I suggest that Blightborn Tamsin reads : Battlecry : For the rest of the game, the first instance of damage you take every turn damages your opponent instead.
This way the card would still be balanced and quite interactive with a defensive aspect to it.
I think this change would be better than generic mana / stats change like we’re used to have.
what do you think of this tweak ? would you like to see this change or another change to the card ? comment below your ideas
I like it, keeps some of the normal power but throttles the game breaking. Could also let the first instance of aggro damage, but not let tap fatigue be a win condition when or if anyone even lives there too.
Also really handles the otk imp in wild and keeps the power level managable at current states. Letting them still play 1 card a turn for free while making your opponent take the downside, or just tapping for 2 would still be pretty fair.
I mean there could be always other nerfs considered that might be balanced for the meta game better, but that would require playtesting. I’d be up to give this one a shot and see what happens. Or take anything really. It’s been a long time and i’m tired and i don’t even care about fighting for t1-10 control anymore… i just want to settle for playing a 6+ cost card again even if we still have hyper aggro that might not even have strong 60%+ counters.
there are cards out there especially in wild that do way more than just 2 dmg with tap, also you missed the point that the effect works on every turn : on the enemy turn aswell so you reflect an enemy attack every turn ( if they attack you )
if Tamsin gets a mana nerf to 6 or 7 mana, sure it delays her effect for a turn or two, but then when she’s activated it’s the same thing : you get killed without any interaction because the deck is filled with self damage cards like unlicensed apothecary and Crystallizer wich if tamsin is played on 6 or 7 then you have even more instant damage from them with more mana.
So even if my suggestion isn’t what is right for the card at least I’ve tried to come up with a solution that keeps the game interactive, if you don’t like it, propose your own idea.
And I know the same could be said for any combo deck : except that the combo decks that OTK or TTK you, if they don’t have a specific card like Mozaki or Celestial Alignment they can still wiff, the same cannot be said about the current quest warlock.
The only logical tweak is not to include fatigue dmg.
That way warlock can still kill you with self-dmg cards or even SoS cards but they would have to keep an eye for their own doom spelled by excessive draw
I think a decent change would be to complete the quest the Warlock doesn’t have to damage themselves but instead heal as much health as the questline says now with the reward being that they simply do 3 damage for each stage of the quest done. It would push them finishing the quest way into the later turns of the game. Would make better use of their new healing spells and minions too.
I still think that my change would fit to the game, and that it’s simply less powerful than the current over-powered quest.
and on the 5 damage example : it’s not only dealing 5 damage it’s also preventing 5 damage ( and with crystalizer gain 5 armor ) And it reflects the first instance of enemy damage ( not taking a hit and dealing the hit damage ) if over 3 turns with tamsin active you do an average of 15 damage AND 15 healing ( same damage prevented ) plus the 6 you dealt and the 6 you healed activating the quest beforehand.
I think it would be really fair, balanced and interactive.
The amount of damage needed should be increased by a fair bit. Probably 2 points at every stage, or maybe just 6 for the final step which is the biggest problem obviously. I think that’s the only reasonable way to change the actual quest.
I think the risk of running the quest, especially getting Tamsin should be much higher than it is. On the quests where the final reward is more less just “I win the game in the next 3 turns” it has to be harder to reach than it is IMO.
The drawback to activate it is huge. Lose more than half your life point. Compare it to the other quest, beside deck building, they don’t have to take risk to activate it. Mage is easy to activate, so is rogue, paladin, druid, DH , etc.
All the quest require heavy deckbuilding for it to work. But only Warlock has to take such a huge risk losing half his life to get Tamsin.
About the heal : You don’t heal as warlock when there is no minion. And poison rogue and quest mage don’t run minion. Burst Shaman can deal 16-22 in one turn t6-7 . Paladin can OTK you with conviction and battle master. So the 2 touch of nathrezim, and the 2 drain soul you run in your deck won’t save you from these.
I laughed, do you have any idea what this monstruosity of a card does in wild ? it’s the most overpowered card ever released since launch. And I do not enjoy playing it or against it.