Shaman Galakrond 10 mana so u can't double battlecry&gala for 4x 8/8 rush even with a coin, ez fix.
this fix noting... the only thing it do is that you get 2/1 less becouse you cant hero power... ofc you have to do it 3 turns later but many time you not get that card befor that
its galakrond hero power that is nuts. being able to continously invoke its HP which helps maintain board and not lose tempo at the same time is porn level. remove the rush ability and elementalist should come either later or not invoke twice
Remove rush from hero power and battlecry, put an overload 3 in the invoke twice minion and dragon pack, 10 battlecrys to the quest and Shudder only trigger 3 random battlecrys played this game and all be fine.
And by the way, I know it will be off-topic, but is there anyone who is expecting a Waxadred nerf? To be honest this card is the card that I hate most for this expansion, especially it can combo with Necrium ApothecaryStowaway and many other cards. Since after the shaman nerf, I believe Waxadred rogues have the potential to dominate the meta just like how jade druids did to the meta back into the time of MSG.
(Yet, the Blizzard-style-nerf to this might be printing a card in the next expansion that has "Destroy all cards in each player's hand and deck that didn't start in their decks", just like they printed Skulking Geist for Jade Idol... )
Galakrond base form changed to two 2/1 elementals. (Which become 4/2s and then 8/4s)
Shudderwok and the Quest get limited to only minion battlecries, and the quest to only the NEXT minion battlecry. I'd love it if they'd totally redo the quest requirement too. You could maybe make it a passive like the druid one as compensation. "Passive. The first battlecry minion you play each turn will have it's battlecry occur twice."
Corrupt Elementalist should probably cost 6 or if they don't want to do that, maybe reduce her stats to a 1/2 or something.
Dragon's Pack should just get it's stats reduced a little. Probably two 4/5s instead of two 5/6s. Still really powerful.
Faceless Corruptor should probably be like a 3/4 or something less aggressively stated. I think the cost is okay for the card's purpose.
They can't just change Corrupt the Waters because regular Galakrond Shaman is still incredibly overpowered.
I think they'll have to alter some of the other shaman-specific cards in order to level the playing field:
(1) Corrupt Elementalist is the prime candidate; reduce the cost to 4 and invoke ONCE. With the quest active, this would still be quite powerful.
(2) Consider how much better Galakrond, the Tempest is than the other class Galakronds... his hero power may need to change to summon a 1/1 elemental with rush. The battle cry is insane, but if they nerf the elementalist, it'll help a lot.
(3) Increase the cost of Invocation of Frost to 2 or alter it so that it only hits enemy minions. This is a deceptively powerful spell - for ONE mana it summons a 2/1 with rush and freezes an enemy!
I think they should nerf 2 of the 3 above. Even with these changes, I think Shaman will still be viable.
Shaman is my second favorite class, but right now it is so oppressive I can't even enjoy brewing new decks because it is so obnoxiously powerful.
Ankaaaar - or something else, its really goddam important they don't just replace shaman with pirate warrior, or plain aggro shaman for that matter, I fucking mean it. If they do I quit. Agressive decks arleady have a huge advantage in terms of time to play, skill required, cheapeness of cards....you just don't encourage them to be even more prevalent by making them the most powerful, competitive, fine, but top of tier 1...no.
Dragon's Pack - Currently reads "Summon 2 2/3 Spirit Wolves with taunt, if you've invoked twice give them +3/+3. I think after the nerf, it'll read the same but if you've invoked twice give them +2/+2.
Faceless Corruptor - They are currently 5/4 for 5 mana. I think a nerf to the mana and stats would be great. Make them 6 mana and 4/4.
Galakrond, the Tempest - Make the max stats 4/4 instead of 8/8. Therefore each single invoke gives them +1/+1 and they start as 1/1 storms.
I highly doubt Invocation of Frost will be nerfed but if it is. My guess is either making it 2 mana, or freeze a minion instead of an enemy.
