bken1234 said: Boogeyman said: Just played a Naru. I had full health... 132. AI had 20 health. They played Naru. Looper timer kept going despite the limit. Got up to 200+ with haste and killed me. AI played 2 cards, haste and naru. Game over.NERF So how often does AI have Naru and haste. Like how many times a day does this happen to you? Because it’s never happened to me. This rare thing warrants a nerf because you’re mad at a loss? Last RaW; Greg dropped 2 GR on Turn 1 and another on turn 2. He was playing Samut. I was straight mana denied and dead on turn 3. This happens to me once every 3 weeks or so with some form of Samut aggro and / or GR — they’re each extremely powerful on their own or together. I’ve never cried for a nerf. This game has powerful cards, powerful PW, together and separate, sometimes the stars align, often Greg plays them jus meh— but we should really move out of the habit of screaming for a nerf every time we lose to fun and cool combos because this thing you experienced — it isn’t a norm. It’s just a thing in an RNG game.
Boogeyman said: Just played a Naru. I had full health... 132. AI had 20 health. They played Naru. Looper timer kept going despite the limit. Got up to 200+ with haste and killed me. AI played 2 cards, haste and naru. Game over.NERF
bken1234 said: Boogeyman said: Just played a Naru. I had full health... 132. AI had 20 health. They played Naru. Looper timer kept going despite the limit. Got up to 200+ with haste and killed me. AI played 2 cards, haste and naru. Game over.NERF So how often does AI have Naru and haste. Like how many times a day does this happen to you? Because it’s never happened to me. This rare thing warrants a nerf because you’re mad at a loss?
One of these things if definitely not like the others.
Narcoticsagent said: Harness the Storm was nerfed because it allowed you to make an infinitely large stack of Devil Tokens in one turnBaral was nerfed because he allowed you to cast an infinite number of spells each turnSeason's Past was nerfed because it allowed you to cast and re-cast an infinite amount of stuff each turnBlue Sun's Zenith was nerfed because it allowed you to cast an infinite amount of stuff each turnSkysnare Spider was nerfed because a 12/12 for 16 mana was too muchTorrential Gearhulk was nerfed before it was even released because it would have allowed you to cast an infinite number of spells giving you an infinite number of creatures in one turnOne of these things if definitely not like the others.
bken1234 said: The concept is the same. Both require specific OP cards and combos. It wasn’t simply a GR and s Samut that made that happen. There were definitely some (less OP than other sets) gem changers helping things along. But there’s some important points here:1. This loop is not as prevalent as a very small minority wants everyone to think. If I’ve come across it, I honestly can’t remember, and trust me I can tell you all the combos I have issues with. No one has complained for almost a month. 2. There is a great way to stop it. Flash. If you’re playing an event where you see it a lot, include it. Some other ways are discard and disable. This is basic stuff we should all be using anyway. 3. It’s rotating out of Standard in the next block rotation — and already isn’t in the RaW deck restrictions. Do we want to keep pushing this as a priority over other priorities? Especially when we see ok with so many other really really broken things in legacy? Or should we Flash it now and send it to the legacy land of OP broken things in a few months? 4. Bugs, everyone, bugs... Nerf Naru or fix bugs? What should we shout louder about? Where are our priorities? (See #3)
Mburn7 said: bken1234 said: The concept is the same. Both require specific OP cards and combos. It wasn’t simply a GR and s Samut that made that happen. There were definitely some (less OP than other sets) gem changers helping things along. But there’s some important points here:1. This loop is not as prevalent as a very small minority wants everyone to think. If I’ve come across it, I honestly can’t remember, and trust me I can tell you all the combos I have issues with. No one has complained for almost a month. 2. There is a great way to stop it. Flash. If you’re playing an event where you see it a lot, include it. Some other ways are discard and disable. This is basic stuff we should all be using anyway. 3. It’s rotating out of Standard in the next block rotation — and already isn’t in the RaW deck restrictions. Do we want to keep pushing this as a priority over other priorities? Especially when we see ok with so many other really really broken things in legacy? Or should we Flash it now and send it to the legacy land of OP broken things in a few months? 4. Bugs, everyone, bugs... Nerf Naru or fix bugs? What should we shout louder about? Where are our priorities? (See #3) You of all people should realize that the "but bugs are a bigger issue" argument is at best useless and at worse completely irrelevant to pointing out a different issue. If you don't want anyone posting anything other than "please fix the bugs" on the forums than there's a problem here.
