And Radiant elemental is not nerfed…
Well…
It is Hearthstone…
And Radiant elemental is not nerfed…
Well…
It is Hearthstone…
Increasing the card’s cost is not much of a nerf when mages are casting 0 cost spells anyways…a real nerf would have been reduce mana costs but not to less than 1. I don’t think any spell that doesn’t naturally cost 0 mana should be reduced to 0 mana, it can be too game-breaking. Not like Blizzard cares too much about actual balance though.
Stop assuming people are worse players than you, it’s really annoying. I average like a 70% winrate across all decks I play including T4 decks because I am f2p.
This all assumes 4 fairly interchangeable but still specific cards in your hand and 10 mana, there are much easier combos than that, 8 mana with 5 pieces which sounds more realistic and the deck doesn’t have the best of defensive tools. You can’t move a decks win condition back 4 turns and say you haven’t killed it.
I fail to see your point, an extra ice block is an extra turn into 95% of matchups. I’m not sure it was the most imperative card to have and could probably be swapped for more draw, but in some instances it was better than playing down an ice block because the extra 5 armour could sometimes give you two extra turns. You could also hit an arcane intellect on it, so I think it’s strictly better than other options.
Mages were a little issue but not a huuuge issue. mana cost 2->3 would have been fine, but 2->4 destroys the card and cripples the entire class.
I agree 100% with the rest of your assessment. Nerf mages while ultra-aggro decks like pirate warrior and quest hunter are left pretty much untouched.
Exactly. This has to be reverted back.
You gotta be kidding me, you spent hundreds of dollars just to make your cards golden gifs??? This made my day
The card was always annoying, especially multiple one on board.
Perhaps you have never heard of this card called Ice Block or the freeze Mage deck that accompanied it? That deck dominated for longer than almost any other deck type in all of the history of HS. It was so powerful it created the Hall of Fame for cards to be retired into.
Perhaps not, but I haven’t seen anyone playing freeze mage for 5 years and I’m going to assume most players would disregard statistics from that long ago as it’s not particularly relevant to them. APM sat high up for a little bit until people realized how to play against it, but really it has just been secret mage on top, now I’m not entirely sure secret mage even fits in with mage identity, nor does ping mage, these just seem like random win-cons that mage have ended up with. Whereas everything that did seem like it suited mage, fireballs from hand etc are long gone, it would be very hard to justify decks based around this when for instance priest’s mindblast is 5 damage for 2 mana and there are various other classes that seem to have pretty similar cost to benefit ratios, in that regard mage is outclassed at the very thing it’s supposed to be good at.
If they wanted to give mage it’s identity back I’d probably propose two buffs:
-Fireball 4 → 3 mana
-Grand Magus Antonidas 8 → 6 mana (the effect is very hard to trigger without going full fire and that is quite a deck building restriction and the fireballs hitting random targets is quite inconsistent)
-Could also consider taking pyroblast down to 7 mana, since most games don’t go to turn 8 (aggro pretty consistently wins on turn 5/6, Mr Smite, for instance would have already done 12 damage if left alive for a turn and only costs 6 mana) and there are a lot of stronger cards for 8 mana price point like celestial alignment it just kind of makes sense that you should be able to play this card for at least one turn
Then in the future they should think about how to create some kind of arcane archetype, or a more offensive frost archetype (not one that just freezes for survival)
2 to 3mana dint happen because drekthar is a card
the card can still totalyl see play as it is even at 4 mana
It really doesnt, we need more nerfs to insanly stupid (cheap) mana cheating effects/cards not less.
There aren’t many powerful decks that don’t cheat some mana, you’d have to nerf 80% of all of the decks in the game and it would be a completely different game by then. Imagine druid without it’s ramp, priest without rez effects, no shadowstepping rogues, no big priest/shaman decks, no voidcallers or skull of manari in warlock, or tip the scale in paladins, no giants in any deck, nothing like shudderwock or n’zoth that just cheats out infinite mana.
While I wouldn’t mind seeing some of those cards go you’d have far fewer interesting decks in the game as an outcome if you got rid of the mana cheat.
mage wasn’t a problem. Maybe at rank 50 it is, but not at rank 5 to legend.
Well, I agree about the non-meta, but that all mage decks are fun decks I definitely don’t agree with…
Some of the mage decks I’ve seen ppl use were extremely annoying decks that can’t even be fun to play yourself, let’s stand play against it… Otk mage for instance, it plays out the exact same, regardless of opponent.
But it’s more down to how many options players are being given to make such decks and how many players get more fun out of annoying their opponent’s as much as possible, rather than having fun from playing a good game.
Mage have issue in basic, with SA have INFINITE damage in ONE TURN without any chance to react… This is problem NOT a mana price SA!!!
That’s what a combo does.
If you play mecha thun opponents hero is destroyed and you also have no chance to react.
Etc etc
I had a mage 30->0 me on turn 5. Of course it’s wild mode so I was going to kill him on turn 6. I’d rather it stay at two mana but not reduce spells less than 1. Probably will still make it situationally broken but that’s fine in wild.
If gets not less then 1 it wont be broken ever at all , all the mage decks that have used care about the reudcing the 0 part.
2mana but not less then 1 is far bigger nerf then one we got which doubled its mana cost.
Make it not less then 1 , and its 99,99% guaranteed it wont see any use whatsoever ever at all.
Not less than 1 would make the card useless at all. How would you be able to play exodia mage for example?
Even raising the mana to 3 would have probably killed the card because at 6 mana for two of these, even playing down a flame waker for 3 mana, that’d still be a turn 9 mana combo and then even with biscuits and 10 mana you’d have serious troubles trying to close out. If they are so concerned with drek’thar then they should have nerfed that instead, there are actually lots of new concepts and ways to abuse this that are emerging and not just in mage. Playing it down on 4 mana to cheat out 2x the best 3 drop for almost any class is one thing that will make me auto concede on most classes in a lot of cases is like 15/15 worth of stats at the least or I’ve seen a hunter play it down with cloaked huntress and played his entire hand out, so cheating out about 14 mana worth of effect for 4 mana.
Yes useless for ALL TOXIC decks with infinite dmg in half round, without chance any react!