Has there been any mention of removing Diablo from Duels similar to how Diablo was removed from BG's in the recent patch?
Honestly he would be a perfectly balanced and interesting hero if it weren't for the existance of the Demon Seed. Considering it's duels I doubt we'll see Demon Seed removed/banned from that mode, so my only other hope is that he is removed.
Diablo w/ Demon Seed quest is about as annoying as facing a Mind Tether Priest with Fire Shaping. It's just an overall 'unfun' experience that leaves a bad taste in your mouth.
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We haven't received any news about Diablo going away from Duels, but my personal bet is that he'll stay for at least another month. In the end, we are still missing his 6th Signature Treasure, and they must be waiting for a particular occasion to reveal it.
My best bet is that Diablo will leave with the Alterac Valley's big Duels update, which is very likely to come in February-ish.
And yes, The Demon Seed Primal Power Diablo is nutty.
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That's a fair assessment. I just find the demon seed as a whole to be a rather un-fun part of hearthstone, regardless of the mode it's played in. I can deal with the other quests to some degree and don't mind their strength now that most have been tuned. (mage is still kinda nuts but at least slow enough to give you a chance). But the demon seed just circumvents mechanics entirely which...makes me extremely frustrated with the meta.
I hate it with passion myself, so you're not alone on this one.
Would love to see those Diablo lists, from my experience the demon-seed is only strong in the early rounds (and even then you could easily die to a pirate warrior or elemental shaman).
Quote From RanWould love to see those Diablo lists, from my experience the demon-seed is only strong in the early rounds (and even then you could easily die to a pirate warrior or elemental shaman).
You can probably find it easily on the web. The most famous, and probably most successful list Ive seen so far, would be primal power hp along with The Demon Seed, full on armor gain and control, with Fool's Bane as the only weapon, which is practically broken with demon seed.
Play it right and no list that runs minions will ever get close to victory, not with Fire Stomp and so many control tools.
This list doesn't suffer in the early or late game, its only weakness is its polarising matchups. If you run into decks that doesn't play minions, or run burn strats you'll start with such a massive disadvantage that your only chance of winning would be by claiming a few value buckets along the way. Or your opponent screws up big, which honestly tends to happen more often than not.
I know of the general idea, and was asking for a specific list that manages to pull this off consistently.
I disagree with your points about the lists strengths and weaknesses. From my experience, later on in the run, it's not common to be offered the right control tools and so the deck thickens and becomes worse. From what I see, it's generally board based decks that actually end up beating it after the early rounds, because their passives are so strong and much more synergetic with their strat. Obviously you can highroll with it, maybe get Oops, All Spells! etc - but you can highroll with any deck in duels.
Early-rounds strategies can be frustrating to face, but ultimately those kind of decks average around 5 wins (just my experience, I don't have data to back this up) and struggle to get past 7.
Here's a list, of which nearly all variants of demon seed+fools bane came from later. I prefer mine with some extra draws. After a while I ended up just ditching Glacial Shard for Backfire. Fire Stomp as signature treasure.
Basically, his was the first deck I saw that abused the power of Fool's Bane for easy wins, which is why I noted that board based decks simply cannot win against this list unless they get really lucky with board spam, or you get extremely unlucky with your draws.
Im not sure what list you're running, but this deck absolutely needs minions to get anywhere, because of the power of Raise Dead, Shadowblade Slinger and various armor gain minions. Best treasures are stuff like grommash's armguards (yes this is not a joke. Just dont pick buckets with weapons because fool's bane is all you really need). Best pool 2 can vary from battle totem to legendary loot, depending on what you get off buckets.
Below 4 wins are easy enough, because you have consistent armor gain, and if you have fools bane in hand its near impossible for a board deck to beat you. Past 5 wins its really down to card draw and control, but generally if you have the weapon in hand you're really not going to lose to a board. I get easily to 7 wins, usually losing to only mind tether priests, various mages, and other burn strats. Or losing because my opponent got the nuts treasure like party replacement or massive battle totem value decks.
Pick control and pain buckets, but if you can find some card draw its worth picking it depending on what you have. The deck plays control 90% of the time, then when tamsin is out its just 6+ damage every turn. If your opponent spams board just fire stomp for safety or fools bane with tamsin for the easy 30+ damage. Even big boards is basically just going to turbo your quest completion and then its massive damage every turn from there.
Edit: should have noted that if you're aiming for consistency, you can ditch some cards for extra card draw, at the cost of a small disadvantage in the early rounds. But ultimately, from my experience its not a consistent deck because of polarising matchups. I cant recall ever losing to a board. My best is 11 wins, I think I lost the last one because I didn't draw my fools bane. Most of my matches end around 7-8 wins, mostly losing to mind tether + fireshaper, the very definition of broken.
Thanks for the list, I do indeed run something very similar.
I don't experience it being as strong as you describe - Yes, fire stomp is very strong, but if my deck rely on drawing the starting treasure to win, then there are decks with stronger treasures and even higher chances of drawing them (paladin comes to mind). And yes, fools-bane is very strong after you completed the quest - but if I played Tamsin, I win with or without it. The problem is, many games ends at turns 5-7, and even if I complete the quest sooner I generally do not have the time to play Tamsin.
I gave the deck few more tries since I saw this thread (7-3, 5-3 and one ongoing) and still not impressed. will try this specific list next.
I can confirm that Gregoriusil's list is nuts.
Finished my third run, 7-3. Lost 3 in a row, to RTT elemental shaman that pushed enough early to burn me down later, and two deathrattle hunters that made huge boards too fast for me to handle. The buckets offered were terrible as usual.
I will keep trying it if I am not offered better heroes, not like 7-5-7 is a bad record. But as I wrote before I am not expecting it to do much better then that either.
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