At least he can't be combo'd with Kayn for 10 mana in DH. So you can actually counterplay with a decent taunt.
Also in druid it will be more balanced since druids have a hard time dealing with your board. One extra turn to get a big taunt out, to draw your removal or to go wide yourself will always help you win more games. It would also be yet another card that costs 7 mana in the druid deck, which is a lot of 7 mana cards. They will still be able to highroll certain games, but KT on 6 into a big ass board is GG for most classses. After turn 7 a lot of classes have a lot more removal like Flamestrike or Earthquake, the most important one is PROBABLY Zephrys the Great into Brawl.
I'm definitely ok with the increase in mana cost. And it's totally unsurprising. When in doubt, they will change the mana cost before anything else. Except Warsong Commander.
Guys, you need to realize that a Mana cost nerf is the hardest way to hit a card. Warsong commander was not a nerf, it was a rework, meaning the current card has absolutely nothing to do with the original card.
The other suggestion would be a very soft nerf, casting one UI or Overflow in a turn is usually enough, you can't cast more anyways or you overdraw.
This saves Mech'thun lock in wild after the loss of bloodbloom so I'm good with that.
The new combo is: Kael, Mech'thun and Cataclysm in hand.
Empty your deck. Cast any 1-2 cost spell. Play Dollmaster Dorian and shuffle your hand with Plot Twist. Get 'thun and Kael 1/1s on the board. Cast Cataclysm for free. Gg
The zero mana spells just feels bad - especially in druid. Can't see how a cost increase to e.g. 8 will change much other than delaying things a bit. Druid has a ton of 0 mana spells by t8 and it just feels bad to see them play 30 mana worth of stuff in a single turn.
Looks like Mighty Kael'Thas stays OP in Druid. The third spell stays the same (0), only the mana cost goes up.
The full interview can be found here: https://www.newsweek.com/hearthstone-lead-developer-pushed-demon-hunter-limit-1498399
great - fun and interactive t(-.-t)
Blizz prefers to increase the mana cost whenever possible, it's the most simple and efficient way to do so.
This changes nothing. You just have to wait one extra turn before you inevitably get one-turn-killed by DH without beeing able to do jack shit.
It's a reasonable nerf.
Make him 12 mana and it's a wrap.
At least he can't be combo'd with Kayn for 10 mana in DH. So you can actually counterplay with a decent taunt.
Also in druid it will be more balanced since druids have a hard time dealing with your board. One extra turn to get a big taunt out, to draw your removal or to go wide yourself will always help you win more games. It would also be yet another card that costs 7 mana in the druid deck, which is a lot of 7 mana cards. They will still be able to highroll certain games, but KT on 6 into a big ass board is GG for most classses. After turn 7 a lot of classes have a lot more removal like Flamestrike or Earthquake, the most important one is PROBABLY Zephrys the Great into Brawl.
I'm definitely ok with the increase in mana cost. And it's totally unsurprising. When in doubt, they will change the mana cost before anything else. Except Warsong Commander.
Guys, you need to realize that a Mana cost nerf is the hardest way to hit a card. Warsong commander was not a nerf, it was a rework, meaning the current card has absolutely nothing to do with the original card.
The other suggestion would be a very soft nerf, casting one UI or Overflow in a turn is usually enough, you can't cast more anyways or you overdraw.
This saves Mech'thun lock in wild after the loss of bloodbloom so I'm good with that.
The new combo is: Kael, Mech'thun and Cataclysm in hand.
Empty your deck. Cast any 1-2 cost spell. Play Dollmaster Dorian and shuffle your hand with Plot Twist. Get 'thun and Kael 1/1s on the board. Cast Cataclysm for free. Gg
10 mana or gtfo
The zero mana spells just feels bad - especially in druid. Can't see how a cost increase to e.g. 8 will change much other than delaying things a bit. Druid has a ton of 0 mana spells by t8 and it just feels bad to see them play 30 mana worth of stuff in a single turn.
By delaying it you will die to aggro.
It said they are LEANING towards, it doesn’t confirm anything.
This also mean still dead by turn 3 in wild with Barnes (Hysteria did it, with Druid of course)
This extra turn is exactly what an aggro deck need to win, if a deck become vulnerably to aggro then the balance will work.
Combo > Control > Aggro > Combo.
The problem happens when a combo is so powerful and fast the deck don't lose vs aggro anymore.
Im happy that they only increase mana otherwise the card itself would not be the same anymore.
Exactly. 6 Mana is the last turn you possibly have vs Aggro. Which is why Reno Jackson costs 6 Mana