April 2016 Card Nerf
It was announced on April 20th, 2016 that Blade Flurry would receive a nerf.
- Mana cost increase to 4, up from 2.
- Now only deals damage to enemy minions - does not include the Hero.
Quote from BlizzardBlade Flurry is a problem because it enables both board clear and heavy burst damage, and it’s also an obstacle to adding better cards for Rogues. To address these issues, the cost of Blade Flurry is moving from 2 to 4 mana, and it will now only affect minions, so that Rogues have to choose between removing threats or damaging the enemy Hero.
"just fine". Let's look at our possibilities :
HP + Blade Flurry - 6 mana and HP : Deal 1 damage to a minion, take face damage, and deal 1 damage to all enemy minions. Basically a WAY worse mage HP + Arcane Blast ( Need I tell that this card is unplayed ? In a class with way more spell synergy than rogue ? ).
HP + Deadly Poison + Blade Flurry - 7 mana and HP : Deal 3 damage to a character, take face damage, and deal 3 damage to all enemy minions. 2 cards for a worse Flamestrike. Yeah right.
HP + Blood Mage Thalnos + Blade Thalnos - 8 mana and HP : Deal 1 damage to a minion, take face damage, and deal 2 damage to all enemy minions. 1 card ( Let's say Thalnos will cycle ), granted, but again, 2 more mana for what a mage HP + Arcane Blast would have done.
Other ( Fairly realistic ) synergies ? They're going out of Standard, or have been rendered too costly to even be played in a single turn.
This is on top of the fact that this card NEEDS synergy to be played, ergo, disregarding the matter of cost, efficiency and all, you'll need to draw 2 precise cards before you can land that AOE, something your ability to draw rapidly is often a decisive factor in certain match-ups.
I am honestly not sure I would even put this card in my deck, right now. Fan of Knives with Spell Damage seems more reliable now.
This is brutal, I understand removing the face damage, but why up the mana cost as well...One or the other surely would have been fine.
so whats the point in playing rogue now, somebody explain please?
Blizz try hard to do "control rogue", since miracle nerf, add some, add some "control cards", but 1% ladder still playing oil/miracle rogue, so they said fuck u, and kill rogue.
it's just brilliant what blizzard had done. they take the most damage anyway, deal actually very little direct damage to the face and the minions are weak and healing is almost gone. pure genius
Rest in Piece Oil Rogue, you will be missed :(
I love rogue and this is what makes rogue still playable in the current meta
So much burst
Hands down, the best AOE removal in game IMO as in Rogue you have so many weapon buffs that you can clear the board in game you thought was lost, can work also as a finisher in combos if your weapon has 2+ durability.
So good with Deadly Poison and Tinker's Sharpsword Oil.
Potentially devastating if your weapon has 2+ durability. If you can get an attack off on the enemy hero, then use this, it's essentially like having Windfury. In the debate between this and Savagery, the fact that it hits the enemy hero is huge, and you can prep it with various abilities on preceding turns, as opposed to the druid who really has no way to increase his damage for more than a turn, so it all has to be done in one turn (unless he finds a way to steal a weapon from someone else).