1. Jade Idol ---> Nerf : (This card can only be played three times per game) or (Jade Golem Limit is 10/10)
2.Deathstalker Rexxar ---> Nerf:from 6 to 7 mana. (at 6 it works as a good boardclear, which is not a hunter characteristic)
3.Mana Cyclone ---> Nerf: from 2 to 4 mana 2/3 (seeing what crazy amount of value this card offers at very early turns is just stupid)
4.Sorcerer's Apprentice ---> Nerf: from 2 to 4 mana 3/4 (Allowing unfair OTK possibilities considering how many stall cards mage has)
5.Muster for Battle ---> Nerf: 1/4 Weapon to 1/2 Weapon or from 3 mana to 4 (value at turn 3 is insane)
6.Quartermaster --> Nerf: from 5 to 4 mana, or to 3 mana but "give your Silver Hand Recruits" +1/+1 (unfair ttk/otk with no/a little effort on board/game)
Divine Favor ---> Nerf: from 3 to 5 mana (no need to explain why this card is broken since everyone knows)
Catrina Muerte --> Nerf: to "End of turn, summon a 1/1 copy of a friendly minion that died this game" (all resurrect mechanics are well known for their need of a nerf)
Kingsbane --> Nerf: from 1/3 to 1/2 (KIngsbane is intended as an aggro card, not a value card with many amount of swings)
Tunnel Trogg --> Nerf: from 1/3 to 1/2 (Also well known for its need of a nerf. Maybe not now but in a future meta may be broken again. Limits blizzard possibilities of making good overload cards)
Totem Golem --> Nerf: from 3/4 to 2/4 (Value too great, too early. Limits blizzard possibilities of making good overload cards)
Flamewreathed Faceless --> Nerf: from 4 mana to 5 mana 7/8 (This card is just stupid, its synergy with even shaman is too unfair)
Darkshire Councilman --> Nerf: From 1/5 to 1/4 (5 health for 3 mana is too much, even blizzard agreed for this)
Voidcaller ---> Nerf: From 4 mana to 6 mana 4/5 (a possible voidlord at turn 5 against aggro is an immediate unfair victory)
Bloodbloom ---> Nerf: from 2 to 4 mana (Allows extremely unfair Darkest Hour combos at early turns)
Dr. Boom, Mad Genius ---> Nerf: from 7 to 9 mana (The value of this card doesn't match its mana cost)
Mechwarper ---> Nerf:from a 2/3 to 2/2 (Allows for very early big boards)
Underbelly Angler ---> Nerf: from a 2/3 to 2/2 (This card was a definitely a mistake. Will create future problems if more murlocs are printed)
Leeroy Jenkins ---> Nerf: from a 6/2 to 5/2 (Now this is more my opinion. I think that every aggro deck in hearthstone ever, uses this card. This limits creativity. Also the reason why blizzard doesn't create charge cards anymore is very likely this card)
Now... I am a player of Hearthstone since beta and I've seen different developer reactions. Now it's getting better. They are somewhat listening to the community. But they don't want to solve wild. Lately i've been a wild exclusive player but don't say that blizzard doesn't care at all because they have been nerfing wild from time to time, so yes they do care. Some of this cards have even made me personally to close and leave the game for months (twice). I like this game and since i have a busy life this is the only game i play (and I like to play). I would love that us, as a community make a petition to blizzard to fix at least some of this problematic issues. I'm only talking about cards here. Happy to see your comments.
I think most of these are overshooting and don't really contribute to making Wild or Standard better. It reads more like a "cards I hate the most". In Wild, a bunch of these are not even all that good or popular.
Regardless, I'm sick and tired of talking about nerfs on a regular basis, and I am equally sick of explaining for the umpieth time why I think swinging the nerf hammer should be saved for emergencies, instead of being the go-to solution for any balance issues.
