Not too happy with this change. It kills Odd Rogue - which I don't even play, be we need aggressive decks in the meta to keep the OTK stuff in line. It also hits Miracle Rogue, which granted doesn't really see play right now but it still makes me sad.
It is not kill odd rogue, just force to use other cards instead and become a little bit weaker.
The totem in even shaman for Standard was much more severe.
This is not only a nerf to Miracle Rogue but also Tempo Rogue with Captain Hooktusk. Rogue as a class is now worse. They should have nerfed Hench Clan Thug instead. Combo decks will rule the meta (except for Paladin LUL).
If you look at HSReplays, 41 of the 100 most-played cards in Standard are from the two evergreen sets. That's a problem. The evergreens constantly squeeze dozens of newly released cards out of the meta-game. But exactly because there are so many evergreens with high play-rates, it seems kind of arbitrary to target a handful. The rationale for targeting Cold Blood, Mana Wyrm, Wild Growth, Equality, etc, holds equally well for over three dozen other cards. Presumably, Northshire Cleric, Power Word: Shield, Animal Companion, Consecration, SI:7 Agent, Shield Slam, and a bunch of other cards are in a permanent state of limbo - will they eventually be nerfed, rotated to the HoF, or left alone? It seems likely that each of highly-played evergreens will eventually be sorted, more-or-less randomly, into one of those three buckets, which is unfortunate.
Not too happy with this change. It kills Odd Rogue - which I don't even play, be we need aggressive decks in the meta to keep the OTK stuff in line. It also hits Miracle Rogue, which granted doesn't really see play right now but it still makes me sad.
This precisely. This hits hard on multiple achetypes that were never the problem. Deathrattle, Tempo and Miracle all make good use of this card without being broken Tier 1 decks. If the intent was against Odd, there were several better ways to hit only that.
Only nerf of the patch that I don't really agree with. Burst from hand has long been how Rogue wins its games across most of its archetypes once it loses the board. That's not because of any broken card or mechanic, its because that's literally how the class is designed to win the game - it doesn't really have the staying power to stick a board for multiple turns and kill you gradually past AoE turns. Maybe 1 mana increase isn't the end of the world but short term it means you have to cut either Cold Blood or Keleseth from Tempo Rogue builds (both cards are integral), and longer term, this nerf also butchers Odd Rogue which, hated as it is, holds an extremely important spot in the meta as the only viable true aggro deck we have (like it or not, the existence of aggro is important).
after the HoFed power overwhelming this is next in line.
Why doesn't anyone care about Blessing of Might, though? Is 1 less damage really that impactful? In hindsight, I also think PO was probably a bad HOF decision.
Actually - the more I think about it - this is a fucking terrible change. There is the tricky combo mechanic and your payoff is paying 1 more mana for 1 more attack than blessing of might. You're so lucky that you get the added flexibility of being able to not combo it and give a minion 2 attack for the cost of 2 mana.
This card is super hot stinky garbage now.
Sure, give PO to Zoo-lock in standard!
Secret buff of coldblood, it cant be skulking-geist´d anymore! Kappa
Big loss for Odd Rogue. The extra damage from this card was very important to pressure the opponent early or to finish them later. It also gave the deck a small chance of beating its hard counters (Odd Warrior). Crazed Chemist is too slow for a deck that aims to be extremely aggressive and it is also a combo card which makes it even harder to use. And Deadly Poison is mostly a utility card that you use to remove enemy minions. I think Abusive Sergeant might be a better substitute, but it isn't very good for early pressure and doesn't help building a threatening board. Odd Rogue will need some serious adjustments imo.
Only nerf im not happy about. As mentioned before, the corelation with blessing of might is important. Odd rogue was the aggro deck that was not that easy to play and as also mentioned before, we need it to counter controls and stupid otks.
Its a worse blessing of might / eviscerate in every way possible. At least make it "give a minion +4 attack, combo give it +6 instead" or make it usable on your own face, similar to rockbiter weapon. Where this card stands right now, its utter garbage.
Also, this card was the only reason odd rogue actually had a chance at fighting control mages and odd warriors, being used on a 1-drop on turn 2 to push face for 5 every turn until the minion dies. Now, without cold blood, odd rogue wouldn't stand a chance against most control decks.
The loss of cold blood also means that odd rogue's burst potential from hand is down to 6-10, from 6-20, making odd rogue's already weak lategame even weaker. And with vilespine slayer, fire fly and tar creeper cycling out in a few months, odd rogue is as good as dead.
you can't compare cards from two different classes and have a reasonable discussion. why do we have to go through this every time.
