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Sorry, nothing really nerf worthy right now. People realize that there isn't a quota for nerfs, right? Blizz can choose zero nerfs which for the present state of the game is the correct choice, and the choice they will likely make.
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Free to try and find a game, dealing cards for sorrow, cards for pain.
To all the people who are hating on this thread, i'm not whining, I'm making predictions and look what just came up?
The people that think I will have all 5 wrong: read my post again before commenting because I literally stated in my nerfs which won't get nerfed probably...
Quest Rogue (Something that will change the card and kill it forever this time)
Spreading Plague ( +2 Mana)
Rexxar ( +1-2 Mana)
Keleseth (Give only +1 Health)
Fungalmancer ( +1 Mana)
The main reason: Bcuz there was no real new deck since Boomsday, so we need some changes. These nerfs is touching the strongest Hearthstone archetype currently (Quest Rogue, all Druid decks, spell and deathrattle hunter, zoolock, odd rogue and pally)
Totally agreed. Giggling is basically the Azure Drake of this meta, and Branching Path gives too much flexibility to a class that can basically do anything right now.
About the Rogue's Quest, I think they should not make summoned/transformed minions be affected by the Quest's aura effect, so when you Polymorph one of them they just become sheep with 1/1 stats, or when you play cards that summon other minions( like Giggles), the summoned ones still have their normal stats.
definetly the fungalmancer. it is a cheaper bonemare and the decks that use it are unlikely to run out of minions on the board making it a 5 mana 4/4 charge that also comes with a 2/2 body
I see Giggling Inventor becoming a 2/2 and going up to 6 Mana. The card is not particularly overpowered, but this will force it both come down a turn later, while also moving away from the Odd decks that want to use it for easy board flood.
Odd Warrior really say thanks, it is one of the card that imho helps it staying in meta as an anti-aggro and mech control deck.
So, I've been thinking about this a lot recently as I want to dust cards to craft others, but honestly I don't think there are too many nerfs that are required. The meta is relatively balanced at the top right now (Good job blizzard!?), even if this is still likely to change.
Giggling Inventor is strong and played a lot, but so are Tar Creeper and Fire Fly and they are not getting nerfs any time soon. Thus, that's not a reason to nerf imo. It's also boosted by the fact that 5 drops in general are poor so its not competing slots with much else.
Spreading Plague, sure, it's annoying and still has the potential for too much stats for its cost whilst allowing combo Druid to get to its late game easily. But just like Ultimate Infestation the problem is more with ramp than anything else. If i'm putting money for anything to be nerfed it's Nourish and Wild Growth. Maybe the Aviana and Kun the Forgotten King combo needs to be broken up in wild. But again will take a huge hit without ramp.
I actually think the The Caverns Below is not that bad in its current state (although I think they should keep an eye on it). It's easily outplayed by any aggro or midrange decks and the complaints are from extremely greedy control decks, which I think are also problematic when too widespread. I like hearthstone because the games are approx 7-10mins, not 30min marathons.
The rest you mention are nowhere near the nerf bat...
It's been almost 4 weeks after Boomsday, and the meta is beginning to become stale. There are not a lot of decks really overpowered, but some cards need to be nerfed (maybe?)
Nr2 on the list: Spreading Plague: Even today, this card is on the high spot of 'to nerf list' because of its controversy of playing Druid. Normally, in the past u can punish Druid hard by going wide on board and smorc them down. These dayz u need to play around this one card that kills every small token deck that exists today. The power level of a potential 6 mana 7/35 taunt is still boggling me.
Nr3 on the list: The Caverns Below: Yes I know what you are thinking, this card is already nerfed twice and doesn't deserve another one. Little do they know this deck is absolutely breaking Legend right now because it pushes all slow decks out of the meta. The reason why this is so slow, is because I think with the nerf to Giggling Inventor, this deck will die anyway because that was its main carry of this expansion. but if Giggling Inventor doesn't get nerfed, I woudl expect some slight changes to this Quest.
