The power level of some imbue decks are a bit problematic. However, directly nerfing the cards could negatively impact standard.
Because of this, blizzard could try to nerf the cards only in wild, while in standard they could stay the same.
These are my general idea for nerfs.
Neutral cards:
Flutterwing Guardian
Increase its mana cost to 5 mana, leave the stats unchanged. For all intent and purposes, this card’s power is 5 mana. However, it is 4 mana, and its is easily a top 3 contender for 4 mana taunt cards of all time.
An alternative change would be to remove the divine shield, and keep it at 4.
Class cards:
Mage:
Wisprider
Increase it’s mana cost to 7.
Reckless Apprentice
Increase it’s mana cost to 6.
Aessina
Battlecry: if 25 friendly minions have died this game, deal 20 damage split among all enemies.
Paladin:
Turn back the Hero Power to 2 mana.
Dragonscale Armaments
Increase it’s mana cost to 2.
Ursol
Increase it’s mana cost to 10.
Hunter:
Increase the Hero Power cost to 3 mana, or remove the attack buff component from the Hero Power.
As for the other imbue classes, well Shaman’s is a meme. Priest one is good but not oppresive, and Druid’s is aggressively okay.
Any thoughts?
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Yeah, stop calling for unneeded nerfs, out of that list, Apprentice needs an ADJUSTMENT, raise Armanents cost, keep hunter imbue cost and have it do one or the other, everything else doesn’t need changing. Sorry your homebrew deck can’t beat every single deck, that’s why you shouldn’t stick to a single deck
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Out of curiousity have they ever done a wild only card change that did not extend to the standard version of the card?
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I don’t think so, however, when they had the classic ladder up, they had the unnerfed/unchanged cards for that game mode/ladder.
They have the technology to do it.
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Change? No, they either revert a change after a card rotates, or ban it from the format
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Raising the Apprentice cost to 6 kills the card in every single deck. Really glad the Op isn’t a designer, 'cause his ideas are terrible.
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I’d vote for a rework of Imbued Mage hero power being to summon wisps that attack a random enemy when summoned with a deathrattle: deal 1 damage to a random enemy.
The early to mid-game power-level of the deck would remain intact. It would brick the reckless apprentice combo without having to nerf it directly. Also, Wildfire would not serve any purpose in Imbue Mage anymore. If Imbue Mages still crave a big burst, Denathrius is still a thing in Wild. Just a lot slower (thankfully).
I think Paladins only need a small speed bump. From experience, I found they scaled too fast. Having Goldpetal Drake Imbue twice is what enabled this imo. I think if it behaved like Wisprider it would be a little more balanced (1 Imbue + 1 free hero power cast).
I don’t know about Hunters. They already lost the original King Plush combo. If we are talking about Wild format, I think there’s a decent chance at beating them despite Tundra Rhino being a thing.
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It’s clear that imbue has some pretty crazy synergies in wild that make them much more powerful than they would be in standard. Not sure what can be done about it though.
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Imbue hunter in wild is a sleeper deck atm.
It currently isn’t meta, but the moment that Imbue Mage gets nerfed, it will become at the very least an A tier deck. It isn’t oppresive, but it is a great deck.
About Imbue Mage, I don’t think the Hero Power itself needs a rework, the problem is the speed of which they upgrade the Hero Power’s damage and that Reckless Apprentice is at 4 mana.
Imbue Paladin’s main problem is Ursol’s aura effect being too long, and being consistently curved thanks to the tutor weapon, and that he is 8 mana.
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If they up his cost you go right back to the Ursol+Shaldrassil combo, and I don’t think anyone wants that again
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Honestly, this forum never changes.
A pack of petulant children, crying because the busted deck they play isn’t as busted as the one they lost to, or at least that’s what they claim to believe.
The same players complaining daily about imbue are the same players running TNT warrior, shadow priest, colossal decks, Lifesteal Druid. I could go on…
Dudley Dursley never threw a finer tantrum than what I read here every day.
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Players cry for nerfs without thinking how said nerfs will affect things elsewhere. “Increase Ursol’s cost” will just bring back a more powerful combo, there’s a reason Shaldrassil was nerfed to 8 mana
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Players might as well ask for a unicorn. All Team 5 does is rotate which class wins the most. I honestly believe that is all they can do at this point, particularly in Wild. There are too many keywords, and too many secondary effects. Anyone who can’t handle that should leave Wild altogether.
But fair warning: Standard isn’t much better, just different.
This game is old, and anyone complaining now should just go find a card game in it’s infancy, because I checked out several during my hiatus, and it’s apparent to me that once any card game like this goes beyond a certain point, that power creep makes it impossible to do anything but rotate which deck is on top. Players should stop complaining. They have gotten to play this game pretty much for free for years. I know I have.
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Imo, increasing the mana costs of this many cards would just either:
Make games last MUCH longer without changing the meta too much, which would be a huge pain for anyone without that much free time.
Or, the changes would make these decks so slow that the meta would completely shift towards faster, more aggressive decks.
(correct me if im wrong)
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I am not saying nerfing that card the way he asks is the way to go but I also believe the Apprentice firing hero power multiple shots on every targets is totally overpowered for the cost of the card. And it gets ever worst when paired with cards multiplying it even more.
Personally I think it should only target minions but that’s me…
We must remember that Apprentice was a card printed many years ago and I do not think it was meant to be as destructive as it can be nowadays.
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Schyla had the best idea I have seen for the wisp deck. Just change the interaction, that way reckless is preserved for other legacy decks.
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Buddy wildfire is not suppose to effect imbue mage wasnt intended to, SA should not proc off the double HP dude.