I just reading this things, and laughing. You guys are serious when say that mutate should cost 1 mana? Do you remember Evolve? For 1 mana evolve on your full board
They'll alter Galakrond in some way - be it his interaction with the quest (like somehow disabliing it) or the stat distribution of the rushing minions he battlecries. Four 8/8s for 9 mana is just too much for most classes to deal with, particularly when they don't even have a board (and the shaman has something like two 8/8s and two with less health due to rush damage).
I imagine they'll either spread the stats over 4 bodies instead (so 1/1 to 2/2 to 4/4), which has the added bonus (in terms of nerfing) that with quest they only get 3 extra minions - and 3 mana (quest + activation) for 12/12 in rush stats is more than fine. The alternate is that it'll always be a 4/4, but start at 1 minion, then 2, then 4.
I mean, Galakrond + quest isn't the only problem, and I'm a very casual player, but when I've been deckbuilding it's the only card that I've been thinking "do I have a way of dealing with 4x 8/8s?", with the answer often being no, because that's a big board to deal with! For example, in druid I've taken to running double MCT - does well against aggro decks, but namely kills two of the elementals for 3 mana (I'd be willing to pay more to kill all 4, but druid doesn't have that kind of card in standard right now). After that, it's hope I have the cards and/or board to kill off the other two.
Shaman Galakrond is the only galakrond that doesnt follow the 1,2,4 pattern when invoked. Maybe a small nerf to it would be summon 1 4/4 with rush, summon 2 4/4's with rush, summon 4 4/4's with rush.
Its exactly the same amount of stats at all stages, its just easier to remove with board clears and the 4/4's cant make value trades like 8/8's
Rollback Post to RevisionRollBack
Take a look at my most recent deck, Watch post, totem, menagerie shaman.
its galakrond hero power that is nuts. being able to continously invoke its HP which helps maintain board and not lose tempo at the same time is porn level. remove the rush ability and elementalist should come either later or not invoke twice
Yes this is literally the problem.
The formula to calculate Mana spent on stats is (Attack+Health-/2)
That means that a 2/1 is worth 1 Mana. The Rush keyword is worth 0.5 Mana on cards that are good.
That means Galakrond's Shaman hero power is worth 1.5 Mana.
Priest is worth 1 Mana as it generates one card.
Generate a Lackeys ist worth 1 Mana or on some cards even less but since it is really strong let's place it at 1.
A 1/1 is worth 0.5 Mana, so two 1/1 Imps are worth 1 Mana.
Warrior is more difficult to calculate, but hero attack (and weapons) scale like this:
0 Mana 1 max damage
0.5 Mana 2 max damage (ex. That zero cost druid spell)
1 Mana 3 max damage (ex. Upgrade)
1.5 Mana 4 max damage (ex. Light's Justice, Heroic strike)
Note that 0.5 values on cards can be rounded either up or down as half Mana crystals don't exist.
So Warrior is also 1 Mana
(tl,dr) That means Shaman's Galakrond hero power is worth 0.5 Mana more than the others, and since hero powers can be constantly used, and these are even more used due to invoke, that means a lot. Basically every invoke card has 0.5 Mana more value for Shaman.
Quest isn’t the issue- its not even in the top 2 Shaman decks/ they ain’t gonna touch Galakrond/ Dragon Pact isn’t bad either. The 2 common threads here and with all Shaman right now is Faceless and Mogu. Faceless needs the nerf- its in practically every good deck. I don’t know what they are going to do but somethings gotta be done- it just restricts deck building. And Mogu is the common Shaman problem: its easy to get out early and then Mutate into a crazy 8 drop. My thought would be to strap evasive to Mogu or ‘can’t be targeted by spells or hero powers’- still lets it stay a good card, just not broken.
Faceless Corruptor - Remove rush. It will still be a strong card but it won't be used in almost every deck as it is now.
Galakrond, the Tempest - Remove rush from all the summoned elementals. Invoke summons 2/2 elemental instead of 2/1. It will still be strong without being broken as it is now.
I think these two are necessary, for the rest i don't know.
