Deepminer Brann is a problem in wild

Why is a card like Deepminer Brann allowed to be played at 6 mana? A single card that allows double battlecries the rest of the game. Who was the genius that thought that would lead to fun and interactive gameplay?

That should be a 7 mana card at minimum.

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I never understood why they unnerfed cards before releasing to wild, clearly this cards were broken in standard why would they think they wouldn’t be in wild?

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Yeah it doesn’t make sense to me either. Especially cards that were known to cause issues.

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Maybe the thought process is Wild is so broken the turn 6 “do nothing” is enough to aggro reach lethal and other control/combo decks have enough broken things to fight for.

What I don’t understand is why Brann can be unnerfed at a more critical mana cost but Reno at 8 manas can’t.

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Because most if not all of those cards will not be run at wild even at their original costs.

If devs apply the same consensus they apply to standard then what will make wild format different to play?
This means that the excuses they find to nerf things in standard don’t apply to wild format with isn’t really a bad thing.

People have to understand that many concerns they have in standard aren’t actual game balancing issues but stuff they do just to keep people playing.
Many of those who just don’t apply to wild because it is already a game mode made for people looking to play a format with a really high powerlevel.

I kinda changed my mind over the last year about unnerfing those cards while they still in standard but when they are already in wild it really isn’t that bad.

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Is it really a problem in wild? That deck seems super slow compared to all the other hyper aggro ultra fast OTK stuff that is out there.

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For control matchups its pretty busted. Basically all you have to do is play Deepminer Brann then play Astalor and it’s game over. Especially with the added mana ramp that allows for 15+ mana.

Mix in Ham the Hungry and Mutanus and the deck is a complete nuisance just because of one single card.

If you get lucky and somehow burn their Brann before they have a chance to draw or play it they instantly concede because everything is centered around that one card.

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Honestly for my decks i find that some of my less enjoyed matchups are the new "freeze 30 turns ice block 7x and loop forever "Freeze hostage mage" decks.

We’ve had problems with time warp mages looping forever, so now instead of time warp they cast frost nova ice block solid alibi potion of illusion → frost nova ice block solid alibi potion of illusion forever.

I don’t mind rock paper scissors weaknesses, but Brann is a greed engine against other greedy decks. For my Midrange decks and aggro spriests they rarely, if ever play him when they’re low on hp, unless they’ve just used a clear and have spare mana.

It seems like it’s probably a greed card for control vs control matchups and outgreeding in a fun way with alastor sounds more dynamic than 30 turns of being ice blocked, even if you manage to pull off a cheeky 10+ dmg charge minion, it also gets frozen, armor stolen and /or ice blocked.

Even if you get a weapon it’s ice blocked

Even if you pop ice block, there’s 7x more ice blocks.

And if you care about winrate, you’re forced to sit thorugh 30-40 turns to see if they run out or don’t, for another anticlimatic ending. You won because they didn’t draw their 20th ice block/freeze, big whoop.

Holy wrathadin is also a eh for me. I thin it was funny when Shirvallah or molten giant saw play on rng torlden moments, but Lorekeeper polkept → holy wrath on a class that can just play dragon → cheat 4 to 10 mana

then cast “TIME OUT! your hero is immune for three turns” into finley polkept / order in court holy wrath was just meh.

Like i have a couple beasty decks and a couple fun ones i make, like one that can cheat infinite stats up to +12/12 to +60/60 a turn if wanted lol, but tempo winrates are generally what matters for a 55-70% winrate list vs a fun but greedy 45-55% list.

With brann you’re having greed vs greed for a control vs control match i assume or slow vs slower.

With ice block, your board is just frozen over and over.

Imho if i were to theorycraft some potential change ideas.

Ice Block: After you take Fatal damage, prevent it. And reduce future damage down to 1/2 this turn.

Potion of Illusion: 4 mana: add 1/1 copies of your minions to your hand, they cost 1. → `2-4 mana: Add Temporary copies of your minions to your hand.``

(Sorceror’s apprentice has ‘but not less than one’ so no need to worry about infinite combos.)