Nr4 on the list: Branching Paths: I think people are not gonna agree with me on this one, but this card is so flexible that it is secretly making druid so strong. I just want this change to happen: from gaining 6 armor to 5. Why? Well let's look at the options now:
If u pick double draw, u get a 4 mana Arcane Intellect, if u pick double Armor, u get a 'better' Greater Healing Potion, if u pick double Attack, u get a 4 mana worse Savage Roar. And if u pick something like Armor + Draw, u get a slightly better Shield Block for 1 more mana. (Assuming nobody would pick Att + Armor and Att + draw) If u reduce 6 armor to 5, we get a 4 mana worse GHP and a 4 mana Shield Block, which means that options now u get are still as flexible, but u actually get to pay 1 more mana for another card that already exists. If u didn't understand what I meant, basically: 6 Armor is too much, 5 armor makes it perfect.
Nr5 on the list: Vilespine Slayer: Card is pretty balanced on its own, but I think this card deserves a spotlight of potentially nerfed. This card might see a 1 mana nerf which means: It will not see play in Odd Rogue anymore, nerfing that deck + it will just put rogue at not such a strong spot in the meta. Rogue has a lot of different decks right now: Odd, Miracle, Kingsbane, Rattle and Quest. Most of those decks Always use Vilespine Slayer because of how good it is. Balanced? Probably but If they are going to nerf this class I think they should start with this card
Let me know what your nerfs predictions are and let's discuss some of them!
I feel like Giggling Inventor doesn't need a nerf. It's fine as it is. If they do nerf it, maybe just up the Mana to 6.
Spreading Plague is okay. It's an anti-aggro tool and they are just 1/5's. They can't change the Health of the Scarabs without changing the identity of KotFT Druid. 1/5 taunts are what Druid is. It's also 6 Mana which makes it more fair. At 5 it was too strong and I feel at 7 it wouldn't be played.
The Caverns Below has been nerfed twice. It can be nerfed again; Blizzard has nerfed a card more than twice before. If they see that it's still an overwhelming presence then they can nerf it. But I honestly don't see how. They already changed it from Summon 4, to Summon 5 and dropped the buff from 5/5's to 4/4's. What else can they do to the card? I don't think this needs yet another change.
Yeah Branching Paths could use a change. Drop the Armor to 5, like you suggested, would probably be the best way to do it other than increasing the Mana cost.
Vilespine Slayer is the second card I agree with you on here. It's literally a 5 Mana destroy a minion, summon a 3/4. That's a bit strong. Making it 6 Mana would kick it out of Odd Rogue, effectively nerfing a very strong deck, and would still let the card be playable.
Nothing from this expansion seems too overpowering. If anything, I thought Echo would make Quest Rogue even stronger than it was, but Echo isn't even present in Quest Rogue. And if it is, then it's 1 or 2 cards that give you value rather than help complete your Quest. I don't feel like they'll be nerfing anything from Boomsday.
Let's move Malygos to the Hall of Fame and give everyone FREE DUST!!
Reason: The game is fine, but the game has changed. Gone are the days when a 1/2 for 1 that pumped +1+1 every turn is "too good", and the days when a deck with a 60+% winrate is a balance issue. Gone are the days when auto-wins with no possibility of interaction is a problem. Remember the days when the earliest you could get an 8/8 was turn 4, and you had to take the first 3 turns doing absolutely nothing to get it, and that got a card nerfed (Molten Giant)? Well, today, in multiple different classes, you can get 8/8 worth of stats on turn 3 and still curve out like normal, and that's considered OK.
Basically, in today's HS, you have to do something powerful, or die. Decks that are not just batshit broken are not playable anymore, and that's ok, but don't expect power level nerfs in the near future. Everything is broken, and so nothing is broken.
I like giggling a lot and was opposed to a nerf when people starting suggesting it but I think i've changed my mind. A lot of games are being decided by gigglings and whether the opponent has the counter for them in hand. It's just stale. Which is a shame because it's one of the best anti aggro neutrals in a while, and it brings a lot to some existing decks (like token druid)
An odd rogue got an 18/18 blood knight yesterday. Not salty, just thought that was funny. He murmering elemental + giggling after I had played mine the turn before.
To all the people who are hating on this thread, i'm not whining, I'm making predictions and look what just came up?
