Buccaneer should be 3 health not 4

Brittlebone Buccaneer 1/4 body 2 mana, text: gives deathrattle minion reborn.

This card is too much value in the current DK standard lineup. Nerf it by one health please

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Not necessarily, because it’s an important enabler class card; it’s supposed to be resilient to enable other more important things; if it was 3 then most opponents would clear it if it was dropped on curve and it’s not a neutral card to produce broken things only on some classes. It’s better to nerf a deck instead of a card (balancing is done on decks and not on cards in general).

Do you actually care about the card, or that some deathrattles are too good?

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DK has become a deathrattle class. You can’t remove it on turn 2 with 4 health. This card has too much supporting minions on next turn. Let alone the new spaceship and zerg bs.

You seem to have a misunderstanding here. The Buccaneer is the supporting card. The follow up Deathrattle (i.e. Infestor) is the money card.

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I don’t think they do, though.

Both the Buccaneer and the brood queens have too much health for their mana cost, creating too strong early boards and allowing the decks to snowball too easily.

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If I can’t remove it on the turn it was played and they follow up with a deathrattle minion or two on turn 3, I peacefully concede . It’s just not worth trying at Diamond 5- Diamond 1 climb when you are THAT behind against DK.

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Exactly. Most removal at that stage does three damage, so giving four or five health makes certain that the card will stick at least a turn if not more.

It’s even worse that the brood queens are zergs, meaning they can come down with 9 or ten health for three mana very quickly.

I did a quick search in my card library

Here are the other 2 mana 4 health minions in standard.

DH 5/4 rush but it’s dormant until you draw 4 cards

Druid 1/4 starship piece. Has elusive but its effect only discounts the first spell you cast per turn.

Hunter 1/4 that gives board attack. This is the closest to buccaneer in terms of how powerful it (potentially) is yet having 4 health (plus its attack will grow to at least 2 probably 3 when hunter drops it)

Pally/shaman jukebox totem. 0 attack, but summons dudes each turn. Very meme in standard.

Preist 4/4 draenei. Has a downside of killing your next draw

Neutral coconut cannoneer. Can be useful, but in much narrower scope/decks.

Neutral Sing along buddy. Even more narrow than above, but downright crucial in those few decks (hero power druid, there was a meme reno priest deck that can go infinite hero power).

The lesson I got from this is that while 4 health for 2 mana isn’t unheard of, almost all of them have more limitations compared to buccaneer.

Like consider that DK even before zerg cards have good deathrattles all across the mana curve, from the lowly distressed kvaldir or dreadhound handler up to big high value raska. This means DK can either save their bucanneer for the greediest play, or if they really need to fight board now, drop it with cheaper deathrattles, but it’ll still be fairly good value and/or tempo.

This also leads to the “turn 2 naked buccaneer” play. It’s bold, but hey if they can’t kill it you can capitalize on it as soon as turn 3 instead of waiting for your greedy big deathrattle.

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Also that starship piece for DK has deathreattle and cost 3 on curve.
Soulbound Spire is a 3 Mana Cost Rare Death Knight Minion card from the The Great Dark Beyond set!

Card Text

Deathrattle: Summon a minion with Cost equal to this minion’s Attack (up to 10). Starship Piece

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Brood Queen would more or less fine, if the DK didn’t have brutally overtuned tools outside the Zerg package …for Zerg. Death Growl alone could be 3X higher mana cost and it would be EASILY still included and then even have Yodeler and a location on top.

Of course all that is done after rotation, but until then zerg dk is an easy tier “2” or “1” on high ranks and an easy tier “S” on low ranks.

Bro, for 3 mana, a 2/5 should come with a disadvantage, not an advantage

It really shouldn’t have 5 hp, it’s too much to remove, so it’s basically guaranteed you get a card or two out of it

I think it should be nerfed to 2/4 but I’d allow the cards they get out of it be discounted for 1 mana

That way, you’d actually make that minion more than just an annoyance, while at the same time making it fair and consistent (I don’t recall Sludge on Wheels keeping their HP on 5 for too long)

I think they made queen have such good stats is because they thought non-DK zerg might not always get infestor buffs on it.

But then we see zerg lock and zerg dh. One doesn’t really need queen cuz they are fine without it. The other doesn’t really care for queens cuz the rest of their whole class is struggling :joy:

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You are missing my point. I was not commenting on whether Buccaneer has good value. DioBrando was suggesting that Buccaneer has too many “support cards” available on the next turn. My point was that the Buccaneer IS the support card. It supports the deck’s impactful deathrattle cards (i.e. Infestor). Buccaneer supports the Infestor; the Infestor doesn’t support the Buccaneer.

The “perfect” play for Zerg DK is Buccaneer on two, hope it lives, then Infestor on three. If Buccaneer dies, it’s a huge hit to the deck. Alternatively, you make the play on turn five, playing both cards. There’s also the Infestor plus Death Growl play, but you need a couple minions on board.

According to HS Replay, Zerg DK is solidly Tier 2 at low Ranks (i.e. Gold)… pretty good, but far from ‘S’ Tier. It’s a pretty decent deck at those ranks, but there are seven decks with higher win rates.

The bottom line is that the deck is not overpowered. It’s just pretty good. Its win rate doesn’t warrant a nerf.

I get infestor all the time in location loc… from brood queens, lol.

The worst zerg classes don’t get a gigantic advantage from sticky broods, because they don’t have deathrattle spreading and mainly benefit from Viper. I get the impression the Devs balanced it mainly around that situation and they dun goofed not taking into account how brutal DK is if it spreads the deathrattle efficiently.

I should had said MMR because Rank is a very sketchy indicator of skill. People on very low MMR will easily lose to an optimized DK deck regardless of ranks,

and most people giving data to HSReplay or D0nkey’s are higher skilled (because they bother to even have addons).

Then where are you getting your data in order to come to the conclusion that Zerk DK is ‘S’ Tier for low MMR players?

By inference. The deck has ~54% at the top of Legend without having a very low skill cap, hence it destroys people with bad decks and bad skill.

Ok. So you’re concluding that it’s one of the easier decks with a good win rate. But that’s a far cry from ‘S’ Tier. It does do better at lower ranks, but even at Bronze it barely cracks T1.

Those labels are fuzzy anyway. VS pulled it out of their royal behind to sell a service. You might as well make your own ranking and call the top of Tier 1 “Tier S” or split what they call now “Tier 3” into even lower categories and so on.

Basically it’s not important if I said “S” or “1”, I meant obscenely good compared to most other decks played.