For DH make the Abyssal Depths to cost 3 mana, with that, my Vanndar+Drek’thar deck would be OP
I have no earthly idea why that card costs 4.
Rogue need:
Scabs for 6 manas instead 8.
No, don’t call me crazy, if druid can have that abomination called Guff for insane 5 freaking manas then the rogue and all others hero cards should get a massive cost reduction for balance purposes.
Druid have a versatile card can ramp and draw card for only 5 manas, in this case Sprint should cost 5 manas too, one card more but lose versatility.
And for GOD SAKE, there is no reason the honorable kill spell don’t be 2 manas like hunter and shaman, it is just crap garbage for 3 manas and one requirement, instead this crap card just give the original burgle spell instead.
Good suggestions, I’d also buff priest by not having the blessing of the naru not heal enemies. It makes it only useful in stalling control decks which is like the one thing most people seem to agree they don’t want priest to do.
I’d also change the effects that require restored health to simply require having cast a healing effect. It’d open up more space for board/tempo focused priest decks.
I added one additional buff (Swashburglar Health to 2) to the opening post. Would still like to hear people’s buff ideas.
This could be considered a nerf to the Wild Pyromancer + Northshire Cleric combo. So I wouldn’t, but I guess it’s a close call.
Most of these suggestions are valid but I don’t think people even experimented with most of these cards before netdecking to the top WR decks. The problem is the same as last year, that some decks are just too good and don’t leave room for experimentation.
There’s still like 10 cards I’d like to see nerfed (like Guff and Cariel) before thinking about buffs.
Assuming the nerfs going into effect tomorrow balance the netdecks to about the same power level each, then why would more nerfs be necessary? The point of decks is to bring the OP decks to the middle, not to drag everyone down to the bottom.
Yup which is exactly my thoughts on the Curse Warlock deck. If they make it any better it will just become oppressive and nobody wants that again.
Without being specific, I’d really like to see some buffs to various murlocs. Murlock is very close to being viable. The trouble is that what it does, other decks do better.
Sorcerer’s Apprentice, Your spells cost 2 less. or changed back to 2 mana.
Murloc Warlock card winrates imgur link:
https://imgur.com/gallery/O5JIwUm
Note that there’s two tables.
It’s pretty clear the deck has its best results on the (SpongeBob-themed) highroll of Rock Bottom turn 1 into Chum Bucket turn 2.
The 4 weakest cards in the deck, roughly, are:
- Azsharan Scavenger. Well, it’s definitely not the initial version that’s too weak here. Seems to me it’s that the Sunken version it creates has an underwhelming Battlecry.
- Bloodscent Vilefin. Because this Dredge costs more than the Sunken and not less, I think its stock rises and falls with Sunken Scavenger itself. I wouldn’t recommend changing this card directly, because if Scavenger is run, this gets run.
- Coldlight Seer. This card is simultaneously very weak in Standard and very iconic — causing it to be included in Battlegrounds, where it’s pretty strong. If Blizzard changed the stats in Standard, would they change them in Battlegrounds too? As a Battlegrounds player, I think I’d rather leave this one alone. Or am I just being silly? (If I did buff it, +1 Health to make it different statline from Warleader.)
- Gorloc Ravager. 3 Health is just pathetic for a 5 Mana minion. I am already behind buffing it to 4, it’s been in the OP since the beginning.
So I kinda stopped after the Ravager buff, not because I felt done, but because 1. didn’t want to mess with Seer and 2. didn’t have any clever idea for the Battlecry for Sunken Scavenger. I think +2/+1 would be too much. Any ideas?
No, I think it was correct to nerf Apprentice, they just nerfed it too much. Now I know why they nerfed its cost so high — because of Drek’thar. They didn’t want Apprentice to be a valid pull. Which, by the way, is why it can’t give “costs (2) less” at 4 cost, because that’s what Drek’thar was doing.
What I do think is that, if it’s going to be a 4-cost minion, at least give it closer to 4-cost stats. 5 Attack, 4 Health.
I think that in the case of Sunken Scavenger, that +2/+1 would work. It can possibly go in a different direction, such as +1/+3, similar to Pride’s Fury in druid.
In the case of Ravager, its battlecry is strong, although I’m unsure that justifies its stats being so low. Maybe at least +1 to its health for increased survivability, making it a 4/4.
As for Coldlight, at this point in Hearthstone’s creep in power, I think reducing its cost by 1 can work and isn’t entirely unreasonable. I believe that’d make it on par with similarly stat’d cards, like Amalgam of the Deep. Although +2 in health is a lot, the warlock requires a board for this effect to matter.
Lastly, aside from what you had mentioned, a revamp in stats to murlocs in general could prove useful. While I understand that buffs like this can be too much, murlocs definitely do not have premium stats. I realize most murlocs are neutral, and neutral cards are often weaker than class cards, this could open the door for more Murloc decks than only Murlock. Right now, the tribe is pretty damn weak compared to others.
Edit:
I think the safest bet would be around these lines. Buffing murlocs in general may be too much, so we can start with the above and see how that works out.
One last buff would be to Gigafin swallowing the opponent’s board. The idea I believe is that these minions are not killed, but are temporarily trapped within Gigafin. And so I don’t believe deathrattles should trigger. If Gigafin’s second part is killed, then yes these rattles should trigger.
I think a lot of those are too much. +1/+3 off of Sunken Scavenger is bonkers, as is a 2-Mana Seer. I do think Murloc Warlock needs buffing, but I don’t think it needs that much buffing.
I am adding a buff to Sunken Scavenger to the OP.
Ah, you’re almost certainly right. A bit overboard I went. I’m not one to really lobby for specific changes.
Do you think that Ravager is in a good spot the way it is?
No Ravager should def be 4 Health. It’s been in the OP since the beginning.
Edit:
Sounds like Yoda with a hangover.
Buffs to one thing are nerfs to another.
So I decided to run numbers on meta polarization for Data Reaper#228 and discovered something shocking.
In light of this, I’m removing the suggested Curse Warlock buffs from the OP. Data shows Cora was onto something.
Rogue, warlock and priest are desesperately needing massive buffs, I mean, 10 cards for each class or more.
What would you buff?
A pretty good start:
1- Rogue, the spell requires honorable kill, reduce the cost from 3 to 2.
2- Warlock, reduce to 2 manas the 2/3 minion give curse, if aggro can have vanilla stats for free then control should have too.
3- Reduce the cost of mass removal Lightbomb in 1 mana, the card was okay in the past but now aggro decks are way too fast, the removal should be faster too.