When people say they hate ice block and want it to be in hall of fame is disagree. I think ice block shouldnt be able to be obtained by random effects like Yogg or Gliph so you can't ice block 3 or 4 times.
I would buff lore walker cho back to a 1/4 because I would love it see some play in niche decks nerf wise I would like to nerf jade idol in some way just so it cannot generate infinite value in fatigue but I'm not sure how to do it without completely removing the card
Ice Block is worse than conceal as far as interactivity goes. At least several classes had access to board clears. Like you weren't making your warrior worse to run a brawl or hurting your priest by running dragon fire. Far more tools could slow or kill a concealed board including a bad tech card. What can we do to interact with ice block? Well you can run a bad tech card, trigger it, or catch it with counter spell or flare. That is it.
Any secret that can't be played around with skilled play like freezing trap, repentance, eye for an eye, ice barrier, etc. Is not a good or healthy secret. In fact Ice Block is the only secret in the game that doesn't even need to be a secret. Just put a window over the mage saying THIS HERO HAS ICE BLOCK, give us a 4 man 2/4 neutral that specifically destroys ice block and it would still be ran. It would barely change the interactions at all. That is what is wrong with Ice Block.
Side note. I would nerf Vicious Fledgling by making it a hunter card. I would also nerf Auctioneer by making it a rogue card. No more infinite jades spamming in the late game thanks to gadgetzan or turn 1 fledgling. That would fix alot of problems. The best part is, it wouldnt hurt big druid at all and that is the deck with the best druid class identity.
"I think ice block shouldnt be able to be obtained by random effects like Yogg or Gliph so you can't ice block 3 or 4 times." <-- This is exactly why it should go to hall of fame, the main reason why cards go to hall of fame is that they are so good that they limit card design for the class. The fact that you say "Shouldn't be able to be obtained by X other card" means that it is good enough to have to limit card design.
Primordial Glyph reduced the cost for 1 and don't give any discount for spell.
Potion of madness need to cost 2, it is broken for only 1 mana.
Buffs:
All old gods reduced your cost to 9, 10 manas cost turn any card, don't matter how powerful is, useless, many, many games end before turn 10, and before someone say "Mage kill you with Pyroblast" the others classes don't have 4 Ice Blocks per game to reach turn 10, mage is the exception don't the rule.
CotW cost 9 manas but gain "If you control 2 beasts reduce (1) the cost of this card."
Thistle Tea reduced the cost for 5 like Nourish or Tome.
i would like to see some clearly overused cards to be rotated to wild to make players have to find other ways of drawing or surviving. If I make a new deck i often start with these cards because im like: "Yeah, they gotta be in that deck, no way they're not"
"I think ice block shouldnt be able to be obtained by random effects like Yogg or Gliph so you can't ice block 3 or 4 times." <-- This is exactly why it should go to hall of fame, the main reason why cards go to hall of fame is that they are so good that they limit card design for the class. The fact that you say "Shouldn't be able to be obtained by X other card" means that it is good enough to have to limit card design.
Have you ever played Primordial Glyph in Wild games? You cannot always get great spells or what you need as you can in Standard. It's Blizzard's fault to publish powerful discover cards right after the standard rotation because they must have considered that there will be a limited card pool.
Stonehill Defender is a rare card but works like another legendary for Paladin. I don't know how it's in Wild. Blizzard must fix this.
Most mages: Primordial Glyph, Ice Block - deserves special prize for most annoying card in standard right now . Unless you have eater of secrets there is literally nothing you can do to prevent mage from having an extra turn and an extra turn is very powerful .
I am against nerfing cards, but I would move those to a different set if given the chance .
As for buffs there are too many I would have to mention and blizzard is not going to buff anything ever anyway .
The card forces the people to think instead the game be a face race.
Are you being serious? What thought is involved exactly? It's late game and they played a secret, gee I wonder what it could be? It's late game and they have lethal on board, I wonder what secret I should play? And this requires more brain power than smorc how? Waiting for the explanation with bated breath.
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The card forces the people to think instead the game be a face race.
Are you being serious? What thought is involved exactly? It's late game and they played a secret, gee I wonder what it could be? It's late game and they have lethal on board, I wonder what secret I should play? And this requires more brain power than smorc how? Waiting for the explanation with bated breath.
easym you then ahve to risk resources on when and how to pop the block, pop the block too early and you're doomed to th mage having a board, pop the block too alte and you're doomed to ebing burned, the card does force people tot hink, instead of making the game be a face race
Yeah, I think you are both confusing gambler's intuition with brainpower. See, I do it with face hunter too - play cats turn 1, will they play a minion? Play hyena and sac cats into the minion, can they remove? No, GG for me, yes, GG for them.
I would love hear everyone thoughts
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When people say they hate ice block and want it to be in hall of fame is disagree. I think ice block shouldnt be able to be obtained by random effects like Yogg or Gliph so you can't ice block 3 or 4 times.
I can stand why people don't like ice block.
