CD001's Comments
Upcoming Balance Changes: Nerfs to Naga Sea Witch, Spiteful Summoner, Dark Pact, Possessed Lackey, Call to Arms, and The Caverns Below!
I *think* that means:
T4: Paladin plays Call to Arms – there’s not much AoE available to their opponent at that point and the Paladin wins.
T5: Paladin plays Call to Arms and you’re starting to get to a point where there’s a lot more AoE available – 6 mana gets you Blizzard, Fan of Knives x2, Shield Block > Reckless Flurry (or maybe Deadly Arsenal) or Starfall (5 mana)… Shaman (if anyone played it) could have double Lightning Storm or Volcano.
So that’s a clean board.
Upcoming Balance Changes: Nerfs to Naga Sea Witch, Spiteful Summoner, Dark Pact, Possessed Lackey, Call to Arms, and The Caverns Below!
That and it’ll be in contention in the 5-slot with Level Up – not sure Call to Arms will be worth it in Odd Paladin.
Upcoming Balance Changes: Nerfs to Naga Sea Witch, Spiteful Summoner, Dark Pact, Possessed Lackey, Call to Arms, and The Caverns Below!
About the only Warlock deck I’ve been playing recently has been a Zoolock deck with Glinda – and that’s totally unaffected by either of the Warlock nerfs.
Control Warlock might need a little rejig but, to be honest, in most games at least one of the Lackeys was a dead card anyway. Could probably sub them for a couple of Applebaums and be OK.
So it’ll only really affect Cubelock… and it might even open up a slot in just about every other deck as they won’t need to run 2x Spellbreaker (or some other silence/polymorph/hex) type card. Sounds good to me!
Rogue One Strikes Back: How do the Pre-Nerf and Post-Nerf Quest Rogue decks compare?
Control/Combo decks are pretty much guaranteed to lose against Quest Rogue while extremely aggressive decks are almost guaranteed to win… since it’s basically foregone conclusion either way, why bother playing the game?
I suppose they’re quick games at least, you either concede or go face.
Warlock Zoo Deck List Guide - Witchwood - August 2018
I’m not quite running this version; I packed Glinda so I decided to try and find a way to shoe-horn her into a deck… it’s probably not optimal but she often survives 1 turn which means you can follow up with some properly stupid shenanigans.
Get some extra value out of Keleseth if you didn’t pull him earlier by dropping him 3 or 4 times.
Sea Giants with Echo? You’ll generally be able to do it at least once.
Flood the board with Archerus Veterans and make Ginda 9/7.
Freeze ALL THE THINGS! (if you’re using Glacial Shard)
Rogue One Strikes Back: How do the Pre-Nerf and Post-Nerf Quest Rogue decks compare?
Ease/laziness? But yeah, a more fun quest would be better.
Rogue One Strikes Back: How do the Pre-Nerf and Post-Nerf Quest Rogue decks compare?
**If** they nerf it you’ll probably get a full dust refund; so just enjoy all the insta-concedes in the meantime.
Rogue One Strikes Back: How do the Pre-Nerf and Post-Nerf Quest Rogue decks compare?
“For the rest of the game your minions are 5/5 but loose their abilities”
… sorted, no more 5/5 charge or 5/5 Rush/Lifesteal minions that only cost one or two mana. Should consign the deck to oblivion.
Theorycrafting The Upcoming Hearthstone Balance Changes - Which Cards Could Get Nerfed And How?
That’s the whole point of Rin though – to punish slow control decks and it’s not like it’s instant either; it takes at least another 4 turns to destroy your deck – more if you, as a mage, start dropping counterspells that need to be played around.
I’m OK with Rin as it’s such a long, convoluted win condition; Face Hunter (for instance) could kill the Warlock before they even get to play Rin – could probably kill Control Mage before they start getting board clears as well.
Theorycrafting The Upcoming Hearthstone Balance Changes - Which Cards Could Get Nerfed And How?
Having Possessed Lackey play a demon from your hand with a battlecry would actually make it *more* powerful; Sense Demons on 3 means you’re guaranteed to draw both Voidlords in Control Warlock – and on the coin that’s a 2/2 + a Voidlord on the board on turn 4. A turn earlier than is currently possible.
Spiteful Summoner doesn’t *have* any burst potential with Blazecaller or Keeper of the Grove as they’d both loose their battlecries … or am I missing something?
Theorycrafting The Upcoming Hearthstone Balance Changes - Which Cards Could Get Nerfed And How?
Just my tuppence worth, bearing in mind I’m a no-nothing scrub…
Reduce the healing on Dark Pact to 5, that makes it more akin to Sacrificial Pact – the additional mana cost counters the Demon target restriction. Upping the mana cost to 2 is also viable but I’m guessing one Pact would just be swapped for a Dark Possession then – you often don’t need the healing from both and 2 damage is enough to kill the Lackey on 5 with the coin.
I like the idea of changing Doomguard to “Battlecry: Discard 2 cards and gain charge” … that alone nerfs the Cube, Bloodreaver Gul’dan AND the Possessed Lackey.
