Final nerf and buffs predictions before the hit

To the ground, hopefully…

…but I doubt they touch it anytime soon.

I quit playing standard ladder because of control priest, and I will do the same if it comes back like it seems to be doing right now.

VS shows play rate increasing, and that meshes with my observations from my tracking as well. Played three in a row this morning and just logged for the day. I have zero patience for that crap.

Obviously not, I’m just trying to discuss a point. I couldn’t care less if you agree or not when I don’t even know you.

I suppose it’s a valid point, but that’s not how I see the current state of the game.

Edit: not only me, but apparently a lot of people considering the amount of posts talking about this since the expansion released.

That is fair but I don’t think there is really much to discuss. We both just have our own expectations for the game and that is a good thing both for the game and ourselves.

I think the only place we differ is this i agree that different metas can exist but this meta almost the same as stormwind thats the only part i dont like and that warlock i feel is stopping new decks from being played but i do agree it is good to play through different metas because different people like different metas and i cant always have a meta that i like idk what do you guys think.

If this is the line of thinking would It not be more honest with everyone to ban the cards in question rather than pretend we are “balancing” they?

Or now we gonna intentionally destroy other people things just for the sake of It?

There have been people that feel it should be sent away one year this is a option i have thought about it too but like i said i am unsure all i know for sure is we need nerfs.

so it would be like “Discover a Spell from Each School you played this game. Cast it with randomly selected Targets”?
Yeah that could work I guess.

And its not that hard to put into play since the Shaman hero has a somewhat similar mechanic.

I dont mind the mana cost of the card but the lack of control i have over him on top of it is a shame.

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I don’t even understand why they made the Hero Power change after. I mean, the Hero Power is a part of the hero while the Battlecry’s effect (not the existence of the Battlecry, but the effect the Battlecry triggers) is the result of summoning the hero. It would be like spawning a human through magic, and the human first starts shouting before his arms spawn, rather than the entire human spawning in 1 go as you’d expect it to happen meaning he’s complete before he can begin to shout.

I like this idea more then just slapping “spells target enemies” on, because that would probably just turn Dawngrasp into another Hero Card you throw into any deck that you can.

I like Hero Cards a lot more when they require some clever deck building, not just cards like Taismin, Cariel, Bru’kahn and to a lesser extent, Tarvish where they go into everything.

nerf:
irondeep trogg: 2 mana
snowfall gaurdian: 6 mana
paladin parrot: 5 mana
paladin minion that draws a spell and cost 0: it costs 1 this turn
warlock rod: 3 mana 1 durability
shaman spell with honorable kill: “the next spell costs 1 more” instead of 2 more
warrior: nerf quest and cannoneer please?

buff:
mage hero: cast the highest cost spell of each school
tavish: heropower 2 mana
ichman: 8 mana 5/5
druid epic beast: 5/5 instead of 5/4
lobotomizer: 3 durability
warlock epic fel spell: 4 mana
arcanist: 4 mana 3/3

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Efficient Octobot - Cannot reduce cards to less than 1 mana
Field Contact - 4 mana
DH Quest - Cannot reduce cards to less than 1 mana
Lady Anacondra - Cannot reduce cards to less than 1 mana
Runed Mythril Rod - 1 durability
Moarg Artificer - 4 mana
Tamsin’s Phylactery - Not a shadow spell or 6 mana
Defias Cannoneer - 4 mana or 2/2

The only good way to stop these combo decks is to stop letting them reduce a bunch of cards to 0 mana. 1 mana minimum means there’s a limit on what can be done in a turn

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Neutral:
Irondeep Trogg - summon another Irondeep Trogg (instead of a copy).
Would trogg still see play if it summoned another 1/2 minon instead of a copy? Probably yes, druids and paladins could still run it since they have board buffs, and that would bring the card to an acceptable power level (it’s an 1-drop after all). Hunters and priests probably would cut it from their lists unless the meta demanded it. They could go with a mana increase, but that would probably kill the card unless accompanied by a stat buff.

Mr. Smite - 5/5
Mr. Smite is the 3rd most played card in the game after Rustrot Viper and the trogg, and in a multitude of decks (quest warrior, celestial druid, quest rogue, buff shaman). The only change that would affect all those decks is an attack nerf. It would see play even at 4-attack, but they won’t hit him that hard.

Warlock:
Tamsim’s Phylactery - lose the shadow tag
Touch of the Nathrezin - deal 1 damage
I think those are the cards they’re going after. They won’t nerf the owl because that would either kill the card and deck or do nothing, and nerfing touch would already affect both the overabundant removal and healing. Personally I would also change The Demon Seed to not work with fatigue while reverting its requirements to 6/7/8 AND Mo’arg Artificer to 3 mana (nerfing OTK DH in the process).

Paladin
Libram of Wisdom - 3-mana
Since I’m fairly convinced they’ll nerf trogg, I don’t think they’ll change much else for now. Librams should receive another nerf, either Aldor’s Attendant or Libram of Wisdom. I would also nerf Alliance Bannerman (either to 1/2 or to draw any card instead of a minion) and Lightforged Cariel by making the weapon lose durability when attacking.

Warrior
Raid the Docks - pirate requirements to 3/3/2
Adding 1 requirement to the 2nd step of the quest would slow it down considerably. Maybe in the future another nerf in this deck is ensued (Shiver Their Timbers to 4 damage?).

Shaman
Snowfall Guardian - 6-mana or gain +1/+1 for each frozen enemy
Yeah this card is busted. Personally I’d apply BOTH changes.

Druid:
Nourish - gain 2 empty mana crystals
This I think is the most elegant solution. They could change Celestial Alignment to not affect the enemy but I don’t think that changes much the druid’s matchups. Making Anacondra not reduce spells costs below (1) would change the deck completely, although personally I wouldn’t mind. Nerfing Nourish would delay the Anacondra turn by 1. I’d even return its cost to 5.

Rogue:
Efficient Octobot - 3-mana
It’s either that or Field Contact. I think they’ll go after the octobot.

Changes I’d also like to see as well:
Warsong Wrangler: give the beasts +1/+1
Piercing Shot: only affects enemies
Oracle of Elune: 2/3
Tickatus: burn 4 cards

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I would love if they went that “can’t cost below 1” route but they probably won’t, at least not now. It would destroy quest DH and celestial alignment, and I don’t think they’re willing to do that.

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I don’t know why people think this. Druid has better 1 mana plays already if all they get out of it is an extra 1/2 should you cast a spell that doesn’t immediately kill the original, and Paladin isn’t playing their objective unless everything else gets nerfed into the ground because it just isn’t a very good card right now.

Paladin objective is pretty decent, the problem is they can’t build a deck around it because literally none of their draw options target it.

Trogg not retaining buffs completely deletes the card. It stops being a threat at all.

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Paladin’s objective card is very good, it’s not played because what’s being played is more broken lol. I’ve seen it do insane stuff in some off-meta decks like dude paladin, but all of that is overshadowed due to how good the other ≅20 cards in buff and libram paladin are.
Trogg is being nerfed, I’m 99% sure of it., and it’s not easy to nerf a 1-mana card. How would you do it?

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It is a good card, but it isn’t good RIGHT NOW. Right now it is a 4 mana do nothing because the support isn’t there. You cannot pay 4 mana to get +2/+2 on one or two minions right now or you will just die.

Just make it 2 mana or make the coin not a spell like should have always been the case since the start of the game.

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The only nerf I’ve seen suggested that doesn’t completely delete Trogg is to make it a 1/1. And that’s still a huge, unwarranted nerf in my opinion. It is doing what it was meant to do, and people still are refusing to respond to this powerful tech card; perhaps nerfing all the combo and OTK stuff will let decks prioritize boards more.

I think you’re not understanding the Paladin Objective. It is not a weak card. It is not bad because you skip a turn. Decks built to use it find it to be very powerful, and it absolutely is worth the cost.

The reason it is not viable at the moment is that you cannot reliably build a deck to use it, because there is no good way to reliably draw it. So decks that synergize with it become unreliable themselves. It’s basically like if Evolve Shaman didn’t have Cagematch Custodian.