The people that think I will have all 5 wrong: read my post again before commenting because I literally stated in my nerfs which won't get nerfed probably...
The meta is very balanced. Makes no sense nerf anything.
If u nerf Giggling Inventor to 6 mana... u are really buffing him to make even decks much more stronger.
The issue is that the Odd decks (Paladin and Rogue) are using it. Making it 6 would literally cut the usage in half because those agro users can't use it put it will be a slightly less ideal pick for Quest Rogue.
It's been almost 4 weeks after Boomsday, and the meta is beginning to become stale. There are not a lot of decks really overpowered, but some cards need to be nerfed (maybe?)
Nr2 on the list: Spreading Plague: Even today, this card is on the high spot of 'to nerf list' because of its controversy of playing Druid. Normally, in the past u can punish Druid hard by going wide on board and smorc them down. These dayz u need to play around this one card that kills every small token deck that exists today. The power level of a potential 6 mana 7/35 taunt is still boggling me.
Nr3 on the list: The Caverns Below: Yes I know what you are thinking, this card is already nerfed twice and doesn't deserve another one. Little do they know this deck is absolutely breaking Legend right now because it pushes all slow decks out of the meta. The reason why this is so slow, is because I think with the nerf to Giggling Inventor, this deck will die anyway because that was its main carry of this expansion. but if Giggling Inventor doesn't get nerfed, I woudl expect some slight changes to this Quest.
Nr4 on the list: Branching Paths: I think people are not gonna agree with me on this one, but this card is so flexible that it is secretly making druid so strong. I just want this change to happen: from gaining 6 armor to 5. Why? Well let's look at the options now:
If u pick double draw, u get a 4 mana Arcane Intellect, if u pick double Armor, u get a 'better' Greater Healing Potion, if u pick double Attack, u get a 4 mana worse Savage Roar. And if u pick something like Armor + Draw, u get a slightly better Shield Block for 1 more mana. (Assuming nobody would pick Att + Armor and Att + draw) If u reduce 6 armor to 5, we get a 4 mana worse GHP and a 4 mana Shield Block, which means that options now u get are still as flexible, but u actually get to pay 1 more mana for another card that already exists. If u didn't understand what I meant, basically: 6 Armor is too much, 5 armor makes it perfect.
Nr5 on the list: Vilespine Slayer: Card is pretty balanced on its own, but I think this card deserves a spotlight of potentially nerfed. This card might see a 1 mana nerf which means: It will not see play in Odd Rogue anymore, nerfing that deck + it will just put rogue at not such a strong spot in the meta. Rogue has a lot of different decks right now: Odd, Miracle, Kingsbane, Rattle and Quest. Most of those decks Always use Vilespine Slayer because of how good it is. Balanced? Probably but If they are going to nerf this class I think they should start with this card
Let me know what your nerfs predictions are and let's discuss some of them!
Giggling Inventor needs a nerf because it is overused and it is so good at what it does. Making it 6 cost would really cut the usage of the card by a lot. Spreading Plague also needs a nerf because it takes out agro too hard and its potential to stall the game is pretty high. There should be a double usage for it so I think making the tokens 0/5 seems like a good enough nerf, if not 1/3. The Caverns Below probably needs a nerf. I am really surprised that the card wasn't being used after its nerf because everyone knew that the nerf was too weak. The card needs to be redesigned so bounced minions doesn't get the buff (as well as transformed/silenced minions). Sonya makes the quest too easy but she isn't being used much otherwise. The reward of the quest is too much. Branching Paths is powerful but it is really the whole "Druid gets a ton of armor" issue. Nerfing the armor to 4 would be good but in my humble opinion, Oaken Summons and Howl also needs armor removals or mana increases too. Druids shouldn't be able to outarmor Warriors so quickly and so fast. Vilespine Slayer doesn't need a nerf right now unless Odd Rogue needs a nerf. I think a lot of people would agree that the Rogue doesn't get a lot of great cards and Vilespine is one of the better Rogue cards out there. The best nerf for it would be to wait until it gets rotated out next year (when the DK cards are out as well as a lot of the Deathrattle cards and UI and other powers leaving).
