist Elysiana was revealed. It is an immensely powerful tool for control decks, no doubt, but its powers have affected the game in unprecedented ways: It is now perfectly normal for a control mirror to end in a 45-turn draw, and tournament schedules have been hurt by hour-long control matches. Some single-day qualifier tournaments have lasted more than 15 hours from start to finish thanks to control matchups taking ages!
Whether you are playing on the ladder or in a tournament, queueing a control deck risks running into a mirror matchup and spending a long time in a single game. Even when the game does not end in a draw, it goes on for a long time and the cards provided to each player by Archivist Elysiana play a key role in deciding the winner.
The Role of Control Decks in Hearthstone
Hearthstone is naturally a tempo-oriented game. Several design decisions promote aggressive strategies, such as attacker’s advantage (attacker chooses the targets, whereas in many other games defender chooses blockers), guaranteed mana each turn, and a very powerful mulligan where you can keep individual cards and no value is lost regardless of how many cards you want to change.
All of this means that Hearthstone is a faster-paced game than other similar card games, and the top decks in the game are almost always aggressive decks, even when they are not pure aggro decks. You can also view recent design decisions in this light: the move away from Charge and towards Rush, for example, limits the power of aggressive decks and provides balance to the inherent advantage aggressive decks have based on the rules of the game.
However, a game with only aggro decks would quickly become boring. Variety is needed, and it has traditionally been provided by control decks that try to defend themselves against aggro. Providing sufficient tools for control decks to do so makes them viable despite the inherent disadvantage, and this in turn opens up space for midrange decks that are good against control but would struggle in a pure aggro meta.
The fourth deck type, combo decks, has been far more problematic for Hearthstone to balance, because the lack of interaction during the opponent’s turn means that combo decks are typically either too strong or far too weak. For the most part, they have just been weak in Hearthstone, and the brief periods of combo strength have been a little lacking in fun and interaction. However, that is an altogether different subject. This time, we’re interested in control, as without it, we cannot even have the triangle of aggro – midrange – control, and the game would have a severe lack of variety.
To recap, it is important that there are control decks in Hearthstone, even when they are not meant to be the dominant archetype in the game. When control decks exist, at times control mirrors will also inevitably happen. It is this small but important part of the game that Elysiana has broken.
How Do You Win a Control Mirror?
Control mirrors are a form of art on their own. Whereas control decks win against aggro decks simply by defending, they also need some plan for when an unmovable object meets another unmovable object. Even if the word draw is the first thing that comes to mind, control mirrors have typically not ended in a draw in the history of Hearthstone.
A control mirror is a test of resource management. You need to churn out more value from your cards over time than your opponent, and look for opportunities to answer two of their cards with one of your own. Both players are equipped with more answers than threats, but there are always openings to take advantage of. Ultimately, the game has a final safeguard: fatigue.
In many other card games, you lose the game if you run out of cards. Hearthstone uses smaller decks, only 30 cards as compared to 60 or 45 used by some of its competitors, and it has a different rule for when your deck runs out. Instead of losing on the spot, you start to take fatigue damage that increases each time you try to draw a card from your empty deck. Even a small difference when entering fatigue can turn into a major advantage!
Control Warlock of old, for example, was happy to burn just a couple of cards with Rin, the First Disciple, enter fatigue a little later than the opponent, and watch as the opponent would run out of health much faster than the Warlock. Interestingly enough, the time it took the Warlock to set up to burn the opponent’s deck meant that the opponent had a window of opportunity to gain tempo and pressure the Warlock. Checks and balances.
Archivist Elysiana breaks this system. You start the game with 30 cards. Archivist Elysiana adds another 10 cards to your deck, and if you bounce it with Youthful Brewmaster or Baleful Banker, you get another 10 (or 11) cards. With but a single bounce, you are playing with a 50-card deck that can easily take you all the way to the turn limit of 45 turns – with an investment of two cards in your deck! Why would any control deck opt to do anything else? What other win condition could be stronger for mere two card slots than no fatigue and 20 additional cards that can provide plenty of new threats after you have drawn all of your original cards?
