what do you guys think of this solution for fixing the cubelock burst damage? So doomguard could not be so exploitable ,while retaining all the other cards the same.
Changing the charge to a battlecry is too much of a nerf
Maybe "Charge. When this minion is summoned, discard 2 cards"
Or leave Doomguard be and nerf Cube/Dark Pact
That would an even harder nerf than the loss of charge.
Imagine this: You summon doomguard from Skull of the manari (2 cards discarded). Play Cube + Darkpact (4 cards discarded). So to gain 2 5/7 demons with charge you'd have to sacrifice 6 cards. And even more after playing the DK.
Wow, never heard this idea before. Good you made a new thread about it, as there has not been one ever before! So cool, for real now! Let's talk more about nerfing a 52% winrate deck, it is crucial.
Dark Pact should only work on demons, not on the cube..
Then it's just a sacrificial pact that heals for a little more.
I would just nerf Dark Pact to heal for less while keeping the fact that it can target any friendly minions. Cube Lock relies heavily on the healing it receives from various cards, including dark pact. If the healing of Dark Pact is nerfed to just 4 health, I assure you the winrate of cubelock will go down quite a bit. A deck like cubelock is supposed to be weak to faster decks, but it's not purely because of its insane healing.
what do you guys think of this solution for fixing the cubelock burst damage? So doomguard could not be so exploitable ,while retaining all the other cards the same.
Changing the charge to a battlecry is too much of a nerf
Maybe "Charge. When this minion is summoned, discard 2 cards"
Or leave Doomguard be and nerf Cube/Dark Pact
Stop this already, please. Doomguard is not a problem, it wasn't till *some* cards were introduced, so why not think about those cards instead?
At the end of your turn discard 2 cards :)
Imagine this: You summon doomguard from Skull of the manari (2 cards discarded). Play Cube + Darkpact (4 cards discarded). So to gain 2 5/7 demons with charge you'd have to sacrifice 6 cards. And even more after playing the DK.
i don't have skull of manari so i play only control lock and even lock.
And i understand that this thread already exists but it's filled with many responses so just wanted to refresh the idea.
man everyone who's responded to this being incredibly toxic, i think it's a good change because charge is an inherently broken mechanic
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Doomguard is not the problem and nerfing the Classic set is a bad way of balancing decks. :)
Best solution in my eyes:
Doomguard
5 Mana 5/7
Rush
Battlecry: discard 2 random cards and gain charge.
With this change, doomguard can attack minions when special summoned and attack face when played.
Wow, never heard this idea before.
Good you made a new thread about it, as there has not been one ever before! So cool, for real now!
Let's talk more about nerfing a 52% winrate deck, it is crucial.
They nerfed Raza the Chained because Shadowreaper Anduin heropower. So, it's fair nerf Doomguard because Cube.
It's booring as hell when a Doomguard pop out their hands from the weapon, do 5 dmg face, cube, then more 10 dmg.
The only problem with cubelock is the burst from Doomguards - If doomguard was left out of the deck - it would only be tier 3 or something like that.
You could give it battlecry and deathrattle: discard a card, to ruin cubelocks and maintain the card strong.
Why u hav to be mad? is only card gaem.
Zoo uses Doomguards too folks why do u want to nerf my low tier2 deck?