I don't know of any Boomsday cards that need nerfed but maybe some existing cards. The issue with this expac is so few Boomsday cards are actually getting played. That's why it feels stale and figured out after just a couple weeks is 90% of the Boomsday cards are really weak compared to the cards we already had.
I don't necessarily think Zoo is a problem, but The Soularium is too powerful, really. If you compare it to something like Tracking (I know, different class, and a legendary card, so not a perfect comparison), it is just infinitely better. Tracking can be used to set up future moves and help you curve out, sure, but The Soularium is just way more powerful in the zoo archetype.
Again, I don't really care, I deal with it anyways. It should be nerfed to 2 mana I think (but then zoo players would need to get rid of Keleseth, which is fine, either play the Keleseth version or try to be innovative and play with Vulgar Homunculus and whatever else).
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Twitch name: Anatak15 NA Legend Season 48, 49, 52, 53, 54, 74
I agree with most of these. I LOVE giggling inventor, but yeah, it's probably too powerful. I don't mind going against it, but I also haven't been against many quest rogues yet. Druid needs to be nerfed into the ground. Nerf U.I. too. There's literally no single druid deck that appeals to me. Every single one is combo-oriented or "draw all of your cards and you win". It's suuuuuper repetitive playing combo decks and they've had their time this year. I want to see more "slamming minions on the board for both players to make plays and think about trades with". The only decks that do that are freaking Prince Keleseth decks which I think NEED to be on the nerf list. That single card is the worst designed card in HS history. It turns games into "get lucky and draw this in your opening and instantly become 75% favored IN ANY MATCHUP".
Spreading plague blows, ultimate infestation, branching paths, prince keleseth, and bloodreaver Gul'dan all need to go. And change the paladin HP to summon a 2 2 recruit instead of 2 11s. We all know though that if they nerf any of these, it's going to be giggling and the paladin one. People will continue to make the idiotic argument of "don't nerf keleseth because he's rotating out in april" like they always do and blizzard will say that as well, because for some stupid reason, they would rather make their game significantly less fun and repetitive in exchange for some Obsessive Compulsive need to have all of their changes done once a year instead of when they're needed. Plus, I really hope they hall of fame Malygos, Alexstraza, and Mountain Giant after this year...
you missed Juicy Psychmelon ;)
Sorry, nothing really nerf worthy right now. People realize that there isn't a quota for nerfs, right? Blizz can choose zero nerfs which for the present state of the game is the correct choice, and the choice they will likely make.
Free to try and find a game, dealing cards for sorrow, cards for pain.
https://www.reddit.com/r/hearthstone/comments/9aos5j/summary_of_iksars_chat_with_thijs_on_stream/
To all the people who are hating on this thread, i'm not whining, I'm making predictions and look what just came up?
The people that think I will have all 5 wrong: read my post again before commenting because I literally stated in my nerfs which won't get nerfed probably...
Giggling Inventor (+1 mana)
Quest Rogue (Something that will change the card and kill it forever this time)
Spreading Plague ( +2 Mana)
Rexxar ( +1-2 Mana)
Keleseth (Give only +1 Health)
Fungalmancer ( +1 Mana)
The main reason: Bcuz there was no real new deck since Boomsday, so we need some changes. These nerfs is touching the strongest Hearthstone archetype currently (Quest Rogue, all Druid decks, spell and deathrattle hunter, zoolock, odd rogue and pally)
Omfg just stop nominating quest rogue, it will rotate out after 6 months!!! And the only card that makes it strong is giggling inventor ://
Btw quest rogue is also one of the only rogue cards that is actually good!!
Totally agreed. Giggling is basically the Azure Drake of this meta, and Branching Path gives too much flexibility to a class that can basically do anything right now.
About the Rogue's Quest, I think they should not make summoned/transformed minions be affected by the Quest's aura effect, so when you Polymorph one of them they just become sheep with 1/1 stats, or when you play cards that summon other minions( like Giggles), the summoned ones still have their normal stats.
definetly the fungalmancer. it is a cheaper bonemare and the decks that use it are unlikely to run out of minions on the board making it a 5 mana 4/4 charge that also comes with a 2/2 body
Odd Warrior really say thanks, it is one of the card that imho helps it staying in meta as an anti-aggro and mech control deck.