^ This. In this particular case even more so because buffing minions is a central part of pally identity and has absolutely nothing to do with the rogue class. This is far from the first time one class has weaker tools than another, and that is part of good game design (we have 9 distinct classes for a reason).
you can't compare cards from two different classes and have a reasonable discussion. why do we have to go through this every time.
^ This. In this particular case even more so because buffing minions is a central part of pally identity and has absolutely nothing to do with the rogue class. This is far from the first time one class has weaker tools than another, and that is part of good game design (we have 9 distinct classes for a reason).
because blizzard cares about class identity right? see druid.
they could have made it give yourself 4 attack, it doesnt have to be minion buff anyway.
But i guess this along with flametonge nerf is for the up coming first or the second expansion.
after the HoFed power overwhelming this is next in line.
Why doesn't anyone care about Blessing of Might, though? Is 1 less damage really that impactful? In hindsight, I also think PO was probably a bad HOF decision.
Actually - the more I think about it - this is a fucking terrible change. There is the tricky combo mechanic and your payoff is paying 1 more mana for 1 more attack than blessing of might. You're so lucky that you get the added flexibility of being able to not combo it and give a minion 2 attack for the cost of 2 mana.
you can't compare cards from two different classes and have a reasonable discussion. why do we have to go through this every time.
^ This. In this particular case even more so because buffing minions is a central part of pally identity and has absolutely nothing to do with the rogue class. This is far from the first time one class has weaker tools than another, and that is part of good game design (we have 9 distinct classes for a reason).
When comparing Blessing of Might to Cold Blood, it’s not really a problem of “class identity” so much as it’s a problem of Rogue having significantly better ways of taking advantage of cheap attack buffs then Paladin does due to having cards like South Sea Deckhand (which might as well be a rogue card) to serve as buff targets, In addition to having access to several other forms of cheap burst (Eviscerate, Shadow step, etc.) to supplement the damage gained from Cold Blood. In comparison, Paladin’s cheapest direct damage spells (Hammer of Wrath and Consecration) cost 4 mana and do low damage, and the only charge minions Paladin has access to that Rogue doesn’t is the 4 mana chill blade champion.
Even though Odd rogue loses a bunch of their burst options, they still have access to deckhand along with better chip damage from the upgraded hero power as tools to use alongside cold blood. All of this is to say that, at the end of the day, it’s not that cold blood (in it’s soon to be pre-nerf state) is a significantly better card then blessing of might in a vacuum, so much as cold blood in Rogue is way better than blessing of Might in Paladin. It’s a textbook example of why cross-class comparisons of class cards should be done with care. “Class Identity” aside, some classes are just way better at taking advantage of certain types of cards than others (for example, Shadow Ascendant. Okay in Priest, probably broken in Warlock/Shaman/Paladin).
It is not kill odd rogue, just force to use other cards instead and become a little bit weaker.
The totem in even shaman for Standard was much more severe.
This is not only a nerf to Miracle Rogue but also Tempo Rogue with Captain Hooktusk. Rogue as a class is now worse. They should have nerfed Hench Clan Thug instead. Combo decks will rule the meta (except for Paladin LUL).
If you look at HSReplays, 41 of the 100 most-played cards in Standard are from the two evergreen sets. That's a problem. The evergreens constantly squeeze dozens of newly released cards out of the meta-game. But exactly because there are so many evergreens with high play-rates, it seems kind of arbitrary to target a handful. The rationale for targeting Cold Blood, Mana Wyrm, Wild Growth, Equality, etc, holds equally well for over three dozen other cards. Presumably, Northshire Cleric, Power Word: Shield, Animal Companion, Consecration, SI:7 Agent, Shield Slam, and a bunch of other cards are in a permanent state of limbo - will they eventually be nerfed, rotated to the HoF, or left alone? It seems likely that each of highly-played evergreens will eventually be sorted, more-or-less randomly, into one of those three buckets, which is unfortunate.
This precisely. This hits hard on multiple achetypes that were never the problem. Deathrattle, Tempo and Miracle all make good use of this card without being broken Tier 1 decks. If the intent was against Odd, there were several better ways to hit only that.
On the bright side, Skulking Geist doesn't burn it now.
useless card: you cannot use it for combos, too expensive ( take a look in Blessing of Might ). The wrost nerf in my opinion
I'm so happy with this nerf. I hate Odd Rogue so much. One less headache.