Just to touch a few:
Contrary to what some people think, Jade Idol is not all that good in Wild, and rarely goes infinite. The only deck that really loses to the infinte shuffling is Odd Warrior. Every other deck can use or already uses Skulking Geist, or simply won't care about your golems. At this point, nerfing Jade Idol has more symbolic than practical value,
The nerfs to Odd Paladin would most likely kill the deck. I don't think that's necessary, since there are plenty of ways to deal with it, and the card that mainly keeps the deck alive is Never Surrender!. Also, Quartermaster is not an "OTK/TTK" card.
Tunnel Trogg, Darkshire Councilman, Ragnaros and even Ship's Cannon barely even appear in the mode anymore. This could certainly change again, but I don't see a need to intervene at this point. If you really wanted to shake up the meta, you should go for Loatheb.
I think the balancing of Big Priest should happen on a systematic level (neutral transform effects, cancelling resurrection, etc.) instead of delaying its gameplan for a few turns. Increasing the cost of Barnes and Eternal Servitude might push it out of the meta a bit more, but the way it is set up, it would still beat almost all slower decks out there.
The cards I would sort of agree with are Flamewreathed Faceless (wich would be fair as a 4: 6/6 or 6/7), Voidcaller for 5, and maybe Deathstalker Rexxar, though again not a card that is really all that problematic. Bloodbloom... maybe as well, though I haven't seen anyone try this stuff in a while, since people have come to realize how inconsistent it is, and that you can still get countered even if you live the dream.
In Standard, I would maybe agree to Dr. Boom, Mad Genius, but only because the potential Armor gain is too big, making it a game-changer in many matchups. If Team5 really wants new control decks to emerge in Standard, and not have the meta be "Garrosh Hellscream vs. the World" they have to come up with something else but nerfs, if they don't want to straight up kill Warrior.
With the rest, I don't have much of a problem and don't think a nerf is absolutely necessary.
On a final note, don't try to reason with "limits design space" or anything like that, especially not for Wild. It's questionable enough when developers use that excuse.
1. Jade Idol ---> Nerf : (This card can only be played three times per game) or (Jade Golem Limit is 10/10)
2.Deathstalker Rexxar ---> Nerf: from 6 to 7 mana. (at 6 it works as a good boardclear, which is not a hunter characteristic)
3.Mana Cyclone ---> Nerf: from 2 to 4 mana 2/3 (seeing what crazy amount of value this card offers at very early turns is just stupid)
4.Sorcerer's Apprentice ---> Nerf: from 2 to 4 mana 3/4 (Allowing unfair OTK possibilities considering how many stall cards mage has)
5.Muster for Battle ---> Nerf: 1/4 Weapon to 1/2 Weapon or from 3 mana to 4 (value at turn 3 is insane)
6.Quartermaster --> Nerf: from 5 to 4 mana, or to 3 mana but "give your Silver Hand Recruits" +1/+1 (unfair ttk/otk with no/a little effort on board/game)
Divine Favor ---> Nerf: from 3 to 5 mana (no need to explain why this card is broken since everyone knows)
Resurrect --> Nerf: from 2 to 4 mana
Eternal Servitude ---> Nerf: from 4 to 6 mana
Barnes --> Nerf: from 4 to 5 mana
Catrina Muerte --> Nerf: to "End of turn, summon a 1/1 copy of a friendly minion that died this game" (all resurrect mechanics are well known for their need of a nerf)
Kingsbane --> Nerf: from 1/3 to 1/2 (KIngsbane is intended as an aggro card, not a value card with many amount of swings)
Tunnel Trogg --> Nerf: from 1/3 to 1/2 (Also well known for its need of a nerf. Maybe not now but in a future meta may be broken again. Limits blizzard possibilities of making good overload cards)
Totem Golem --> Nerf: from 3/4 to 2/4 (Value too great, too early. Limits blizzard possibilities of making good overload cards)
Flamewreathed Faceless --> Nerf: from 4 mana to 5 mana 7/8 (This card is just stupid, its synergy with even shaman is too unfair)
Darkshire Councilman --> Nerf: From 1/5 to 1/4 (5 health for 3 mana is too much, even blizzard agreed for this)
Voidcaller ---> Nerf: From 4 mana to 6 mana 4/5 (a possible voidlord at turn 5 against aggro is an immediate unfair victory)
Bloodbloom ---> Nerf: from 2 to 4 mana (Allows extremely unfair Darkest Hour combos at early turns)
