I have to admit, I won nearly all of my recent games against Mages (constructed) but I really don't like them. In my last game he didn't play a single minion until turn 7, he just removed everything I deployed and that's how most games go for me.
You try to do some smart fancy stuff and it gets removed by a much cheaper card (-combo) and in a way that requires barely any skill which makes most games against mages boring for me.
Yeah, but you still won because it's not a viable tactic. It's extremely weak. That's the entire basis of making such a playstyle weak: So not many people would take it up. Note that "Not many people" doesn't equate to 0 people. Many players, including me, ever had dreams of making a spell heavy control deck. This was especially so when I first started the game. I was like "I'm totally making a blue-black control deck in this game". But unfortunately, it's extremely weak. Hence I moved on.
02/01/2014 12:55 AMAnd if I suck then how am I winning in ranked? Don't be a moron. This thread isn't about winning or losing matches, it's about having balanced abilities for all classes. The Mage is not yet balanced.
Posted by Jaska
There's another thing that cannot be overlooked: Your deck can be great against some deck archetypes, but weak against others. This others happens to be direct damage burn.
For now, it is true that double fireball is extremely strong for 12 damage. But conversely, many decks no longer run pyroblast. I guess there are still some people starting out on mages with the mindset of "this is the card I must craft asap for my mage deck!" because there are many guides out there that actually say so. Pre-nerf guides.
The thing is, if you advanced a little more, there are many other combos that pretty much can dish out the same amount of damage for about the same number of cards.
Preventing yourself from being killed by a combo is done by either, placing an obstruction. ie. Taunts. Or getting yourself out of kill range. Heals.
Despite direct damage avoiding taunts. It's now made un-viable to try to simply dish out direct damage turn after turn and still win. Probably only possible with perfect draw? So taunts do work against the rest of what mages play. Including the likes of raging worgen and all, which are pre-requisite of taking you down.
Heals get you out of kill range. Personally, I run alextraza. And healing myself up using it has won me quite a few games. It gets me out of kill range and then lets me take apart the combo afterwards. Combos that don't result in lethal are usually detrimental in terms of the lost card advantage. I really enjoy the thrill of winning a game off 3 health.
There are only 2 copies of fireball in each deck. Typically, I find myself throwing them onto minions. Unless of course, the person is unable to put in enough pressure, or I draw a fireball to sum the damage up for a lethal. So, against a well constructed deck in the higher ranks, mages don't usually have the luxury of throwing fireballs to the face, but instead onto that senjin shield master or yeti, which are 4 mana for 4 mana trades.
When it comes to class minions, actually, none of them are game winners. i.e. , they're not finishers. Of course, there's other minions that sync well like worgen, amani and berserker. But warriors sync equally as well too. Priests too, to a certain extent. So while this is a nice area, it's not exactly a niche. Every class has a few niches. Take Rouge for example: Combos and overall, strong single target removals/answers. Shaman: Overload, some nice damage and minion buffs. Paladins: Superior minion trading/neutralisation methods (divine shield, "follow the rules", equality) ect ect. And Mage's happens to be direct damage spells, currently only in the form of fireball. And freeze. Which was nerfed. It's still nice though, don't get me wrong. But it's really not that strong.
This would pretty much explain why mages are now seldom used in tournaments and currently have a low win rate amongst the more competitive of us players, ie, those of us who use hearthstats.
To show case how each class actually can dish out loads of damage in the late game really simply:
Druid: 6 mana: Summon 3 2/2 treants with charge + 3 mana give your characters +3 attack.
This is assuming that the druid's board is empty, Which is usually not the case. Assuming your taunt was shieldmaster, 13 damage would have went to you either way.
Hunters. A few ways, you should already know
Warrior: Frothing Berserker onto raging worgen + charge
Warrior's combo requires more cards, but the thing is, unlike spells or the druid one... They're still there after it's over. And you have to spend resources to get rid of them.
Wait. In fact, let me just stop here and highlight something:
Spells don't leave any creatures on the board. ie. Nothing that you need to get rid off after. That's the thing. Sure, they by-pass taunt. But they don't leave anything after. It's a trade off.
And it's one that currently tips in playing creatures's favor. As once again, stats prove that playing charge minions and the likes > direct damage spells.
In case you'd like to see these stats yourself: