Still overpowered in wild.
2 possible fixes
Reduce damage to 1 per spell cast
Or keep at 2 but it only targets minions not the player.
Still overpowered in wild.
2 possible fixes
Reduce damage to 1 per spell cast
Or keep at 2 but it only targets minions not the player.
What kind of thought process is âLetâs nerf a fine card in a fine class with just 2 or 3 good decks, but not nerf odd paladin or big priest.â
Lol.
It has a great matchup against Big Priest
Even more reason to not nerf it. Anything that keeps that cancer down needs to be in the Meta.
I think you misread what I said though, changed it up a bit just so it makes more sense.
What do you think the OP plays? That heâs so tilted right now.
Ahhhhhh, me understand now.
To be fair, there are a lot of other good matchups Quest Mage has and it can be pretty tilt inducing with the wins it can cheese out, so it doesnât necessarily make the OP a BP player.
1st of all Flamewaker has to be 3 HP or unique 1 /deck.
plus I have to say it for the 100times cards which were not designed to cost 0 has to cost at least 1 mana after reductions
Cards costing 0 mana, which were designed higher cost totally break the balance with these kind of do something everytime someone play/cast something.
Will it make cyclone mage not a no brainer easy op deck? Yes it will. Will it make things more balanced yes it will.
They somewhat saw a bit of this issue when they nerfed Reckless experimenter to stop sn1p interaction which is still breaking the game in wild with summoning portal/mechwarper
The primary difference being that Wild has a much higher power ceiling (and therefore, shenanigan ceiling) than Standard, by design. Theyâve even said as much themselves.
BThis is one of my favorite cards in wild lol. Doing 15+ to face or clear odd paladin over and over with flamewaker feels so good.
It cost 3 mana which is quite a lot compared to the mana âcurveâ in the decks theyâre in. Takes a bit to get it on the board AND do a lot of damage the same turn. Itâs a good card with game winning potential IF conditions are met. Hence it is not OP, not at all actually.
Lol its used only in tempo mage, a deck thats hardly good in wild and from all the other decks/ cards you see, you point your finger at him??? LoL.
Are people still struggling against Odd Paladin? Didnât they nerf that deck five or six times already?
That card is used in quest arcane giant mage and can dish out twenty-thirty damage in one swoop. Itâs a bonkers card and used in high level ladder mage decks.
Struggling? Itâs the best deck in wild and has been all year. It and Big Priest both have the entire wild meta wrapped around them.
Only been nerfed once, and the nerfed card has an arguably superior replacement in quartermaster anyway.
My bad i guess. Just googled this deck and i guess it seems nice. Still i dont remember facing itâŚ
Big Priest, Quest mage, and Shudderwok Shaman are all problematic decks in wild. Unless theyâre addressed silmultaneously nerfing just one will only result in players using that deck to move in to one of the alternatives. Thereâs been more than enough discussion on big priest lately and thereâs plenty of reason to nerf it. But shudderwokâs infinite damage combo that was too strong for standard still exists with wild replacments
âSaronite Chain gangâs effect has been replicated (and improved upon) by Dopplegangster, so you get 3 shudderwoks per dopple instead of 2 via saronite
âZola the gorgon, Barrista Lynchen, Grumble Worldshaker and Bog Slosher can all be used as bounce for extera copies of shudderwok.
âLifestealer is still a thing
Plus in wild shaman has the evolve/devolve combo to go with the dopplegangsters, so just like quest mage itâs another effective big priest counter, but itâs also strong against aggro because of hagathas scheme and a slew of other board clears, and it has infinite damage inevitability.
Quest mage with Arcane giant, mana cyclone, sorcers apprentice, and a host of cheap spells on the other hand can burn you to death pretty effectively and blow you up out of nowhere. One free turn is all they need to put out 40-60 damage worth via flamewalkers and a bunch of free spells. Sorcererâs apprentice breaks that deck by reducing spells to zero and flamewalker just pulverises, and zero cost arcane giants are no joke either.
So yeah, ALL of those decks can be problematic. Fixing big priest isnât enough anymore. There are multiple decks the wild meta is warped around.
It is still worse than Saronite as getting the extra bounces only helps in rare circumstances but losing the taunts to slow down aggro hurts a lot more
It isnât an effective Big Priest counter. it isnât hopeless but there is still a clock as Devolve just turns it into other less effective big minions and Hex only screws up 1 slot, potentially, on Eternal Servitude and Diamond Spellstone.
One other thing to note is that the current âtop versionâ of Shudderwock doesnât do OTK. It is a value deck that just uses Loatheb to lock out and relies on Zola and Bog Slosher to copy 1 Shudderwock if the cycle needs to repeat. The old OTK just requires too many suboptimal cards to be run in Wild right now to be the best use of Sudderwockâs system. With Loatheb why do a two-turn OTK when you can run a stronger shell (Corpsetaker) and still reach inevitability ?
Note: Iâve only played against the current version of Shudderwock. I lack Jepetto and he seems fairly core to the strategy tbh.
Yeah, Loatheb is there too and Jepetto has been showing up in several shudderwok builds. Iâm sure they could refine the list if the meta adjusts. Thatâs kind of the point I was trying to make though. All three of those decks can do broken things. And dopplegangster evolve is still a pretty busted curve play. Donât try to tell me dopplegangster is bad in the deck.
Flamewanker is an annoying card. People have complained about the card anytime hes in the meta, an for a fair reason. The card basically reads 3 mana 2/4 battlecry: deal 6-8 random damage to any enemies.
Then it snowballs after. The deck its being played in is aids to fight against. If you wanna neuter the deck, make Mana Cyclone lose the elemental tag is probably the #1 nerf.
If people wanna combo Flamewanker an cheap spells, the refill hand nonsense needs tonned down. I DIDNT SAY REMOVED BTW MAGE FANBOIS
Dopple isnât bad but Iâd rather have Saronite for aggro issues. Due to Big Priest (and other decks on the side) the meta for Wild once you get to competitive ranks is all about handling aggro. As such, I would just rather have Saronite over Dopple because Dopple is a two-card power play whereas Saronite helps stem the tide of aggro a bit.
In a scale of 1-10 in Shudderwock the old Saronite was an 8 whereas Dopple is probably a 7.
The issue in both Standard and Wild about the refill is that I lose all ability to play around anything. It just becomes âignore counter-play and ATTACK!â after the first refill (if itâs a decent refill).