Holy wrath: 5 mana: Draw a card and deal damage equal to it's cost → 4 mana: Deal damage equal to the cost of the last card you've played /

OR / 3 mana: Deal damage equal to the top card of your deck. (Up to 20). (So Polkett/dredge + wrath + wrath could work as a 6-10 mana 3 card combo and shirvallah. But not a 2 card combo. )

Tap nerfs to spriest
Mind sear: Deal 2 dmg to a minion, if it dies, deal 3 dmg to [the enemy hero] → [BOTH] Heroes

Aviana / Eonar / Travelmaster Dungar Druid: (Your spells/minions cost 1, refresh your mana / draw all cards,)

Travelmaster Dungar: 10 mana 3/3 Summon 3 minions from your deck from different expansions → 10 mana, 5/5 summon 2 minions from your deck from random expansions. / Now banned in wild

Who knows, these are just my thoughts from someone casually playing casual brews to casual wild 1k legend rn.

Used to have a couple rank 40-150 hitters but im just chilling and i like brewing and messing with decks more than playing the same one to rank 200 rn.

I’m so sick of this card.

I just played a Reno Priest that somehow discovered Deepminer Brann. I managed to steal it from hand, played it then played Astalor and a few turns later the game was over because double battlecries the rest of the game for only 6 mana is stupidly overpowered.

Still can’t understand the reasoning behind unerfing a card that broken. It should have been kept at 8 mana regardless of it rotating out of standard play.

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And what about Boomboss? Is it still a problem with Brann even in wild?

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Boomboss is out of date. Again i think at 1-1000 ranks that freeze hostage mage, spriest and holy wrath /renathal paladin make up a bulk of many upper meta decks.

I assume its probably like rock paper scissors but brann/astalor probably beat control Mirrors or serves as their finisher or they play 40 card removal fatigue.

I assume the combo might be to counter solid alibis / near infinite permafreeze hostage mage if roping for 80 minutes for a “okay FINE” ‘ranked win condition’ isnt your thing seeing if they ever run out of 7-11+ freezes in a row plus alibis plus infinite recasts plus archmage recast everything plus potion of infinite bs.

While two alastors are definitlely finishing 30-40 hp and the bs 125 armor infinite void dredge is annoying. Loremaster polkett to sort the deck for a 125 dmg otk while having backups like the uther garrison commander + double hero power bot for a uther dk win otk is a thing as well.

By winrate i havent seen warrior much in higher ranks as the other. I assume its a rock paper scissors deck to hard farm spriest while unlike the past, it is possible to exhaust them of clear playing replenishing big threats.

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I see, thanks. I am just asking because I still have a golden version of it and didn’t wanted to dust it until it will be clear if it is getting a nerf or not. Unfortunately I opened it before the rotation… so couldn’t get extra dust for it since.

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I never played Wild.
I would imagine, after so many seasons of crazy cards printed, Wild should be dominated by super fast rush decks. There is no way for late game decks to survive , am I right?

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Yes and no. There are a lot of broken combo decks. Imbue mages everywhere. Quite a few greedy control decks. Aggro is hit and miss. The only reason you see a lot of aggro decks now is because it’s one of the only play styles that counters Imbue Mage. All I see now is Imbue Mage.

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why ? you didnt mention what you are talking about only brann effect which everyone can read on the card

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Hello everyone,

I totally agree with @Rukanth point of view:

  • There are more toxic and faster games such as the Rommath neverending potion of illusion as number 1 to deal with before Brann.
  • Brann requires 1 card each in deck, and to draw it as well, and at least to wait 2 more turns to do something effective after you play it. So you’ll get easily dead by Tamsin from the Quest before even drawing Brann!
  • Boomboss on the other hand IS a problem: with Brann effect it can destroy up to 18 cards!!! This is the one that should get nerfed before Brann!!
  • Concerning Astalor, it’s the same, after playing Brann (hopefully turn 6), wait until turn 8 to unleash it (the opponent has time to take actions way before it by fulling the board for instance …)
  • The infamous OTK with Order in court by turn 7 (maybe) and dealing 125 damage, shouldn’t it be nerfed before Brann?
  • The paly Hero that summons the 4 horsemen by turn 8 shouldn’t it be nerfed before Brann?
  • At least with Brann, you don’t have “perfect tutors” for it compared to the last 2 examples

I see lots of people hate Brann but is it really THE BIGGEST PROBLEM? I don’t think so.

Anyway, good game everyone! :slight_smile:

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Deepminer is too strong for the current mana cost. Game is basically decided when it gets played. I can’t think of another 6 mana card that is in the same category as Brann.

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