If the cost was 8 it would be 100% unplayable. If the cost is changed to 7 it will be almost unplayable except for the greediest players. In my opinion the cost should be 6, even if it's a small nerf it's still something and people probably would think two times before running two Cubes instead of one. Also some people say stats doesn't matter here but some reduction on the attack wouldn't hurt neither. So for me would be something like this:
- 6 mana cost
- 3/6 stats
- same deathrattle effect
Seems like a fair nerf for me if you don't want to kill the card totally.
3
That or a cost reduction to 4 mana.
It'd seem in line with Saronite Chain Gang's power level, especially since this is a class card.
2
This is so hyper-niche that it should probable be "Silence a minion with Deathrattle, then destroy it."
I think the proper balance for counter cards like this is to be very powerful in the perfect niche to make up for being mediocre in other matchups.
6
Like most of the Death Knights this feels overloaded, but I like how it helps enable Elemental Mage.
I think it just shouldn't summon a free Water Elemental given how powerful the hero power and lifesteal are for a comeback.
That permanent value should come at the cost of a fairly dead turn.
5
I strongly dislike the mill Rogue decks this enables, since Vanish/ Sap into a loaded hand is the outright pinnacle of uninteractive nonsense where nothing you do matters.
I your deck can't throw out cards quickly to aggro it's a long and painful auto-lose, though at least for a time Jade Idol countered it.
I'd tweak this card to be "Each player draws 2 cards and burns any spells drawn."
That way it'd still have the mill function without guaranteeing that Mill decks practically always get the cards they need while also opening the card up for use in minion-heavy decks, like Murlocs.
1
This was just a bad design idea, it enables cancerous Priest revive decks too much.
At very least the summon should be 1/1 to gear it towards silence decks more.
2
The copies should probably have 3 mana cost, this is just absurdly strong with Evolve.
3
This feels almost unbeatable if the rogue gets lucky with their draws.
I'm not sure what if anything I'd do to it though, since it's a really cool design.
Maybe bump the cost up to limit it's best case scenarios and slow it down a bit? Heaven knows a Kingsbane deck can recover from some lost life quickly.
8
This feels like too much of a free win for not enough effort.
The Shaman just has to play Battlecries and stall the game until turn 9, though the concept of the card is cool.
Would nerfing it's stats to 2/2 or something help? Or should they just nerf Saronite Chain Gang to make a token exclusively of itself?
2
This card has it's rare moments, but I think it should have been "Each turn this is in your hand, transform it into a random minion that costs 1 less."
Not cumulative obviously, just a little discount to compensate the randomness.
5
I feel like this should have either had a discount on the new spells, or turned them into Death Knight spells.