Countering the Current Archivist Elysiana
There are currently no effective counters to Archivist Elysiana in Standard format. We have no tools to disrupt minions in the opponent’s hand, and exactly one card to disrupt them while they are in the deck, Hecklebot. Countering Archivist Elysiana with Hecklebot is the same as countering combo decks with Gnomeferatu used to be. Sure, you have a few percent chance to hit the right card and instantly win. The rest of the time, you accomplish nothing.
Silence effects are not common in the current meta, so some Control Warrior builds have been invented to take advantage of this: Instead of Archivist Elysiana, they run Mecha'thun. No, not the full OTK combo package, which takes up a lot of space from your deck. Just Mecha'thun. The idea is that while your control opponent may have infinite cards, you just hit fatigue, play all your cards, and then play the Mecha'thun. Either that 10 damage per turn eventually kills the opponent or they play something on the board that Mecha'thun can trade into and die.
While this invention may work in the current meta, it is but a single silence effect away from becoming useless – and it is already useless against Control Shaman with Hex.
Obviously, you can simply play a midrange deck or even a combo deck. Archivist Elysiana does not win against all archetypes. To be exact, it does not always win against control decks either, in fact it makes draws much more likely.
Why Do We Need Archivist Elysiana, Anyway?
Would the game simply be better if Archivist Elysiana was removed from the game? While it has an unfortunate effect on control mirrors, Archivist Elysiana also has a legitimate purpose in the game: it can help control decks counter cards that are shuffled into their decks, such as Bombs from Wrenchcalibur and other such cards and Corrupted Bloods from Hakkar, the Soulflayer.
Without Archivist Elysiana‘s effect, we could end up with Bomb Warriors and Hakkar Paladins with Hakkar, the Soulflayer and Prince Liam (to remove bloods from their own deck) dominating the control game. At the very least, Elysiana is an insurance card to prevent Bomb Warrior from becoming too dominant. Sadly, this insurance has come at a high cost in the form of hour-long control mirrors that end in a draw.
How Can Archivist Elysiana Be Fixed?
There are several ways that Archivist Elysiana could be changed, but it is not an easy fix.
The traditional way for Blizzard to nerf cards is to increase their mana cost. This would prevent an immediate bounce with Youthful Brewmaster or Baleful Banker, but it would do more harm than good. Control Shaman would become the ultimate control deck, because it can store the Archivist Elysiana Battlecry effect in Shudderwock, and therefore always has access to two instances of the Battlecry, even without a bounce effect. All other control decks would fatigue before the might of Control Shaman.
Another time-honored way to nerf cards is to make them give +1 Attack, let’s say to all of your Battlecry minions. Alas, this fix is also questionable, as then there is no counter to Bombs.
Yet another potential fix would be to remove Elysiana’s ability to extend the game. For example, if Elysiana were to replace existing cards in your deck with something else, it could remove Bombs and Corrupted Bloods without significantly affecting fatigue. This is actually exactly what Arch-Villain Rafaam already does in Warlock. However, this is not a perfect fix. It can deal with Corrupted Blood effectively, but it cannot do a whole lot against a Control Bomb Warrior.
Bomb Warrior can already shuffle four bombs into a deck instantly, and this is a strategy already used against careless Archivist Elysiana users: when the opponent is in fatigue, you play Augmented Elekk + Clockwork Goblin + Clockwork Goblin or Wrenchcalibur, and boom, that’s four bombs in the deck that explode instantly to deal 20 damage when the opponent is in fatigue. While this fix has more potential than a simple mana-cost adjustment, it would leave Bomb Warrior with a major advantage against other control decks when they tune the deck correctly and adopt a strategy to only start shuffling in Bombs in fatigue against control decks.