Possessed Lackey and Voidlord I’d probably leave as they are; either on it’s own is pretty poor (a 5 mana 2/2 is awful in fact) – they’re only troublesome in a combo when you’ve got 6 mana available… and it’s a combo that can be destroyed by drawing both Voidlords before you’ve got the Lackey and a way to remove it – that happens to me with depressing regularity playing Control Warlock.
Skull of the Man’ari I’d up to 6 mana… maybe… might be a bit harsh with the Doomguard nerf but it means, at best, you’d be dropping a free Voidlord on the board on turn 7 at the earliest – by which time you could well be within lethal range from extremely aggressive decks (if not dead already).
Call to Arms – upping it to 5 would hit regular and Even paladin and have little effect on Odd Paladin, seems like a good call as it’s extremely powerful as it is.
Tarim … I despise Tarim. That might be because I enjoy playing quirky decks but they really get hammered by him; any deck that relies on giant monsters is instantly neutered, any deck that can’t cope with constant flood gets punished. Having said that though, I like the flavour of Tarim, he’s like Keeper of Uldaman’s big brother, so I’d keep the cost and effect the same but remove Taunt and lower his health to 5 (within Flamestrike + ping range from a Mage if he’s played too late).
The Caverns below… I don’t know… it’s just horrible to play against – and it’s predominantly Vicious Scalehide. Just when you think you’ve got the Rogue within lethal range, they regain 10 health in a turn. Maybe increase the cost of the Crystal Core so you can’t play as many cards in the same turn it’s dropped.
Blizzard Discussing Changes to Naga Sea Witch & Some Popular Standard Cards
That means making a bad card, which only fills one single niche, worse… it’s already pretty terrible if you draw both the Voidlords before the Lackey’s if you’re not running Skull of the Man’ari (e.g. Control Warlock).
https://twitter.com/ComethTheNight/status/993958033440100352
^ conceded that game … and lost the next where I drew both Voidlords before T6.
I honestly think Skull of the Man’ari is more the problem than Voidlord; anything that can pull cards from the Warlock’s hand to the board, thus negating huge casting costs or crippling battlecries, is incredibly powerful in Warlock – that was the case with Voidcaller back in ye olde days and is even more the case now with the Skull.
Only downside with the Skull is that it’s legendary so there’s only 1 in the deck to draw… but with the Warlock’s hero power that’s far less of an issue than it would be in any other class.
Most Underrated Cards From The Witchwood Expansion
@GlosuuLang – yes, I got my first Golden Hero using Tempo Mage a few months ago; the deck has changed slightly since then as Explosive Runes and Aluneth didn’t exist, Ice Block and Kabal Crystal Runner were still in rotation – compared to any Control and most Combo decks it’s still an easy deck to pilot.
T2 Arcanologist -> T3 Kirin Tor Mage is an incredibly strong opener (even more so if you dropped Mana Wyrm on T1 as it has to be removed before it snowballs); it really cripples your opponent’s next turn – especially if they don’t have the Coin to discard into Counterspell. Odds are they’re going to have to drop a cheap minion and hope for Counterspell – or suck up 3-5 face damage and just hand the turn over; at which point they’re on about a 4-turn clock.
Though even if it was Counterspell, that often means whatever they’ve dropped is about to eat a Frost Bolt so you maintain the board and tick the clock down a turn.
OK – you might eat dirt with Tempo Mage vs the current crop of Paladin board flood decks but with a good opener you’re going to trounce most slower decks as you restrict their ability to both play minions and cast spells; you should win before they can play around the secrets and gain board control.
Most Underrated Cards From The Witchwood Expansion
“how you interact with Counterspells and Explosive Runes is always exciting.” … rather depends on your point of view; I just find them frustrating to play against when they’re dropped early. You don’t have many options early-game and both of them prevent you from gaining control of the board until it’s too late to matter – which can be as early as turn 5 or 6.
T2 Arcanologist -> T3 Kirin Tor Mage is pretty much game over.
Blizzard Discussing Changes to Naga Sea Witch & Some Popular Standard Cards
“The Demon-accelerating package isn’t that strong without it.” … and Voidlord isn’t that strong without the Demon-accelerating package… tricky.
Cubelock Deck List Guide - Boomsday - August 2018
I’ve been running variants on Malygos Miracle Rogue on and off for a very long time, it’s like my go-to kind of build. Although it’s not in a good place right now, requiring Wanted! to get extra coins, it does pretty well against Cubelock as long as they don’t get Skull of the Man’ari on curve.
The trick is to kill the Possessed Lackey then Sap the resulting big demon back to their hand… hence the problem with the Skull on curve. Should probably try and tech in an ooze or Harrison Jones.
Tavern Brawl A Witchy Recipe
I tried Priest – got bored, conceded.
I tried Rogue – that was a mistake.
I tried Hunter – Smorc tp victory.
Shudderwock & Lifedrinker Animation Speed Being Increased! Shudderwock to be Capped at 20 Battlecries!
If you drop a reduced-cost Murmuring Ellie first to double the battlecries you *could* lose a few from Shudderwock – it *is* a technical nerf but it’ll have very little practical effect.
I don’t think it is completely destroyed – and you’ve no fear of Shadowreaper Anduin now I guess.