Dr. Boom, Mad Genius ---> Nerf: from 7 to 9 mana (The value of this card doesn't match its mana cost)
Mechwarper ---> Nerf: from a 2/3 to 2/2 (Allows for very early big boards)
Ship's Cannon ---> Nerf: from a 2/3 to 2/2
Ragnaros the Firelord ---> Nerf: from a 8/8 to 6/6
Underbelly Angler ---> Nerf: from a 2/3 to 2/2 (This card was a definitely a mistake. Will create future problems if more murlocs are printed)
Leeroy Jenkins ---> Nerf: from a 6/2 to 5/2 (Now this is more my opinion. I think that every aggro deck in hearthstone ever, uses this card. This limits creativity. Also the reason why blizzard doesn't create charge cards anymore is very likely this card)
Now... I am a player of Hearthstone since beta and I've seen different developer reactions. Now it's getting better. They are somewhat listening to the community. But they don't want to solve wild. Lately i've been a wild exclusive player but don't say that blizzard doesn't care at all because they have been nerfing wild from time to time, so yes they do care. Some of this cards have even made me personally to close and leave the game for months (twice). I like this game and since i have a busy life this is the only game i play (and I like to play). I would love that us, as a community make a petition to blizzard to fix at least some of this problematic issues. I'm only talking about cards here. Happy to see your comments.
I am power, incarnate!
I think most of these are overshooting and don't really contribute to making Wild or Standard better. It reads more like a "cards I hate the most". In Wild, a bunch of these are not even all that good or popular.
Regardless, I'm sick and tired of talking about nerfs on a regular basis, and I am equally sick of explaining for the umpieth time why I think swinging the nerf hammer should be saved for emergencies, instead of being the go-to solution for any balance issues.
Just to touch a few:
Contrary to what some people think, Jade Idol is not all that good in Wild, and rarely goes infinite. The only deck that really loses to the infinte shuffling is Odd Warrior. Every other deck can use or already uses Skulking Geist, or simply won't care about your golems. At this point, nerfing Jade Idol has more symbolic than practical value,
The nerfs to Odd Paladin would most likely kill the deck. I don't think that's necessary, since there are plenty of ways to deal with it, and the card that mainly keeps the deck alive is Never Surrender!. Also, Quartermaster is not an "OTK/TTK" card.
Tunnel Trogg, Darkshire Councilman, Ragnaros and even Ship's Cannon barely even appear in the mode anymore. This could certainly change again, but I don't see a need to intervene at this point. If you really wanted to shake up the meta, you should go for Loatheb.
I think the balancing of Big Priest should happen on a systematic level (neutral transform effects, cancelling resurrection, etc.) instead of delaying its gameplan for a few turns. Increasing the cost of Barnes and Eternal Servitude might push it out of the meta a bit more, but the way it is set up, it would still beat almost all slower decks out there.
The cards I would sort of agree with are Flamewreathed Faceless (wich would be fair as a 4: 6/6 or 6/7), Voidcaller for 5, and maybe Deathstalker Rexxar, though again not a card that is really all that problematic. Bloodbloom... maybe as well, though I haven't seen anyone try this stuff in a while, since people have come to realize how inconsistent it is, and that you can still get countered even if you live the dream.
In Standard, I would maybe agree to Dr. Boom, Mad Genius, but only because the potential Armor gain is too big, making it a game-changer in many matchups. If Team5 really wants new control decks to emerge in Standard, and not have the meta be "Garrosh Hellscream vs. the World" they have to come up with something else but nerfs, if they don't want to straight up kill Warrior.
With the rest, I don't have much of a problem and don't think a nerf is absolutely necessary.
On a final note, don't try to reason with "limits design space" or anything like that, especially not for Wild. It's questionable enough when developers use that excuse.
They are not going to do anything to wild unless it's something utterly broken as they have stated previous that wild is supposed to be "wild".