So, I've been thinking about this a lot recently as I want to dust cards to craft others, but honestly I don't think there are too many nerfs that are required. The meta is relatively balanced at the top right now (Good job blizzard!?), even if this is still likely to change.
Giggling Inventor is strong and played a lot, but so are Tar Creeper and Fire Fly and they are not getting nerfs any time soon. Thus, that's not a reason to nerf imo. It's also boosted by the fact that 5 drops in general are poor so its not competing slots with much else.
Spreading Plague, sure, it's annoying and still has the potential for too much stats for its cost whilst allowing combo Druid to get to its late game easily. But just like Ultimate Infestation the problem is more with ramp than anything else. If i'm putting money for anything to be nerfed it's Nourish and Wild Growth. Maybe the Aviana and Kun the Forgotten King combo needs to be broken up in wild. But again will take a huge hit without ramp.
I actually think the The Caverns Below is not that bad in its current state (although I think they should keep an eye on it). It's easily outplayed by any aggro or midrange decks and the complaints are from extremely greedy control decks, which I think are also problematic when too widespread. I like hearthstone because the games are approx 7-10mins, not 30min marathons.
The rest you mention are nowhere near the nerf bat...
I feel like Giggling Inventor doesn't need a nerf. It's fine as it is. If they do nerf it, maybe just up the Mana to 6.
Spreading Plague is okay. It's an anti-aggro tool and they are just 1/5's. They can't change the Health of the Scarabs without changing the identity of KotFT Druid. 1/5 taunts are what Druid is. It's also 6 Mana which makes it more fair. At 5 it was too strong and I feel at 7 it wouldn't be played.
The Caverns Below has been nerfed twice. It can be nerfed again; Blizzard has nerfed a card more than twice before. If they see that it's still an overwhelming presence then they can nerf it. But I honestly don't see how. They already changed it from Summon 4, to Summon 5 and dropped the buff from 5/5's to 4/4's. What else can they do to the card? I don't think this needs yet another change.
Yeah Branching Paths could use a change. Drop the Armor to 5, like you suggested, would probably be the best way to do it other than increasing the Mana cost.
Vilespine Slayer is the second card I agree with you on here. It's literally a 5 Mana destroy a minion, summon a 3/4. That's a bit strong. Making it 6 Mana would kick it out of Odd Rogue, effectively nerfing a very strong deck, and would still let the card be playable.
Nothing from this expansion seems too overpowering. If anything, I thought Echo would make Quest Rogue even stronger than it was, but Echo isn't even present in Quest Rogue. And if it is, then it's 1 or 2 cards that give you value rather than help complete your Quest. I don't feel like they'll be nerfing anything from Boomsday.
Let's move Malygos to the Hall of Fame and give everyone FREE DUST!!
Actual prediction: No nerfs, at least not soon.
Reason: The game is fine, but the game has changed. Gone are the days when a 1/2 for 1 that pumped +1+1 every turn is "too good", and the days when a deck with a 60+% winrate is a balance issue. Gone are the days when auto-wins with no possibility of interaction is a problem. Remember the days when the earliest you could get an 8/8 was turn 4, and you had to take the first 3 turns doing absolutely nothing to get it, and that got a card nerfed (Molten Giant)? Well, today, in multiple different classes, you can get 8/8 worth of stats on turn 3 and still curve out like normal, and that's considered OK.
Basically, in today's HS, you have to do something powerful, or die. Decks that are not just batshit broken are not playable anymore, and that's ok, but don't expect power level nerfs in the near future. Everything is broken, and so nothing is broken.
I like giggling a lot and was opposed to a nerf when people starting suggesting it but I think i've changed my mind. A lot of games are being decided by gigglings and whether the opponent has the counter for them in hand. It's just stale. Which is a shame because it's one of the best anti aggro neutrals in a while, and it brings a lot to some existing decks (like token druid)
An odd rogue got an 18/18 blood knight yesterday. Not salty, just thought that was funny. He murmering elemental + giggling after I had played mine the turn before.
more people need to read this.