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I would buff lore walker cho back to a 1/4 because I would love it see some play in niche decks nerf wise I would like to nerf jade idol in some way just so it cannot generate infinite value in fatigue but I'm not sure how to do it without completely removing the card
Ice Block is worse than conceal as far as interactivity goes. At least several classes had access to board clears. Like you weren't making your warrior worse to run a brawl or hurting your priest by running dragon fire. Far more tools could slow or kill a concealed board including a bad tech card. What can we do to interact with ice block? Well you can run a bad tech card, trigger it, or catch it with counter spell or flare. That is it.
Any secret that can't be played around with skilled play like freezing trap, repentance, eye for an eye, ice barrier, etc. Is not a good or healthy secret. In fact Ice Block is the only secret in the game that doesn't even need to be a secret. Just put a window over the mage saying THIS HERO HAS ICE BLOCK, give us a 4 man 2/4 neutral that specifically destroys ice block and it would still be ran. It would barely change the interactions at all. That is what is wrong with Ice Block.
Side note. I would nerf Vicious Fledgling by making it a hunter card. I would also nerf Auctioneer by making it a rogue card. No more infinite jades spamming in the late game thanks to gadgetzan or turn 1 fledgling. That would fix alot of problems. The best part is, it wouldnt hurt big druid at all and that is the deck with the best druid class identity.
"I think ice block shouldnt be able to be obtained by random effects like Yogg or Gliph so you can't ice block 3 or 4 times." <-- This is exactly why it should go to hall of fame, the main reason why cards go to hall of fame is that they are so good that they limit card design for the class. The fact that you say "Shouldn't be able to be obtained by X other card" means that it is good enough to have to limit card design.
Nerfs:
Patches, lose charge.
Arcanologist become 2/2, 2/3 is broken.
Primordial Glyph reduced the cost for 1 and don't give any discount for spell.
Potion of madness need to cost 2, it is broken for only 1 mana.
Buffs:
All old gods reduced your cost to 9, 10 manas cost turn any card, don't matter how powerful is, useless, many, many games end before turn 10, and before someone say "Mage kill you with Pyroblast" the others classes don't have 4 Ice Blocks per game to reach turn 10, mage is the exception don't the rule.
CotW cost 9 manas but gain "If you control 2 beasts reduce (1) the cost of this card."
Thistle Tea reduced the cost for 5 like Nourish or Tome.
Another note, I actually really like iceblock but it limits the design space of mage, so I think it should go.
That is true
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Makes you think on your feet.
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Guardian of Kings to 6 Mana and Priestess of Elune to 5 Mana
Should be fair
i would like to see some clearly overused cards to be rotated to wild to make players have to find other ways of drawing or surviving. If I make a new deck i often start with these cards because im like: "Yeah, they gotta be in that deck, no way they're not"
cards that fit the category are: Bloodmage Thalnos ; Nourish ; Ice Block ; Mana Tide Totem ; Frothing Berserker ; Acolyte of Pain ; Leeroy Jenkins ; Alexstrasza
there are some others that i really dont want to see anymore but thats more personal preference: Jade Idol ; Gadgetzan Auctioneer ; Doomsayer ; Mana Wyrm ; Southsea Captain
Sticks and Stones may break my bones, but words will send me spiralling into crippling depression.
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Gwent.
Ice Block: should not be nerfed, it should simply rotate to allow for new, interesting mage cards.
Auctioneer: should not be nerfed, should be a rogue card instead.
Jade Idol: will rotate, sees enough counter now and would not be able to play Auctioneer; leave as is until it's gone and good riddance.
Drakonid Operative: reduce stats, it's an insane card.
Glyph: should cost 1, no reduction in cost for spells discovered.
Buffs: so many cards would deserve a buff, but for me - I'd start with two that were actually popular.
Blade Flurry: no face damage nerf stays, cost goes back to pre-nerf. Design new weapons for Rogue.
CoTW: if you have a beast on board, the cost goes back to pre-nerf.
So many cards to fix and they are not doing anything. This is what makes me sad. Only 1 card nerf before new exp? That's a joke.
The most OP cards right now by deck played in:
Pirate warrior: Fiery War Axe, Patches the Pirate
Neutral (op in paladin) : Stonehill Defender
Evolve Shaman: Flametongue Totem
Most mages: Primordial Glyph, Ice Block - deserves special prize for most annoying card in standard right now . Unless you have eater of secrets there is literally nothing you can do to prevent mage from having an extra turn and an extra turn is very powerful .
I am against nerfing cards, but I would move those to a different set if given the chance .
As for buffs there are too many I would have to mention and blizzard is not going to buff anything ever anyway .
Free to try and find a game, dealing cards for sorrow, cards for pain.
Yeah, I think you are both confusing gambler's intuition with brainpower. See, I do it with face hunter too - play cats turn 1, will they play a minion? Play hyena and sac cats into the minion, can they remove? No, GG for me, yes, GG for them.
Free to try and find a game, dealing cards for sorrow, cards for pain.