Twitlonger from ZachO on SW balance

2 mana, 3 damage and a effect? Nah.
Eye Beam is 1 mana deal 3
Soul shear is a 2 mana, deal 3, put 2 cards in the deck that heal for 4.
Drain Soul is straight 2 mana deal 3, cure 3.

It would be good. Pretty good even, but classes are allowed to have good cards. Just look at Hunter in general, where everything they have is slightly undercosted

None of those examples can go face.
That is a huge restriction. Eye Beam is also conditional.

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plus, apart from the fact that they cant go face, Discover a spell is much stronger than heal 3 or 4.

Orb is imo an excellent card already, no needs for any buffs on it.

that said, i can see Ignite bumped to 3 initial damage if IF gets nerfed. Either that or dropping down RSW to 4, but i would prefer the ignite buff rather than the RSW. 1 mana draw 2 is already good imo.

Yeah, exactly. There are 1 mana cards to heal for 5 and heal a minion for 5. Damage is often much more valued than damage as well, healing 30 hp doesn’t guarantee a win, if 20-40 can easily be dealt the next turn while dealing 30 damage easily can.

Because people can’t do anything once they’re dead, but there’s plenty of ways to punish card disadvantage healing with a smaller hand. but still pretty nice.

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If you’re referring to me deleting my previous reply, it’s because it was stupid and wrong.

No point in getting 10 replies about it when people have already corrected me.

No i missed that i was talking in general , theres so many bold claims going around ( for Mage and Priest in general) that never get a rectration.

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Not really.

  1. Mage is know for having some of the best spells of the game. Last years are an actual outlier and not the opposite.

So having a spell card a little above most should really causes no issue other than people who not want any class identity at all whining.

One of the most powerful cards in history is a literal overstatement.
Maybe and only maybe slightly overpowered.

2.If people don’t wanna mage to play as a clown they should start wish for cards that actually do what they need to do instead of have ā€œsome interesting effect that costs the efficiency of the card were it should haveā€.

  1. It’s basically a small powercreep on frostbolt and we did see far worse powercreep that literally no one cared about.
    Runic orb dealing 3 damage is no different.
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The Darkglare nerf would affect Warlock in Wild.

And he fully acknowledged that it’s busted in Wild.

But I think he’s wrong to add health back to DG.

Exactly this. All mages cards cost more and do less than other classes. Paladin and Hunter have the opposite ā€œproblemā€ cheap cards that are 50% better than other classes.

If flow is nerfed(it won’t be), then they need to overhaul about 12 mage cards.

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3 face damage for 2 is already baseline
Discovering a spell on top of that makes it insane
Like that would make orb better then Quick Shot in every single way, and QS is the card already run in every Hunter deck ever.

Also there’s the fact that it would clear just about any turn 1-2 minion while still putting Mage ahead on cards. That’s what would make it really broken.

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Yeah dude. Cards are allowed to be good.
Even better than others!
Discovering a card is worth about 0.5 mana. A 2.5 mana card packed in a 2 mana one isn’t some bizarre problem. We have a 6 mana draw 3, save 9 mana in the game!

And that comes with a condition the DH has to play around…

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errr discover a spell is around 1 mana, sometimes more.

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Discovering a spell is only so costly in classes that have little to no Discovery.

Discovering a spell from a specific group is worth 1 mana, like in Magic trick.

Druid even has a 1 mana, Discover a spell, discount it by 1 mana.

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i havent seen any that’s 0.5mana though, all of them are more.

even Wand thief, who is one of the best tempo discovers in the game, if you account for the discount of the combo requirement (which is more than 0.5 mana) is more than that, and it’s a card that’s in two classes that have a lot of discover (at least rogue had in the past and mage still has it now).

For the studies spells, you have to also account the card cost. A card that does nothing but discovers is worth much less than a card that does something and also discovers. In all cards, in all card games, there’s an inherent ā€œcard costā€, and that’s why you see that when you combine multiple effects in 1 card the cost goes up.

(well, except from UI but we all know UI was busted lol)

Well yeah, but that’s mostly because simply Discovering is pretty bad, no? Pre-nerf renew cost 0.5 mana though. Now, we can argue that renew was nerfed, but was that because It was too cheap of a discover ir because It was too cheap of a heal AND discover in a mega contrly priest.

Well, yeah, but wandthief is ā€œPremium statedā€ (i know, Premium 1 mana would be 4 stats, but se know those are outliers). How much would you put a combo requirement at? like, wouldn’t a combo requirement make a card cheaper? Which makes sense because it’s a 1 mana 1/2 discover a card (worth about 1.5 mana but combo?)

Yeah, there’s the card theme too. Not the ebst of examples, my bad.

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more than 0.5 and less than 1.

i’m baseing this on cards like cultist that become 1 mana 2/3s (and is considered a bad card despite that).

Major understatement. But I don’t think the problem is so much dark glare, as it is the deck’s ability to drop the Unstable Apothocary, and deal 30 damage to your face in a single turn via the warlock hurting HIMSELF, once he finishes the quest.

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And deal 2 damage not fits undependent of it making sense on paper or not. It’s already tested here and everyone know.

If someone could really evaluate effects only with basic math then giggling inventor costing 5 mana would not be the insane overpowered card that everyone did put in his deck during it’s time.

After all it’s just 5 mana for 2 annoy-o-trons and a 2/1. By math it should be a perfect fit right?

Math is a decent start but small adjustments should be done based on factual performance and the actual performance for many mage decks is IF or die.

well… that’s where we disagree though.

i know a lot of people, me included, that do think that Orb is a perfectly fine standalone mage card that needs no buffs.

Now, obviously, you think otherwise.

That’s ok, but that doesn’t mean that it’s ā€œtestedā€ or that it’s a ā€œfactā€ or that ā€œeveryone knowsā€. It’s just… your opinion. Like it is our opinion that it is fine.

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