Mburn7 said: bken1234 said: The concept is the same. Both require specific OP cards and combos. It wasn’t simply a GR and s Samut that made that happen. There were definitely some (less OP than other sets) gem changers helping things along. But there’s some important points here:1. This loop is not as prevalent as a very small minority wants everyone to think. If I’ve come across it, I honestly can’t remember, and trust me I can tell you all the combos I have issues with. No one has complained for almost a month. 2. There is a great way to stop it. Flash. If you’re playing an event where you see it a lot, include it. Some other ways are discard and disable. This is basic stuff we should all be using anyway. 3. It’s rotating out of Standard in the next block rotation — and already isn’t in the RaW deck restrictions. Do we want to keep pushing this as a priority over other priorities? Especially when we see ok with so many other really really broken things in legacy? Or should we Flash it now and send it to the legacy land of OP broken things in a few months? 4. Bugs, everyone, bugs... Nerf Naru or fix bugs? What should we shout louder about? Where are our priorities? (See #3) And flash is only a good way to stop it if you happen to be playing a black walker (since that's the only color with a useful flash way to beat it in standard. I agree Naru isn't a serious a problem in Legacy). Also, all the flash spells in the world aren't enough to stop a 200/200 haste if you don't happen to have on charged in hand at that exact moment.
bken1234 said: What do Impetuous Devils, Paladin of Atonement, Gaea's Revenge, Dreadhorde Butcher, Scabcan Berserker and a 200/200 Naru with Haste have in common?They're all going to kill you on the turn you cast them if your life is low enough and deck isn't built to deal with haste. Maybe haste is the problem. Nerf haste. Or get rid of haste supports like Mirror March and Hazoret's Favor?I think I'll stick with my original answer -- follow good principles of deck building and build against haste. The card isn't the problem. I don't want Oktagon wasting their time on it. I want bugs fixed.
Mburn7 said: A card that enables a player to gain infinite power/damage/draw/mana in one turn should be nerfed.
Mburn7 said: That is the criteria that has been used since the beginning of the game (I posted some notable examples a few posts up).I see nothing special about the Naru loop that makes it immune from this criteria. Therefore she should be nerfed.I never said that all cards should suck. I never said that any card that can every unexpectedly kill you should be nerfed. I never even said that I want Naru to be nerfed. All I'm saying is that Naru Meha should be nerfed based on how this game treats infinite combos.
Stormcrow said: Mburn7 said: A card that enables a player to gain infinite power/damage/draw/mana in one turn should be nerfed. So why don't we have a 5-page thread about Mirror March yet? Mburn7 said: That is the criteria that has been used since the beginning of the game (I posted some notable examples a few posts up).I see nothing special about the Naru loop that makes it immune from this criteria. Therefore she should be nerfed.I never said that all cards should suck. I never said that any card that can every unexpectedly kill you should be nerfed. I never even said that I want Naru to be nerfed. All I'm saying is that Naru Meha should be nerfed based on how this game treats infinite combos. Look, if you personally don't like infinite loops, fine. But to say "this game has always nerfed every card that can potentially go infinite" is just a straight-up bald-faced lie, and it'd be great if you could stop repeating it as though it were an obvious truth. Mirror March/Zacama, not nerfed. Djinn/Rupture spire, for another notable standard-legal offender, has not been nerfed. Omni has never been nerfed despite generating at least this much discussion if not more. Path of Discovery/Zendikar's Roil, still doing just fine. I would wager there are a lot more infinite combos that haven't been nerfed than there are infinite combos that have been. Cards get nerfed for warping the meta.That's the standard that gets cards nerfed, that's always been the standard that gets cards nerfed. If everyone uses something, all the time, it'll get nerfed. That's why cycling got nerfed, heck you can go all the way back to Runaway Carriage, and that's why it got nerfed despite not being even remotely "infinite".So, tell us: is Naru Meha loops the only deck you're running into these days? Is it everywhere, all the time? Because it sure isn't for me. It's just one type of combo, of the many, many types out there. They're all potentially dangerous if Greg somehow lucks into pulling the combo off and they're basically harmless if he doesn't, or if you happen to be running something (say, Gideon's Triumph) that shuts it down.