I dislike the idea of moving things to wild, because I play wild. Wild shouldn't just be a dumpster for broken combos. Nerfs should keep wild playable. If it's a problem in standard, then it's a problem in wild.
Exactly and is why I think nerfs will happen instead of rotations. Also most people play standard over wild so rotations are an effective ban for the majority of the playerbase. Basic/classic cards are also supposed to be evergreen.
The official 2017 changes are out . Quick comparison of my suggested changes of Small-Time and the official one:
Small-Time: Blizzard decided to nerf this card harder than I suggested. I can't judge if that's good for the game or not ,but on parer the new Small-Time is just a 0 drop (Murloc Tinifin) in the worst case scenario and a normal 1 drop ( restated Enchanted Raven) in the best case scenario. So it's pretty underpowered. However that's just "on the parer" and even the most underpowered cards can be wildly played if they fit the right purpose in the right deck. They just want for the safest way how to significaly turn down the power level of Small-Time and I kinda get it. To compare my and Blizzard's nerf : the main goal of Blizzard nerf was to make this card significally less strong (even if it would mean that we will end up with unplayble trash) while the main goal of my nerf was to make card less broken and still playable. You can decide what's better.
Bump
Take a look at my card creations here in vojza's mini expansion topic.
Buff/Nerf topics do not belong on Fan Creations. I've moved this over to Card Discussion. =)
The official 2017 changes are out . Quick comparison of my suggested changes of Small-Time and the official one:
More comparisons and stuff coming soon.
Take a look at my card creations here in vojza's mini expansion topic.