April 2016 Card Nerf
It was announced on April 20th, 2016 that Big Game Hunter would receive a nerf.
- Mana cost increased to 5, up from 3.
Quote from BlizzardBig Game Hunter represents an inexpensive source of removal that is packaged with a minion. It’s efficient enough that some Heroes with powerful Class-based removal cards choose to run the neutral Big Game Hunter. We’re increasing the cost of the card from 3 mana to 5 mana.
People will still play it for the value, but the tempo swing is damaged. 5 mana is good, I suppose.
you'll get 1600 dust after the nerf ;)
I feel that BGH kept every single deck from not becoming too powerful. The fact that it's neutral makes it so that anyone can BGH and everyone can be BGH. As a druid player I expect better hard removal. Or better cards altogether
I think we can assume its another Druid nerf because he lacks good removals.
Maybe its time to buff Recycle a little.
Give Mulch a try.
Mulch is just bad by design.
Mulch: destroy a minion. Add a stronger one at your opponent's hand.
Barely a nerf no one cares about cost a long as it cost less than a 7 attack minion.
You still remove the big threat and put a minion on the board.
So, C'thun decks will not be a thing after all. That's a shame
That's a bit exaggerated man.
i think he should of been a 4cost 4/2 deal 7 damage to a minion with 7+ atk, which would of given him like a controlled style fireball effect vs big minions but not outright kill them.
first off why do we need neutral hard removal, second you can adjust the number higher than 7 maybe 8,9 or even 10 and yes you should have to invest more mana cost in the removal of really high cost minions, the damage based removal is overall better balanced then outright removal of everything over 7+ atk a huge damage nuke card on them is very reasonable and able to counter it without being broken.
also mixing in a 7,8,9,10 damage controlled fireball-pyroblast into a 4/2 3,4mana cost minion is really good value and really good counter to large drops.
his major issue is the fact that he is hard removal with a body so you are getting 2 effects in 1 card which is hard removal and some tempo. also having him just deal really high damage to the minions doesn't make him hard removal it makes him tempo with a counter play which takes out 90% big cards(if you make the damage 8-10) and badly wounds the others so you can trade upwards which is what a natural card should do if you want the specialized hard removal cards play class ones.
being able to use 4 mana gain a 4/2 remove 90% of all big cards and the ones you don't remove most 1-2mana drops can finish off that is amazing value which can be played around.
having a natural card like big game hunter is super toxic in the game because limit design space in classes that need hard removal because you don't want to double dip in these insane values without breaking a class and on top of that it makes most high drop cards people build decks around mostly worthless because they get out tempo'd nothing sucks more than droping a 8+ mana drop card and then getting out tempo'd by someone spending only 3-5 mana with hard removal + body.
the big thing is the current 3 mana 4/2 is to powerful as is and instead of just nerfing it to a 5 cost which doesn't really address the biggest reason he was broken, he clearly needs a change in what he does while still making him viable with a similar function that has some counter play to it. we need the devs to think of better and more creative ways to fix these cards that don't either 1 makes the cards useless or 2 doesn't really fix it at all.
Something like that, yeah. Definitely more of a nerf than just increasing the mana cost
Still a playable card. Don't see it as a nerf 'per se'. But it is a nerf for cards like Master of Evolution or Recombobulator. I know I'll be playing good old Big Game Hunter even after the changes.
Think about it this way. A 4/2 is worth about 2 mana, maybe a tiny bit more. Pre-nerf, you were essentially getting a slightly more restrictive Shadow Word: Death attached to that body for just 1 mana, and even if you didn't have a target you could still drop BGH for tempo. Maybe making him cost 5 was a little too extreme — I would have brought him to 4 — but this was a very necessary nerf.
Playable, but not an auto-include - exactly what it should have been in the first place.
still an auto-include in all decks that ran it before
I think a really good nerf would be that BGH can only kill 7 atack minions that has his level of rarity or less. And this would make more sense, since legendary minions been killed by a blue armored dwarf is ridiculous.
The same kind of effect could be applied for the silence effects in the game.
Sorry for the bad english, feel free to correct my grammar.