Archivist Elysiana could also be changed to protect your deck. What if it had a Battlecry effect that prevents cards from being shuffled into your deck? Any existing Bombs or Corrupted Bloods would be drawn and deal damage as usual, but no new ones could enter. The Corrupted Blood cycle would be broken. The in-fatigue Bomb combo would not work. As a downside, you could not shuffle more cards into your deck either – not a big deal for Standard right now with Direhorn Hatchling freshly rotated out of the format, but a potentially important feature. It would even be a buff for Hakkar, the Soulflayer decks that would not shuffle Corrupted Bloods into their own deck anymore. I believe such a change would make Elysiana a more interesting and interactive card and benefit the game as a whole.
Conclusions
Even though control mirrors are but a small part of Hearthstone, they are an important part of the game. We need control decks in the game to maintain balance, and we need control decks to be fun to play, including in mirror matchups. Archivist Elysiana breaks these mirror matchups in its current form, and needs to be changed.
The simple fix of increasing the mana cost of Archivist Elysiana would accomplish but little, and is not a preferable solution. The solution I currently consider the best would be for Archivist Elysiana to protect the deck from additional shuffled cards: it would allow the card to fulfill its tech card role without unnecessarily extending game length.
What do you think? Do you think Elysiana should be changed? What do you consider a good solution?
Late to this, but what if it were an effect that triggered at end of turn? Can’t be bounced (easily) , can’t be shudderwocked, can’t be undertakah’d. Still has its intended counter effects to bombs and bloods and is still strong in control mirrors but can’t be used to extend the game forever.
It could work, probably in combination with making the cards random, as you cannot Discover during end-of-turn effects.
why make it so complicated???
just change it to discover 2-3 cards (2 copies of each) OR shuffle 3-5 random cards into your deck.
fatigue is delayed but not ridiculously delayed like now
Then it becomes a race to see how many bounce effects you can add to a deck and get away with.
If the issue is a lack of fatigue damage => long games, then why not shuffle in 2 bombs(perhaps we can discover a nastie to put in; bombs/fatigue/blood?).
I’m moreso wondering why the control decks don’t draw cards? if elysiana is intended to either protect the user from a bad draw or provide virtual card advantage, why won’t the control decks draw cards?
as for the effect, how about “you can’t draw cards, Battlecry: discard your hand, discover 5, add 2 copies of each to your hand” ? it has the flavour of switching to elysiana’s libary, and gives you that protection, but dosn’t stop the fatigue/bombs as much.
I think the problem with Elysiana is that she was not designed to be used to prevent fatigue or to add 10 new cards to a depleted deck.
Her battlecry should be used to replace the remaining cards on your deck with new ones, to remove bombs and corrupted bloods.
It could be something like: “Battlecry: Destroy your deck. For each two cards destroyed, discover a card and add two copies of it do your deck, up to 5 cards.”
If you have, for example, 3 cards remaining, Elysiana would replace your deck with two copies of one card. If you have 10 or more cards, it would replace all of them with 10 cards ( 5 cards – 2 copies each).
“Another time-honored way to nerf cards is to make them give +1 Attack, let’s say to all of your Battlecry minions.” LMAO. I appreciate humor in these “serious” articles. 😉
Ppl will always find something to complain about
Why do I get the feeling that this card will be in the Hall of Fame next season?
How about instead of a battlecry, change it into a deathrattle?
or “at the beginning of your next turn” effect…
Then Bombers and Hakkar players just hold a silence card in wait. It has to be a Battlecry. I’m on board with altering it to a midrange card that stops the influx of new cards into a players deck.
Luckily, us warlocks are prepared for this, and have a way out
Hecklebot deals with a mere singular minion from a deck, where as a handy void contract will delete 9 cards on average assuming your opponent doesn’t draw any additional cards
So, at the small price of half of our deck and potentially our own archivist, which would likely lose us the game as warlock doesn’t have much control in the current meta, we have a higher chance at removing their archivist then with hecklebot
Truly a foolproof strategy, clearly Contract lock with plot twist to dig for your archivist will be the meta and nothing will ever go wrong
Warlocks unite- MarmotMurloc
I’m sorry but personally i just hate control. I mean, IMHO you should play a card game to interact with your opponent and make decisions. Midrange is the best because you never quite know when you need to attack and defend.
