Kobolds and Catacomb’s Legendary weapons were meant to have a fatal flaw. Many thought this new influx of anti-weapon tech would counter powerful items. Oozes, Harrisons and Bloodsail Corsairs should have crushed their dreams. But despite numerous Legendary weapons being extremely powerful options, weapon removal has not been a big part of the meta. So why hasn’t weapon removal risen to the challenge?
Some weapons are more Legendary than others
One key reason for how weapon removal is still niche is the varying success of the Legendary weapons. Almost all of them showed incredible promise, bar perhaps the Runespear (sorry Shaman). However, for a variety of factors, only a few Legendary weapons are viable. If we consider the top 4 classes of the Kobolds meta to be Priest, Warlock, Paladin and Rogue, we can see that Legendary weapons were only really vital to Warlock. Priest’s Dragon Soul wasn’t worth the effort, Kingsbane Mill Rogue struggled vs Aggro and Valanyr was never vital to a Paladin’s gameplan.
Meanwhile, potentially powerful weapons went underused due to poor synergies or class weakness. Druid had better ramp than Twig of the World Tree, Recruit Warrior never took off, Spell Hunter declined fast and the less said about Shaman the better. The one exception to this was Mage’s Aluneth, but Tempo Mage runs no other weapons and never truly took over the meta.
Where are the other weapons?
But the Legendary weapons aren’t the whole story. Weapon removal doesn’t just depend on targeting single powerful weapons. Their most common usage is simply to wrest control of the early game by seizing tempo. But these early or mid-game solid weapons are few and far between.
Sure, Aggro Paladin runs two copies of Rallying Blade, and Hunter has the odd Candleshot. But gone are the days where you’d reliably queue up into decks that ran three or more weapons. A big part of this is the decline of Shaman and Warrior. When Aggro Shaman and Pirate Warriors were at their peak, then players could almost guarantee a large proportion of games would involve Jade Claws, Doomhammers, Arcanite Reapers and War Axes.
With two of the weapon classes almost completely absent, there are simply fewer targets.
The overall rise in the quality and synergies behind cards has also contributed to the lack of weapon removal. When the card pool is small, it’s easier to find room for the Oozes and Harrisons. But we currently have more cards in Standard than ever. Weapon tech simply has more competition.
The other impact this has is on the weapons themselves. Now, Paladins don’t even run the incredibly efficient Truesilver Champion due to the sheer volume of good options available. Non-Kingsbane Tempo Rogues don’t need Deadly Poison, and the few Control Warriors that remain are too busy trying to survive the early game to consider Gorehowl. After the standard rotation, there may be more room for both weapons and their counters.
A better tech?
One last factor in the lack of weapon removal is that another tech card has been even more useful; Spellbreaker. In the pre-nerf world of Possessed Lackeys, Voidlords, Edwin Van Cleefs, Bonemares, Cobalt Scalebanes and Blessing of Kings, silence proved extremely useful. Almost every deck had multiple decent silence targets. This is a key difference.
In general, a consistent strong effect is more useful when deckbuilding than a more powerful but less reliable one. This is especially true for tech cards, as when targeting a specific deck, you want to ensure you actually gain that advantage. With weapons so spread out over the meta, the chance of getting a powerful weapon removal effect off was simply too low for any given deck. This compares unfavourably with silence, with many decks having multiple excellent silence targets.
An oozy future?
Things may be looking up for weapons and, by extension, weapon hate. If Warrior and Shaman become more viable, we may not only see old favourites like War Axe or Doomhammer back but also new additions like Woecleaver. Control Paladin may return, leaving room for more Truesilvers and the Paladin Death Knight. However the meta evolves, we’ll probably come to a point where we’re glad we put those Oozes in our deck.
Images courtesy of Blizzard Entertainment via Hearthstone.gamepedia.com.
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