Shaman Local Need Nerf?

It is only me thinking 3 charges and the cost of 1 single mana make this card completely broken and undercosted? Should cost 3 manas instead.

2 Likes

They should buff it so it can target enemies as devolve.

And if you target enemy hero, it should randomly change their hero power to a different basic hero power and devolve their weapon to one that costs 1 less.

Why all this hassle? Just click in the 1 mana location and win the game instead if anyone follow this idea… :roll_eyes:

It’s just the consequence of powercreep.
I wish they cared more about making a fun game, rather than a flashy one.

Is there anyone who enjoys being against a shaman that plays gnoll, trades and then evolve the gnoll in a 10/10 on turn 3?
They nerfed and even banned switcheroo from wild, but somehow this is ok just because “it’s a highroll”?

then double the charges and make it able to devolve an enemy minion too
its effect is too weak for 3 mana

but flashy is fun! and most of the time the evolution is harmless

Tell me exacly when a 10 drop on turn 3 is harmless most of the time.
If a 10 drop is harmless they may as well buff it to a 3 mana card, or make new vanilla 3 drops with 10/10 stats

Also switcheroo was fun, infinite snip snap on turn 5 and tome tampering; I wonder why they got nerfed, they were so flashy and fun

you just want the location nerfed because its fun

because if what you really wantted to stop the highroll you both know there is another way but

you want the card nerfed and thats all you really care

and you are even using examples with little rng people built their decks around to pull plays with switcheroo and snip snap way more consistently than this evolve into a beastick will ever be

I don’t, I want any non game mechanic to be reworked.

Example: if you play the gnoll for 0 mana and you evolve it, you get a 0 drop.
This was also a problem in the past and they failed to address it.

If you really like fun and fun stuff shouldn’t be nerfed whatsoever, tell me how you can justify the nerfs I mentioned.
They recently nerfed miracle rogue which was very fun (they could only summon a 10/10 with stealth on turn 3 afterall).

So, if it’s consistent it should ne nerfed, if it isn’t the highroll is acceptable.

Are you saying that evolving a gnoll on turn 3 is usually bad and you can’t consistently get a 10 drop? Because this is how evolve works, you’ll get a 10 drop every time.
You just need a gnoll in your starting hand and then you evolve it, it can’t get easier than that.

Snip snap warlock required more steps: you needed a legendary and two other cards (to discount mechs) which couldn’t be tutored.
It was fun and they nerfed it, how unfair

well i noticed you want nerfed just because its fun when you told the good old “result of power creep” lie

i know you are lying because we all know this highroll is only possible because they reworked the mechanic to re roll a minion of the same cost if a minion of the same cost if there isnt a minion of a higher cost to evolve into(this happened years ago)

minions keeping their mana change costs like that would result on bounced minions keeping their reduced mana costs too

evolving a minion removes it fromt he board you suggeting a minion should keep their mana cost changes forever that would change so many interactions

How can you say “I know you are lying”?

It’s literally MY OPINION, how can it be a lie?
I say “evolving into a 10 drop on turn 3 is broken” and you say that in reality I want it nerfed because I hate fun?
Believe me, I hate it because it’s broken. 10 drops cost 10 for a reason. It isn’t ok to cheat them on turn 3, even if it’s fun.

No, just like minions lose their buff when they get back to your hand, they would cost their original cost.
It’s useless to argue about what’s not even in the game

It would change evolve only, for what I can think right now.
If they can fix the evolve mechanic in a better way, good for them.
In the meantime I will stay convinced that a 10 drop on turn 3 is broken, unless it was designed to be played for 3 mana (mountain giant, or gnoll itself), fun or not fun, tier1 or tier4, it’s broken

2 Likes

The location is not a problem. “Problem” is when they start with coin, schooling, gnoll and location all together. That is a very specific scenario, and I played 100+ games of control and evolve shaman in the past 3 months, and had this perfect hand 4-5 times max. Then again it has to evolve into something good, and sometimes it results in another gnoll lol.

I’m absolutely sure that highrolling 5% of the time to steal a win in an RNG card game isn’t that bad.

If it can target enemy minions, it would be a huge buff already. You can remove taunts and buffs and stuff.

this guy is a sad Troll, thers no point to complain with him…

1 Like

You guys are targeting wrong cards all the time lol.

shaman local is not a problem at all. it takes one extra space on board and not all the evolved minions are op either.

The problem is Goldshire Gnoll the card itself is balanced and fair but the cost of the card when played which is 10 mana is the real problem here.

1 Like

evolve removes the card from the board that means it should lose all buffs like mana costs reduction too so your suggestion needs the cost of a minion to stay the same when removed from the board

it cant be broken if is tier 4 you need a very specific combination of cards to pull it is easier to get a 7/7 on turn 3 with warlock than pull a 10 mana on turn 3 with shaman

the part i dont understnad is why do you want to mess with other cards interaction instead of suggesting for them to roll back on the mechanic change they did a while ago ?

Infinite freeze turtle mage was tier 4 and was nerfed because it was bs

I am not perfect, it was the first idea which came to my mind.
Even if you change it back to “can’t reroll a minion if you can’t evolve it”, they could make a 9 mana minion that could be cheated out on turn 2 and the problem would be still there.
Fixing it once and for all would avoid scammy situations in the future, while making it easier to release evolve support cards

I have a simple change: gnoll to 11 and remove the word “other”, so it counts itself when discounting (same effective cost). Then gnolls only envolves into themselves, no BS deathwings or lokholar on turn 2.

2 Likes

still a bit more consistent and worse than this one this is usualy a one time play and can be removed easy by most classes just droping a scorpid on turn 3 and they wont be playing gnoll even if they had it

that loop you are talking about could be continues for most of the game as long as a blizzard you had a blizzard in deck ive seen clips showing people doing this for many turns ina row

No because you cast the spell, not a copy, so the loop isn’t infinite at all

This may be a good solution for now; then they will release a new 10 drop that discounts itself to 0 and we will be back at this again :joy:

1 Like