That’s one way to do it.
Thief Rogue fans cry as collateral damage.
That’s one way to do it.
Thief Rogue fans cry as collateral damage.
Yeah after reading the tweet after the forums went down, I’m almost certain it’s 3 rune cards can’t be discovered.
To be honest, I remember being shocked when I found out you can discover Triple Rune cards at all. Like they are all (for the most part) blatantly broken as hell cards, but kept in check by some strict Deck Building requirements. Which goes completely out the window when you also give DK access to some of the best Discover cards that HS has ever printed.
If they fully revert Spitelash to 4 mana, im gonna be scared… It had the ability to just create giant boards on turn 4 that could not be answered early enough.
DK nerf is most likely unable to discover 3 rune cards, which could be pretty impactful (In a good way)
Thoribelore will probably turn into infinite.
People will love it until they remember Cover Artist exists and every fire spell played will give the warrior 12/12 with rush.
Other Warrior ones seem obvious, riffs 1 cheaper, Shield Smash 1 cheaper, Voone might actually get more health. not sure how you buff the taunt dude. Probably just stats.
For Mage I really dont know, Infinitude to 1 mana seems pretty clear, the Mech I have no idea I though that was a pretty solid card already, and the only possible thing I can think for the armor elemental is making it a 1/3.
Hunter legendary spell, im taking a risk and saying its 8 mana. Arcane Legendary to giving arcane spells in your deck spell damage +2
Shaman weapon to 2 mana, Lightning Storm to overload 1, might actually be decent. Altered Cord to 4 mana making the overloaded cost 1 mana. Card already seemed good in my experience, can only get better. Finally Flowrider
For Warlock, Crescendo, Crazed Conductor, and Siphon Soul reduced by 1 mana seems most likely. Crazed Conductor could be an absolutely insane 4 drop if thats the case.
Rogue, just mana discounts to both. Both scare me a littlw, but I dont see either fitting in Miracle Rogue, so we might be safe for now.
Holy Nova to 3 for Priest probably. Could become easier to use it to overheal stuff.
Druid probably gets 3 mana Kiri, and no clue what they do to Death Blossom Whopper.
i always thought that Holy Nova should heal pr. target hit.
I heard the HP will be rush instead of charge.
Not to paladin and not enough.
Yep.
That would be a good start.
BUFFS ARE THE WRONG PLAY. Making stuff more powercrept won’t fix what’s broken in this game. There are a bunch of really good decks that need the meta tyrants to move, but they apparently don’t see it that way.
Again, top 1k legend isn’t a good barrometer as they don’t play certain lists that other ranks like to play, making their meta not related to the rest of the game… where the actual customers play (or don’t, more importantly).
Tl;dr: Wrong nerfs, insufficient nerfs, buffs will be catastrophic bad for the game.
This tweet makes it sound very unlikely that that is the case
I suspect the dk nerf has to do with discovering frost cards if you are for example triple blood rune.
Edit- i see other feel the same way i wonder if it is might be taken further in that if you are 2 blood runes you cant get triple rune cards ?
I would just hald the damage to 2 thats seems ok give the minion 2 attack ?
Id remove one of the effects or give it a stat nerf it does way to much or nerf the dmg to 1.
For me the problem is this card has good stats draws a card and acts as boardclear does way too much.
I think buffing Spitelash Siren to 4 mana is like buffing Edwin Defias Kingpin to 3 mana.
Spitelash in hand on curve = win. too much tempo.
Buffing Recrod Scratcher to 2 mana probably still isn’t good enough yet, but is broken before it rotates.
Buffing Record Scratcher to playing “1-Cost” or any easy condition might break it immediatly.
I wish the Combo Pool for Disc Jockey was curated like the Outcast Pool for Wretched Exile.
Tier 1: Naga Mage. Sinful Brand Demon Hunter. ?Rogue?
Tier 2: Renathal Blood Death Knight. ?Rogue?
Tier 4: Everything else. ?Rogue?
It is important to remember here that Mage lost all of its 0-mana spells and almost all of the cheap spells that replicate themselves in hand (like First Flame, though Rewind is sort of in that same area, but doesn’t really work without Siren to back it up).
So, a fully reverted Spitelash is likely to be weaker than she was during the Sunken City meta when she was originally nerfed.
The fact that Naga Mage wasn’t a balance outlier before the nerf, then totally died after that nerf and hasn’t come back since then suggests that this is not really a huge potential issue.
Would prefer this to stay at 3 but start with a base discount of two. Right now the weapon tutor into this is a good curve.
Really to buff shaman they should have brought back the 0 mana overload that gave two mana crystals, but I’m guessing they couldn’t cause its a druid card also and/or it was busted.
IDK, personally spending all of turn 3 playing a 2/2 weapon feels horrible. I would much rather follow turn 2 up with Lightning Storm or another Overload card.
I suppose it’d make it worth it to switch to running lightning storm and the 2/3 taunts to have strong tempo. Still sucks to not draw the weapon in the first two turns tho
I mean at worst you draw it on 2 with the tutor, then turn 3 you still have an extra mana to do something defensivly.
Anyone else notice Lightning Storm is on that list? Should be overload for (1) instead of (2)? Woot woot.
I would love if they changed disc jockey to 3 or less on the combo pool card ya got, aint no kne wanting the 5 mana pirate, minstrel, or the 4 mana secret guy discovered from disc jockey, i woukd even go to say change it to two or less combo card
Edit: prize plunderer and wand thief in core would make disc jockey so much better
What confuses me is why is Holy Nova getting another buff. It was just buffed to be able to hit face again. Maybe its going to 3 mana and no longer hits face? That’s the only thing that makes sense. It should be 4 as is because it does more than just 2 damage AoE it also heals your side. But I forget mana cost have no rhyme nor reason in this game. All mana cost are arbitrary. They keep slapping extra value on tempo exponentially power creeping the hell out of the game. Power creep is not the answer to this games issues it only amplifies them. People are always complaining game is too fast and aggro is too strong. Power creep just makes the game faster, aggro better and just makes going first that much more advantageous. The issues people are complaining about are basically they fall behind for whatever reason be it they get a bad muligan, bad draw, going 2nd or just playing too greedy and they never get the chance to stabilize because of the snowball effect inherent to the core game designs. This game is hopeless hole that the brains thing digging deeper will somehow get them out of it.
Infinitize the maxitude for 1 mana would be an insane buff. So easy to have one mana left each turn to discover a spell. Those warrior targets are garbage though. They need to add cards to the base set period and remove a bunch of garbage ones.
I will be interested to see what they do all around with DK and how much it changes the class.