These nerfs will improve the game!, opinions please

Wheel of death should be an extra turn, it’s a powerful deck, I have auto conceded against every warlock before we even select our cards(and I don’t mean I’ve tried to to battle them, for about a week I’ve not face a single warlock and I instantly hit concede and move on, so much better than wasting time).

Tendrils should be 2 mana and only have a small chance to cast that 10 mana 10 damage spell.

DN plagues need to be calmed down somehow. Maybe they do 1 damage instead of 2 damage.

Botface buff to 8 mana.

And help Druid lol

  • Magtheridon, Unreleased 7 mana - mech tag only
  • Window shopper - 5/4
  • Zilliax - remove stealth from the one module
  • Reno - start of game check
  • DK plagues - Steamcleaner added to standard pool
  • Craftsman’s Hammer - 3/2
  • Brann - start of game check
  • Wheel - 5 turns starts the next turn
  • The other highlander cards - start of game check to maintain consistency

Here’s what I would change:

  • (Demon Hunter) Umpire’s Grasp is now a 2/3 weapon, same cost, with “When your hero attacks, if you are holding a Demon, reduce its cost by 1. If you aren’t, draw a Demon.” (The idea here is to make the weapon vulnerable to Rustrot Viper, while slowing it down slightly.)
  • Angry Hellhound gains the Demon type. (This dilutes the Window Shopper pool.)
  • (Hunter) R.C. Rampage now summons 5 Hounds, from 6.
  • (Warlock) Wheel of Death to trigger at the start of the Warlock’s turns, instead of the end of them. (This gives their opponent an extra turn, and prevents the Warlock from BMing on the final turn.)
  • (Warrior) Safety Goggles to 3 Mana, from 2. (It still costs 0 if you have no Armor.)
  • (Druid) The nerf to Embrace of Nature is reverted.
  • (Paladin) The nerf to Deputization Aura is reverted.
  • (Warrior/Shaman) The nerf to Aftershocks is reverted.
  • (Death Knight) Blood Tap to 1 Mana.
  • (Druid) Dragon Golem to 6 Mana.
  • (Druid) Free Spirit to 3 Health.
  • (Mage) Cryopreservation to 1 Mana.
  • (Mage) Overflow Surger to 3 Health.
  • (Mage) Manufacturing Error to 5 Mana.
  • (Rogue) Spectral Cutlass to 3 Mana.
  • (Rogue) Sonya Waterdancer to 3 Mana.
  • (Shaman) Shudderblock to 5 Mana.
  • (Warlock) Malefic Rook gains Rush.
  • (Warrior) Blackrock n Roll to 4 Mana.
  • (Warrior) Fireworker gains Taunt.
  • (Neutral) Joymancer Jepetto to 7 Mana.
  • (Neutral) Therazane to 6 Mana.
2 Likes

Are you for real? If you’re sticking around waiting for something, yes, plagues are annoying, but if you make any sort of effort to smash the DK plagues are not an issue.

3 Likes

Reno can stay as is. Why buff an already OP card?

Wow. I agree so much with this one lol. I think this should of been the way they released the card dunno what the hell they were thinking.

I mean, I think the clarity of the card’s function is being complained about too much, but I lost a game to the Wheel itself and had to manually concede because Warlock opponent wanted to spam emotes instead of just pressing the End Turn button. Then I was like yeah, this isn’t good.

Card is also over performing statistically, it can take a little nerf.

1 Like

Nature shaman probably needs hit again. they should just kill the card that has been the problem from the start instead of dancing nerfs around it.

1 Like

Why? The deck is tier 4, and I’m not exaggerating check VS it’s low tier 4, and you still want to hit it? It has a 44 percent win rate.

If they hit nature shaman at this point it will be because of emotional reasons, ie players hate to lose occasionally to it.

If they do hit nature shaman, it would be a double standard to leave plagues untouched, they should be nuked out of orbit in that case as well, for the same reason, players hate playing against plagues. In fact, I believe there is no mechanic players in general hate more than plagues.

Also I play nature shaman exclusively just to drive in the toxicity of this meta for players. If they are going to play the toxic shopper DH, Reno warrior, DK or Warlock, then I’m going to fit right in with my toxic otk.

2 Likes

This makes perfect sense xD While a broken deck is wreaking havoc on the ladder, anything goes!

6 mana 10/10, mech tag only, and you have a deal

this one feels wrong… its an ez counter, just run any aoe spell.

unplayable if it was a 3/2

this is a buff if anything, allows people to shuffle things into their decks

You went too far on DH. The only thing that DH needs to be balanced is the weapon Umpire’s Grasp should be 2/3 instead of 3/2. Thats it.
As it stands right now, DH is already countered somehow by Glacial Shard. One more charge to the weapon is enough to balance it.
Magtherion by itself is not an issue, as a stand alone card is underpowered, as a discovered demon is strong, but not game breaker.

Helya - only the 3 plagues shuffled are endless
Corpse Bride - revert
Umpire’s Grasp - the demon costs 1 less
R.C. Rampage - summon 5 hounds but any that don’t fit buffs hounds from all sources (not only from this spell)
Sif - starts at 0 spell damage
Forge of Wills - 4-mana
Shield Block - 4- armor
Reno - clear the entire board except for your leftmost card, and limit each side to 1 minion for a turn

It’s not a buff, at the start of the game it checks if Reno/Brann/etcs condition of “no duplicates” is true; If it is true then when you play it you get the battlecry. The battlecry doesn’t trigger until you play the card. This also gets around the complaints of plague DK that there is no counter. If you have duplicates in your deck at the start of the game then the check is false and you can play the card but it’s battlecry does nothing.

I think the wheel of death should have more of a downside for the warlock. Like if they do not kill you by turn 5 they die. Loosing the deck for them does not matter. They already have all the cards they need to finish it out with a win. I just auto concede now if I get any warlocks. Its not enjoyable in the slightest.

2 Likes

I like these suggestions. A card I’d add to it is ‘Threads of Despair’ - cost bump it to 2 mana.

It’s just a lazy design philosophy, “I win” cards should be meme tier status competitively, if they are printed at all… not in a tier 1/2 deck, that has supporting cards that actually synergize with the downside.

It seems like they have the archetype for warlock be: ensure your opponent has the least fun as possible playing against this deck. But since it’s competing against so many terrible play experience decks they really pushed the ceiling on rage inducing for warlock this time.

1 Like

it buffs it because you can’t shuffle in cards into your opponents deck as counterplay, like with plagues/snake oil seller

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So make it so highlander Reno cards can’t be disrupted? That sounds completely stupid.

1 Like

uh thats a terrible deck losing to almost every deck …

1 Like