Anyway as I see it, Elysiana is just a punishment if you want to play control. Makes me want to stay out of it even more…
The aggro – midrange – control – combo fan fight will go on forever, I’m sure. Yet, I do not wish for any of the players to be punished for playing the game.
Sure!
How about they ban it and nerf bomb damage too? Like 3 or 4…
I think the best decks at the moment, do not use the archivist…
Compliments to the Mecha’Tun addition invention.
With Hagatha you can just keep 10 cards in hand. And all the boms will shred. While they enter Fatigue.
If Mecha’thun becomes very common, silence effects will follow. Then the Mecha’thun decks will need to add more combo elements to the deck, and soon they are actually Mecha’thun combo decks. Then, they will have a harder time defending against more aggressive decks. At which point their popularity will fall, and pure control will be more popular again.
Some level of cyclicity is inevitable in the meta, of course.
True. But they already hold 1 card that deals 10 damage if you have 10 Armour..
Battlecry (triggers only once this game): Discover 5 cards. Replace your deck with 2 copies of each.
AND/OR discover less cards like 5 cards (no copies) or 3 or 4 cards with 2 copies.
Limiting the effect out of Shudderwock and bounces would solve the 45-turn issue. It would also make the card ineffective against bombs, as Bomb Warrior can run it too and wait until fatigue with the big bomb turns. I’m not fully happy with that, but I can see how getting rid of draws is already an improvement.
Replace your “remaining” cards with copies of those cards?
I do not think the card would see play then. Bombs can wait until fatigue and just add more every turn once there.
But In replacing the current bombs you could potentially stall the damage long enough for a win. More of a tech card that doesn’t drag the game out. Also we’re taking about long game times right? Not how to beat bomb warrior
make it “at the start of your turn…”
problem solved
Blizzard can hire me, just send DM
bye
Then it would be a dead card. I think “Give your Battlecry minions +1 Attack” has a small flavor advantage compared to that change. As an archivist, Elysiana would surely appreciate the sense of history in that adjustment.
If you want my two cents on the topic, I’d say that Elysiana is absolutely fine.
– If Dr. Boom’s hero power didn’t generate such a sick amount of value at such a low cost
– If Rogue wasn’t such a popular and powerful face-smashing deck, and we had more reliable taunts
– If Bomb Warrior didn’t make it impossible to dig through your entire deck without losing 20 HP
Then we could play more anti-control decks/keep Control Warrior more in check overall and Elysiana would serve other purposes, such as beating Hakkar or Bomb Warrior.
It’s not just about the power level, it’s also about control mirrors lasting twice as long as before. That is a quality of life issue by itself.
The point I was trying to make wa
The point I was trying to make was that control mirrors wouldn’t be as common, so people would eventually drop Elysiana, which would make the mirror matches less dreadful altogether.
It would at best be cyclical: people start cutting Elysiana, so others see an opportunity and start adding it back in. Actually, what would even punish people for keeping it in. It is just one card slot, two with a bounce, and bounce can be useful with other cards in non-mirrors.
I think the best solution is to make it a before the game starts card, like prince malchezaar and with the effect “when the game starts discover 5 cards and put 2 copies of them into your deck. This way its not a battlecry and can not be bounce either, plus its a pre game ACTION so you dont get the advantage of knowing what you re gonna need to draft.
That could work, although it would be mandatory in all control decks, and Bomb Warrior would run it too and go toe-to-toe into fatigue alongside lots of bombs. Control overall would be weaker against aggression, but not running it would always lose against a control deck that does.