The issue is that the Odd decks (Paladin and Rogue) are using it. Making it 6 would literally cut the usage in half because those agro users can't use it put it will be a slightly less ideal pick for Quest Rogue.
Giggling Inventor needs a nerf because it is overused and it is so good at what it does. Making it 6 cost would really cut the usage of the card by a lot.
Spreading Plague also needs a nerf because it takes out agro too hard and its potential to stall the game is pretty high. There should be a double usage for it so I think making the tokens 0/5 seems like a good enough nerf, if not 1/3.
The Caverns Below probably needs a nerf. I am really surprised that the card wasn't being used after its nerf because everyone knew that the nerf was too weak. The card needs to be redesigned so bounced minions doesn't get the buff (as well as transformed/silenced minions). Sonya makes the quest too easy but she isn't being used much otherwise. The reward of the quest is too much.
Branching Paths is powerful but it is really the whole "Druid gets a ton of armor" issue. Nerfing the armor to 4 would be good but in my humble opinion, Oaken Summons and Howl also needs armor removals or mana increases too. Druids shouldn't be able to outarmor Warriors so quickly and so fast.
Vilespine Slayer doesn't need a nerf right now unless Odd Rogue needs a nerf. I think a lot of people would agree that the Rogue doesn't get a lot of great cards and Vilespine is one of the better Rogue cards out there. The best nerf for it would be to wait until it gets rotated out next year (when the DK cards are out as well as a lot of the Deathrattle cards and UI and other powers leaving).
I don't know of any Boomsday cards that need nerfed but maybe some existing cards. The issue with this expac is so few Boomsday cards are actually getting played. That's why it feels stale and figured out after just a couple weeks is 90% of the Boomsday cards are really weak compared to the cards we already had.
I don't necessarily think Zoo is a problem, but The Soularium is too powerful, really. If you compare it to something like Tracking (I know, different class, and a legendary card, so not a perfect comparison), it is just infinitely better. Tracking can be used to set up future moves and help you curve out, sure, but The Soularium is just way more powerful in the zoo archetype.
Again, I don't really care, I deal with it anyways. It should be nerfed to 2 mana I think (but then zoo players would need to get rid of Keleseth, which is fine, either play the Keleseth version or try to be innovative and play with Vulgar Homunculus and whatever else).
Twitch name: Anatak15
NA Legend Season 48, 49, 52, 53, 54, 74
I agree with most of these. I LOVE giggling inventor, but yeah, it's probably too powerful. I don't mind going against it, but I also haven't been against many quest rogues yet. Druid needs to be nerfed into the ground. Nerf U.I. too. There's literally no single druid deck that appeals to me. Every single one is combo-oriented or "draw all of your cards and you win". It's suuuuuper repetitive playing combo decks and they've had their time this year. I want to see more "slamming minions on the board for both players to make plays and think about trades with". The only decks that do that are freaking Prince Keleseth decks which I think NEED to be on the nerf list. That single card is the worst designed card in HS history. It turns games into "get lucky and draw this in your opening and instantly become 75% favored IN ANY MATCHUP".
Spreading plague blows, ultimate infestation, branching paths, prince keleseth, and bloodreaver Gul'dan all need to go. And change the paladin HP to summon a 2 2 recruit instead of 2 11s. We all know though that if they nerf any of these, it's going to be giggling and the paladin one. People will continue to make the idiotic argument of "don't nerf keleseth because he's rotating out in april" like they always do and blizzard will say that as well, because for some stupid reason, they would rather make their game significantly less fun and repetitive in exchange for some Obsessive Compulsive need to have all of their changes done once a year instead of when they're needed. Plus, I really hope they hall of fame Malygos, Alexstraza, and Mountain Giant after this year...
I predict they nerf the Nerf Bat! Nerfs will do so nerfed you won't even realize cards have been nerfed.
Maybe, they have already been nerfed...
#IlluminatiControlsTheNerfBat
I think mossy horror will see alot of plays this expansion...