Rules for thee (mage) but not for anyone else!

Why is it okay to nerf a mage card that lets you reduce spells to 0, but other cards aren’t given the same treatment? And yes you can say it’s because the card is supposedly too strong blah blah blah.

But at the end of the day, anyone getting hit to the face by multiple spell cards that cost 0 would think said cards that allowed those spells to reach 0 to begin with were also too strong. All I see is mage constantly getting called out, and I suspect it’s because in wild, mage is able to easily overtake blizzard’s previous Druid.

Either way their is blatant favoritism going on and mage always seems to take the short end of the stick (might not even have any stick left tbh)

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What?

Watercolor Artist was buffed

EDIT: Nevermind, you talking about Sorcerer’s Apprentice

Don’t take this as me defending their choice in nerfs, because Radiant Elemental exists still and doesn’t have the same treatment, but the reason they did this specifically is because they don’t like things going infinite too fast. Mage is the class with the most spells and spell abuse, so it was only a matter of time for this change to happen. It’s why this got nerfed and why Sonya Rogue got nerfed.

But it’s perfectly ok for other things to do it because they don’t go infinite as fast.

Yes, it is a double standard. Radiant Elemental is 100% proof.

I think the rule should be “not less than (1)” and not the exception, but that’s where we’re at unfortunately.

Mage pays the spell tax.
Everyone else pays the Druid tax on neutrals and shared class cards. It’s the way it is.

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I am against Blizzard spending any effort on maintaining balance in Wild. If you picked a format where cards don’t rotate, then if you asked me you chose no balance.

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Trying to balance Wild is pure madness. But some cards just happen to stand out in Wild meta sometimes and they just do it. I don’t think they waste too much time on this.

If they don’t use multiple times more Dev time than on Standard then it’s a lost cause, because it’s multiple times more complex than standard; the game had massive power creep and overpowered cards for multiple expansions for entire years; so you can’t even claim that some old cards are unusable because a lot of old cards are very powerful if you stick them in Standard decks.

Just nerf the rewards; a fair solution is to just give them WILD PACKS as rewards; it both keeps it fair at what cards they get and it doesn’t promote it that well going forward.

It’s a dumb change either way. There’s a gigantic, balls to the walls difference between reducing a card cost to 1 and reducing it to 0.

If sorcerer apprentice were discounting high cost spells to 0 it would be one thing, but having to wait a extra turn for every 2 mana spell you want to combo off it just make it a two mana paper weight.

It’s the same reason Taelan never sees play, or Marooned archimage never sees play.

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Possibly they realized that since standard is in deplorable state, some people have tried wild, liked it and started to spend their dust in it, and from there decisions have been made, I am in favor and I would like to see what else they have on hand for the wild format… :smiling_face_with_three_hearts:

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people keep bringing up a radiant elemental OTK deck but nobody explained to me what that deck does …are you sure that deck is popular or even exists ?

because i played vs pre nerf apprentice decks several times per week but the otk you keep mentionign is something i havent seen yet

(apprentice was nerfed again only after a new OTK with it became popular )

It’s just another otk type deck that looks to play cheap spells that costs 1-2 mana originally and draw really fast.

Clergy, Radiant Elemental, Funnel Cakes, mind blasts, etc.

It’s not as popular because it requires alot more luck to pull off and because Mage survivability is like 10x better so it can get to its combo more often.

And because it’s not popular, it doesn’t get nerfed.

The only reason the card is brought up was to compare the 2 cards to show the difference in existence and nerfs despite being the exact same card.

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They are just inner fire priests, and they usually need the radiant elemental to survive in opponent’s turn, if that fails, they need a minion to steal with the potion of madness and with no taunts to get in the way, while the mages, as soon as the apprentice comes down you already lost, have no comparison…

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Team 5 is the textbook definition of hypocrisy. I don’t know why anyone is surprised here.
You could knock me over with a feather if they ever applied their so called rules evenly across classes.
Druid will always get ignored no matter how strong, and so will rogue, until players make it impossible to do so.
I understand Secret Passage got nerfed? Big deal.
Rogue still draws four for 2 and that is better than anything I can do and always will be.
they also buffed every Pirate deck for rogue with eudora (yet again)
Meanwhile the mage “buffs” do nothing but help one lousy deck.

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You really believe the Devs have class favorites do you? You might want to reconsider that.

The best players never fixate to playing only 1 class and even more so the Devs.

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If I did not believe it, I would not say it. And If you had observed the nerfs they choose to implement for as many years as I have, then you might think so too.
I also know some people without mentioning them, and I know what they prefer to play.

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If they had a favorite class to the point of buffing it for that reason they should not be Devs at all. It means they misunderstand entirely how good games are developed.

A player fixating to 1 class and asking for buffs only for 1 class isn’t much better; they’re only excused by a technically; they’re not both bad Devs and bad players.

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I ask for nerfs to my own class too, you know.
I fully support the SA nerf as the card enables a OTK that simply prevents the Opponent from playing.
I take issue with the fact that they gave mage nothing in return. The buffs they gave mage do nothing in wild.
Rogue can kill the opponent on turn four with more than one deck.
I can’t name a single mage deck that can do that.

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It’s not your class. It’s the Devs’ class. They see in their stats it’s played too much or it has a high win rate; they nerf it in that case; there’s nothing more or less than that for the most part in the entire history of any game because those people are Professionals and not gamers fixating to 1 class.

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Best joke I have heard in years.

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They’re paid to develop a game, so by definition they are professionals. You come here fixated to 1 single class and ask for buffs for it; that’s the opposite of what a professional game designer does; they never fixate on 1 class.

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Your claiming this is true does not make it so.
I guarantee I know more about the people who actually design this game than you do.
#ignored

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