I like the author’s suggestion of a battlecry that stops shuffles, because it means bouncing/shudderwock can’t abuse it. I would suggest something like “Battlecry: Shuffle a copy of your hand into your deck. For the rest of the game, cards cannot be shuffled into your deck.” (It could also copy your starting hand, or shuffle in a few random spells which seems more thematic for an archivist). It would still be a mandatory control card and provide some protection against Bombs, but it doesn’t totally shut down Bombs already in the deck or get bounced/Shudderwocked.
Alternately it could say “Battlecry: Remove all cards from your deck that didn’t begin the game in your deck.” It would have little bearing on fatigue then (it could potentially land you in fatigue faster), but it would be a purely anti-Bomb/Blood tech card. Considerably worse, but at least it would no longer be a must-include in control lists.
Simply removing bombs has the problem that Bomb Warrior would start shuffling in fatigue so you draw all the bombs immediately.
That is true, we should add “For the rest of the game cards cannot be shuffled in to your deck” to the second battlecry.
But I like the first better. “Battlecry: Shuffle a copy of your hand into your deck. For the rest of the game, cards cannot be shuffled into your deck.” It provides a smaller amount of deck refill (not replacement) and then prevents future shuffle-ins, for good and for ill. Adding a copy of your hand has been used before without much problem, it encourages a slow and deliberate playstyle that control players enjoy and provides additional decision points for the game.
what if u had 5 of the cards you discover and 5 bombs?
make her a smaller body, and untargetable by minions
Untargetable by minions does not currently exist in the game. Also, it does nothing against Shudderwock.
stealth Kappa
*add
What about changing the Battlecry to a Deathrattle. This would open some kind of interaction up and solve the Shudderwock problem.
You cannot do thing on your opponent’s turn at the moment, so you cannot discover the new cards if your opponent kills Elysiana, unless there is a major change in the way the game works.
u could add to the deathrattle chain to trigger on the beggining of your turn like doomsayer
Maybe. Then there would still be another issue, actually, called Da Undatakah.
well, one way of giving her a draw back is either give the cards randomly to both players, give the opponent something really good ( spell or minion or a way to mill) or maybe even destroy mana crystals.. or make her specific to a class
or even multiple classes like the jade cards
If you can shuffle + bounce / repeat the Battlecry, the problem is there at full force. If you give it to one class, that class becomes the best control class, or if it is a non-control class, such as Rogue, the card will never see play.
there are plenty of legendaries that never see play.. and hw about giving the opponent some input on the cards chosen? like u chose 5 cards, opponent divides in 2 piles and u chose one pile and keep it
or giving the opponent a clock card with charge and 30 attack or “hero poison” that triggers in 5 turns
Why not bumping the mana cost to 9 o 10 and just add the 5 cards you discover?
Still mandatory in all control decks. Control Shaman wins every other control deck in fatigue with Shudderwock.
Limit the number of battlecries Shudderwock can replicate with his battlecry and replace the discover mechanic of Elysiana to “add 5 random minions into your deck” :p
It is already limited at 30. You can build a Control Shaman list that avoids hitting the limit fairly easily.
From Discover to random might do something, as it would allow some of the other suggestions in comments here, such as making Elysiana a Deathrattle – that would also get rid of the Shudderwock issue, but open up Undatakah issue.
My first thought was make it discard your hand, just like Deathwing, but that is way too harsh, then I thought, well, make it discard only your minions, but this is fatigue and it may as well lose you the game. Well, how about just discard the low cost minions to prevent bouncing it back? Well, there’s Shudderwock. And even though it’s not a problem right now, Shadowstep exists…
I guess that, in the end, I would make it discard all the minions from your hand. This will force you to play your minions more effectively to make the negative impact as low as possible, and even if you play her and discard some stuff, your are getting more resources in the following turns and delaying fatigue.
This approach might help some. It will still be mandatory in control decks and add length to games, but at least less than full 45 turns.
It’s a tricky case because, as outlined here, whatever nerf path is chosen will very clearly pick winners and losers- it’s not like the other nerfs where you just increase the mana cost and people play it less. The nerfs used will singlehandedly decide the role that Bombs, Corrupted Bloods, and Combo decks will play in the meta.
