Nerfing Dr. Boom, Mad Genius by two mana while significant doesnt change much from Control Warrior as their deck and game plan will remain the same. Hero Cards with the very few exceptions are known to be 8-10 mana cards. So I think the deck remains the same and just needs to board clear two turns more. What was Warrior doing on turn 9 anyway?
Now you can curve after playing Tomb Warden just fine. The biggest difference is that you will lose a bit of tempo that turn as you can't Hero Power immediately as with the previous Dr. Boom, Mad Genius if played on 9 you get a free Hero Power, I cant see more than that.
I worry it was not enough because the rush and all the heropowers remain the same. And since pocket galaxy was nerfed to the ground again and mage was kind of a counter, this will create more warriors than before.
Due to the Mage nerfs, I think Warrior will be stronger post nerf.
Yes, the move to 9 mana is a nerf, but I don't think it solves the problem with Warrior's power level. They have such a lot of board removal AND single target removal, that "when" Boom is played doesn't matter in certain matchups.
I think getting rid of Omega Assembly may be the correct move. People complain about Boom's discover a mech Hero power, but I've found Omega Assembly to just provide too much refill and power that is can absolutely swing games in many cases.
I think it's cute Dr.Boom is 9 mana so we still have the Dr.Boom + Shield Slam combo. What's even more cute is using the coin to get a Dr.Boom + Hero Power turn.
The extra 2 turns Warrior has to wait could be the difference between gaining 14 armor, and losing the game before suiting up. A huge swing that will certainly cause Warrior to lose some games it otherwise would win.
Rollback Post to RevisionRollBack
Twitch: Pacific_Onion
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This is directed at those who currently play Control Warrior with Dr. Boom, Mad Genius.
The mana cost of that card is being increased to (9).
Will you continue to play this card in your Control Warrior deck? Will you continue to play Control Warrior at all?
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Nerfing Dr. Boom, Mad Genius by two mana while significant doesnt change much from Control Warrior as their deck and game plan will remain the same. Hero Cards with the very few exceptions are known to be 8-10 mana cards. So I think the deck remains the same and just needs to board clear two turns more. What was Warrior doing on turn 9 anyway?
Now you can curve after playing Tomb Warden just fine. The biggest difference is that you will lose a bit of tempo that turn as you can't Hero Power immediately as with the previous Dr. Boom, Mad Genius if played on 9 you get a free Hero Power, I cant see more than that.
I worry it was not enough because the rush and all the heropowers remain the same. And since pocket galaxy was nerfed to the ground again and mage was kind of a counter, this will create more warriors than before.
Due to the Mage nerfs, I think Warrior will be stronger post nerf.
Yes, the move to 9 mana is a nerf, but I don't think it solves the problem with Warrior's power level. They have such a lot of board removal AND single target removal, that "when" Boom is played doesn't matter in certain matchups.
I think getting rid of Omega Assembly may be the correct move. People complain about Boom's discover a mech Hero power, but I've found Omega Assembly to just provide too much refill and power that is can absolutely swing games in many cases.
That is exactly what I was thinking.
Of course, by the time Blizz realizes and acknowledges this, it will be 2020, so they'll be all, "Meh, we can just wait it out."
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
I think Hunter is going to be the new king anyway after this. Seems like they will be running wild!
it will probly nerf the win rate by 3-5% means it will still be a nice deck
I think it's cute Dr.Boom is 9 mana so we still have the Dr.Boom + Shield Slam combo. What's even more cute is using the coin to get a Dr.Boom + Hero Power turn.
The extra 2 turns Warrior has to wait could be the difference between gaining 14 armor, and losing the game before suiting up. A huge swing that will certainly cause Warrior to lose some games it otherwise would win.
Twitch: Pacific_Onion