Most expected nerfs for Wild

Hello. its my opinion how to make wild better.

  1. Quest mage: time warp - made extra turn one time per game (as like Zarimi)
  2. Zarimi: [5 mana] 4/6 => [6 mana] 3/3
  3. Questline warlock: battlecry of blightborn tamsin: split damage you take of your turn to half to you and half to your opponent
  4. Glorious gloop: instead “gain mana crystal” => “refresh mana crystal”
  5. Shudderwock - maybe also repeat battlecries one time per match too. but dont sure about this.

What nerfs would you like to see in the wild?

4 Likes

nerfs should not be based of your emotional state that you lost a game to a specific card or spec.

Dragon Zarimi should be reworked and “once per game” mistake, should be removed.

They wont balance Wild, that would prove it was a scam from the beginning.

Well also because you wish it.

I think you have encapsulated the main problems of wild in this nerfs, i would also nerf guff to 6 mana, so we can at least steal it from they with theotar, without making the players too angry…

But in general I like your proposal…

These are the forum members who should be listened, and not those casuals who ask for nerfs to reno, congratz…

These would help I think. I don’t think it will ever be balanced though.

I think it would be better to hit Grumble with that clause, let people repeat Shudderwock, but force them to use more than a 1-card copy+massive discount to repeat. One or two Shudderwocks per turn doesn’t waste as much time and is still likely to end the game.

I agree with you on Time Warp, but the rest aren’t bad enough for the meta to require nerfs.

Grumble + Shudderwock and decks that are built to constantly repeat Time Warp both lead to boring game states, where the opponent is forced to either wait for animations (in the hope that they eventually get to do something) or concede.

1 Like

With cards like power word: Synchronize and creation protocol existing in standard, i don’t think you’re realizing what you’re asking for.

I expect he knows exactly what he’s asking for, and that is to play solitaire.

these are mostly good changes in my opinion and would not take long to implement, i would add onto this a change to naval mine rogue, make it so that shadestone skulker takes the weapon but does not destroy it in the process, also maybe change/reduce the cost of the naval mine slightly to make it not so easy to combo