One things for sure, this card was a really bad mistake and should definitely be rebalanced. The effect is too strong and too consistent for control decks – not only does it rescue them from fatigue, BUT it hard counters two important anti-fatigue tools available: bombs and Hakkar. It’s both game-breaking and auto-include for fatigue decks, and it makes for both a miserable laddering experience and a miserable tournament-watching experience.
I remember how zealously people would transform/silence Direhorn Hatchling and Raptor Hatchling (zombeast) in order to deny ONE card shuffled back into a control deck. Staying a single step ahead in the fatigue race is just that important. Elysiana shuffles TEN cards, and you can’t interact with her effect outside of highrolling with Hecklebot or Demonic Project. So first, her effect should for sure be “Discover 5 cards, shuffle ONE of each”. Heck, even 3 cards would still be playable. But 5 is a start, it means it’s very hard to hit that 45 turn limit without multiple bouncers.
Then, I think we have to ask whether the effect should be “replace your deck” or merely “shuffle the cards into your deck”. This is technically “good” because you can play Elysiana for value anytime, not just when you run out of cards. But it opens up bombs and Hakkar to serve as an anti-fatigue tool. Only Warlock (Rafaam) and Paladin (Liam) would have a hard counter to Corrupted Blood. I think that’s ok- Controllock and Controladin aren’t exactly tearing up the meta. And you could still try to play around those cards with careful overdrawing/burn, or just adding late-game threats into your deck. Bombs might be a bit powerful and fatigue in general won’t be as viable as a win condition but that’s a fair trade-off IMO.
If Elysiana adds any cards to the deck, it will be mandatory in all control decks.
If it does not counter bombs at all, Bomb Warrior will rule. The recent Gamer’s Assembly tournament that banned Elysiana had 7/8 people in top-8 with Bomb Warrior.
After a friend lost against that card, I made the remark that control deck played the first Elise because it added ONE card into the deck and replaced some of you useless cards into random legendary would might be or might not be useful.
At that time Elise was almost mandatory for most control deck, Elysiana is way more powerful.
mmm, how about changing her text to: “Discover 5 cards, replaces your deck with 2 copies of each. then transform into a 7/7 exhausted Elysiana” and make the exhausted elysiana be a blank 7/7 minion with no text.
Then it will still be mandatory in every control deck and Control Shaman will be the only deck to ever have the effect twice because of Shudderwock.
Oh yeah,.. you had mentioned the Shudderwock problem before… I dont know, i dont dislike the card that much, and i think that the effect going off once in a game is not a problem, and the problem is more about the second time it goes off cos adds way too many turns to the game.. anyway… i havent played that many games yet with it, i have played maybe 10 games conbined using Control Warrior where i had played against other control deck, and util now, not one of the games has ended in draw, only a few times the i’ve had to use Elysiana and after that i have either won or lost a few turns after it.. is it that common to get to the limit of turns? I mean the random factor of the discovery mechanic kind of helps prevent it i think…
I hate that this card even went live. Who the hell wants to play a 45 turn game? What were the devs thinking?
I have played thousands of games with control decks, and the first time I reached the turn limit was now during Rise of Shadows.
I know some people had got there with tons of armor in some games before, but it was extremely rare.
Let’s be honest, this “Elysiana issue” only happens among the players who play control. This is a problem only when two control decks are face to face. And the problem is “only” the games tanking too long. A control player is aware their games are taking “too long” when combined to other kind of decks.
What i want to say is that this is a healthier problem than the Druid Mecha’tun we had 3 weeks ago were you stood and watched your oponent cycle cards till they finish the game. Blizzard didnt do anything about that disruptive gameplay style.
The real problem with Elysiana is: control players want to win a long game by fatigue but they dont want the games to be long enough…. 🙂
Yes, it happens in control games, but control players are people too!