Now odd rogue has 0 chance against odd warrior and big mage.
I will crush you!
Every nerf to rogue is a good nerf.
Hard to combo now. Even cold blooding enemy minion just to combo another card seems way worse.
Also not usable in Odd rogue and Keleseth rogue
Finally this fluffy card is nerfed. DMG output done by rogue with this card + any one drop was ridiculous. fluff you odd rogue fluff you
Only nerf of the patch that I don't really agree with. Burst from hand has long been how Rogue wins its games across most of its archetypes once it loses the board. That's not because of any broken card or mechanic, its because that's literally how the class is designed to win the game - it doesn't really have the staying power to stick a board for multiple turns and kill you gradually past AoE turns. Maybe 1 mana increase isn't the end of the world but short term it means you have to cut either Cold Blood or Keleseth from Tempo Rogue builds (both cards are integral), and longer term, this nerf also butchers Odd Rogue which, hated as it is, holds an extremely important spot in the meta as the only viable true aggro deck we have (like it or not, the existence of aggro is important).
Sure, give PO to Zoo-lock in standard!
Secret buff of coldblood, it cant be skulking-geist´d anymore! Kappa
Big loss for Odd Rogue. The extra damage from this card was very important to pressure the opponent early or to finish them later. It also gave the deck a small chance of beating its hard counters (Odd Warrior). Crazed Chemist is too slow for a deck that aims to be extremely aggressive and it is also a combo card which makes it even harder to use. And Deadly Poison is mostly a utility card that you use to remove enemy minions. I think Abusive Sergeant might be a better substitute, but it isn't very good for early pressure and doesn't help building a threatening board. Odd Rogue will need some serious adjustments imo.
Only nerf im not happy about. As mentioned before, the corelation with blessing of might is important. Odd rogue was the aggro deck that was not that easy to play and as also mentioned before, we need it to counter controls and stupid otks.
Its a worse blessing of might / eviscerate in every way possible. At least make it "give a minion +4 attack, combo give it +6 instead" or make it usable on your own face, similar to rockbiter weapon. Where this card stands right now, its utter garbage.
Also, this card was the only reason odd rogue actually had a chance at fighting control mages and odd warriors, being used on a 1-drop on turn 2 to push face for 5 every turn until the minion dies. Now, without cold blood, odd rogue wouldn't stand a chance against most control decks.
The loss of cold blood also means that odd rogue's burst potential from hand is down to 6-10, from 6-20, making odd rogue's already weak lategame even weaker. And with vilespine slayer, fire fly and tar creeper cycling out in a few months, odd rogue is as good as dead.
you can't compare cards from two different classes and have a reasonable discussion. why do we have to go through this every time.
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^ This. In this particular case even more so because buffing minions is a central part of pally identity and has absolutely nothing to do with the rogue class. This is far from the first time one class has weaker tools than another, and that is part of good game design (we have 9 distinct classes for a reason).
because blizzard cares about class identity right? see druid.
they could have made it give yourself 4 attack, it doesnt have to be minion buff anyway.
But i guess this along with flametonge nerf is for the up coming first or the second expansion.
When comparing Blessing of Might to Cold Blood, it’s not really a problem of “class identity” so much as it’s a problem of Rogue having significantly better ways of taking advantage of cheap attack buffs then Paladin does due to having cards like South Sea Deckhand (which might as well be a rogue card) to serve as buff targets, In addition to having access to several other forms of cheap burst (Eviscerate, Shadow step, etc.) to supplement the damage gained from Cold Blood. In comparison, Paladin’s cheapest direct damage spells (Hammer of Wrath and Consecration) cost 4 mana and do low damage, and the only charge minions Paladin has access to that Rogue doesn’t is the 4 mana chill blade champion.
Even though Odd rogue loses a bunch of their burst options, they still have access to deckhand along with better chip damage from the upgraded hero power as tools to use alongside cold blood. All of this is to say that, at the end of the day, it’s not that cold blood (in it’s soon to be pre-nerf state) is a significantly better card then blessing of might in a vacuum, so much as cold blood in Rogue is way better than blessing of Might in Paladin. It’s a textbook example of why cross-class comparisons of class cards should be done with care. “Class Identity” aside, some classes are just way better at taking advantage of certain types of cards than others (for example, Shadow Ascendant. Okay in Priest, probably broken in Warlock/Shaman/Paladin).
Good one. Played many games when I just couslnt answer to their turn 1 coin minion into cb.
Best card in HS? Mastercard.