VS concluding BSM will be nerfed is so dumb

I kind of disagree. You can absolutely have insane cards that shouldn’t have been made in bad decks.

Cards don’t exist in a vacuum, but you can usually tell if a card will be on the chopping block if the deck it’s in ever manages to break into tier 1 ranges.

You often don’t need to nerf the cards before they are also in a strong deck though.

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Has never been overpowered. This is because you have to pay the normal price of the card + the copy price. If the copy is broken or overpowered then the original is more broken and more overpowered. Only real exception of this has been the new location, which is not overpowered by any means.

You both miss that several classes are not allowed certain cards because they would be way too powerful in their arsenal; e.g. Paladins are almost never allowed to steal another minion from the board because getting minions on their side of the board is very powerful to them; hence the development of the game strongly implies not all classes are equal at “what card is too powerful to exist”.

VS made the blanket statement that when something is 5 mana and it’s an enabler then it’s too overpowered; how do they even identify that all 5 mana cards of that sort are the same power; that on its own makes the argument ridiculous because they made no effort to even prove those 5 mana cards are equal because the argument makes no sense if their power is not very similar.

At the end of day yes it’s about what decks the card goes in; since CLASSES are not equal at what they can do it makes the argument much stronger; it’s almost as if there is Lore support for it but Lore doesn’t have to support it: it’s just that some classes and decks have different attributes that causes them to behave differently and it’s not just “5 mana card enabler = bad”.

They need to rework tribal decks in the game… put in some neutral minion that like quests starts in your hand and lets you choose 3 ‘traits’ or something for the tribal of your choice…

SOmething like for the rest of the game your tribal minions gain +1/+1 on the hand/deck/battlefield or your minions only take 1 damage at a time or after you play a minion reduce the cost of a minion in your hand by the cost of the minion

Stuff like that would make playing tribal decks more fun and mabye even viable.

I have gotten Vanish several times now off the new Zeph. When you do that to a BSM that REALLY throws a wrench into their whole plan. I forgot how obnoxiously OP that card really is.

Smeet, thanks for sharing your deck list. My deck had already evolved to include close to what was in your list, but it did not include Heatwave or Tidepool Pupil. I did get around to experimenting with both of those cards, but I ended cutting them from the deck, since I was facing aggro decks less than 10 percent of the time between D5 and Legend.

I mostly faced Mages (20 to 25 percent of the time) , warriors, Druids, Shamans, and DKs between D2 and Legend.

The best takeaway that I got from your list was your choice to use Zilliax with the Haywire module rather than either the Virus or Twin modules to reduce its cost from 9 to 7 in a deck that already has a lot of high cost cards to play in the late turns.

Once I hit D2 with Marin in deck in order to complete the quest and the event, I experimented with just about every card that it made sense to try in the deck as I bounced back and forth between D4 and D2. Just about any version of BSM that I built in Diamond was capable reaching D2.

Eventually, I did cut Marin, my one surfalopod, and Yogg-Saron from the deck to add Orb, a 2nd Star Power, and Reverberations to the deck. This build carried me to Legend for the first time:

Galactic BSM

Class: Mage

Format: Standard

Year of the Pegasus

2x (1) Miracle Salesman

2x (2) Audio Splitter

1x (2) Cult Neophyte

2x (2) Gold Panner

2x (2) Greedy Partner

1x (2) Instrument Tech

1x (3) Bumbling Bellhop

2x (3) Metal Detector

1x (3) Reverberations

2x (3) Watercolor Artist

2x (4) Conniving Conman

1x (4) King Tide

1x (5) Portalmancer Skyla

2x (5) Star Power

1x (6) Puzzlemaster Khadgar

1x (0) Zilliax Deluxe 3000

1x (0) Zilliax Deluxe 3000

1x (2) Haywire Module

1x (5) Perfect Module

1x (8) Kalecgos

2x (9) Sunset Volley

1x (10) The Galactic Projection Orb

2x (10) Tsunami

AAECAaXDAwrv0wS4xQXxgAbQngbHpAa6pwaEvwaHvwbjzwb14gYK6MUF8/IFkIMGhY4G9JsGzpwGtqcGxboG6ckG78kGAAED8bMGx6QG97MGx6QG6d4Gx6QGAAA=

https://imgur.com/a/OFYw0ri

I usually get so bored with Standard by the time I hit D5 that I had yet to bother with pushing for Legend, but because it took so long for me to solve through experimentation one of the best deck lists for BSM, I had already reached D1 by the time I was happy with the deck list, and then it only took me 8-10 more matches to hit Legend.

Overall, climbing to Legend with my version of BSM was one of the most fun experiences that I have had in Standard in a long time. :slightly_smiling_face:

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I’m glad that the base idea was able to work so well for you. The list is way, way more flexible for what you are encountering than the current BSM lists, and I’m glad you were able to adapt it to your needs.

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I would love for it to be nerfed so I (we) can get the dang refund I (we) deserve. So upset that I crafted Tsunami and then they increased the cost by 2 with no refund!

If for some reason they do decide to nerf Tsunami, I have gold one. Cha-Ching!

I get everything in the list but that Zilliax module combination has me scratching my head. Care to elaborate on the choice?

Edit: Just played a whole bunch of games with this deck. This an amazing Mage deck and IMO a superior deck to any of the other Mage decks being played currently. Repeatedly playing GPO is incredibly powerful.

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Yeah, 7 Mana Zilliax is because 9 mana is too slow vs aggro DH, and by 9, eh, you’ve got better things to do.

Glad it’s working for you though, it’s still in refinement at the moment.

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I think you should keep the Forum updated on any changes. This is a very clever design for the deck. That makes sense about DH.

This is not a complaint. but i would like to point out that pirate demon hunter can deal lethal damage on turn 3 or 4. If BSM is getting nerfed, i don’t see why pirate DH should not be looked at. Just feels weird to me that one would get nerfed but not the other.

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A good start would be making this have 3 health instead of 4.

After that do something to this card because it’s far too powerful as a 1 drop in a deck as aggressive as the pirate DH.

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Four health is some kind of magic number for lower cost minions as it cancels out a number of front line single target removal.

I’d really like to see them be more particular about what gets four health just in general, but specifically powerful cards like the one you mention.

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Just remember (if you’ve been around that time) when naga DH was a thing and how long it took these clowns to a) figure it out, b) get their brain and monitor turned on and c) finally, come up with a fix to it (hint: it took a long time)