Shudderwock is definitely a card that will have to be addressed at some point, so maybe now is a good time to deal with it as well. Decrease the number of battlecries it repeats. For example, 5 random or 5 first battlecries.
this fix noting... the only thing it do is that you get 2/1 less becouse you cant hero power... ofc you have to do it 3 turns later but many time you not get that card befor that
its galakrond hero power that is nuts. being able to continously invoke its HP which helps maintain board and not lose tempo at the same time is porn level. remove the rush ability and elementalist should come either later or not invoke twice
I guess, that invoke cards don't summon a 2/1 rush as other classes. Maybe galakrond summons 6/6.
I hope for dragon pack, cause i used these 800 dust.
Remove rush from hero power and battlecry, put an overload 3 in the invoke twice minion and dragon pack, 10 battlecrys to the quest and Shudder only trigger 3 random battlecrys played this game and all be fine.
I voted for Corrupt the Waters Faceless Corruptor and Mogu Fleshshaper.
And by the way, I know it will be off-topic, but is there anyone who is expecting a Waxadred nerf? To be honest this card is the card that I hate most for this expansion, especially it can combo with Necrium Apothecary Stowaway and many other cards. Since after the shaman nerf, I believe Waxadred rogues have the potential to dominate the meta just like how jade druids did to the meta back into the time of MSG.
(Yet, the Blizzard-style-nerf to this might be printing a card in the next expansion that has "Destroy all cards in each player's hand and deck that didn't start in their decks", just like they printed Skulking Geist for Jade Idol... )
I'll guess
1. Galakrond, the Tempest
Remove rush from the 2/1s
2. Faceless Corruptor
to 7 mana
3. Dragon's Pack
to 6 mana
I dunno what they'll do. But what I want:
Galakrond base form changed to two 2/1 elementals. (Which become 4/2s and then 8/4s)
Shudderwok and the Quest get limited to only minion battlecries, and the quest to only the NEXT minion battlecry. I'd love it if they'd totally redo the quest requirement too. You could maybe make it a passive like the druid one as compensation. "Passive. The first battlecry minion you play each turn will have it's battlecry occur twice."
Corrupt Elementalist should probably cost 6 or if they don't want to do that, maybe reduce her stats to a 1/2 or something.
Dragon's Pack should just get it's stats reduced a little. Probably two 4/5s instead of two 5/6s. Still really powerful.
Faceless Corruptor should probably be like a 3/4 or something less aggressively stated. I think the cost is okay for the card's purpose.
They can't just change Corrupt the Waters because regular Galakrond Shaman is still incredibly overpowered.
I think they'll have to alter some of the other shaman-specific cards in order to level the playing field:
(1) Corrupt Elementalist is the prime candidate; reduce the cost to 4 and invoke ONCE. With the quest active, this would still be quite powerful.
(2) Consider how much better Galakrond, the Tempest is than the other class Galakronds... his hero power may need to change to summon a 1/1 elemental with rush. The battle cry is insane, but if they nerf the elementalist, it'll help a lot.
(3) Increase the cost of Invocation of Frost to 2 or alter it so that it only hits enemy minions. This is a deceptively powerful spell - for ONE mana it summons a 2/1 with rush and freezes an enemy!
I think they should nerf 2 of the 3 above. Even with these changes, I think Shaman will still be viable.
Shaman is my second favorite class, but right now it is so oppressive I can't even enjoy brewing new decks because it is so obnoxiously powerful.
Faceless Corruptor
Mogu
Corrupt the Waters
Ankaaaar - or something else, its really goddam important they don't just replace shaman with pirate warrior, or plain aggro shaman for that matter, I fucking mean it. If they do I quit. Agressive decks arleady have a huge advantage in terms of time to play, skill required, cheapeness of cards....you just don't encourage them to be even more prevalent by making them the most powerful, competitive, fine, but top of tier 1...no.
Dragon's Pack - Currently reads "Summon 2 2/3 Spirit Wolves with taunt, if you've invoked twice give them +3/+3. I think after the nerf, it'll read the same but if you've invoked twice give them +2/+2.
Faceless Corruptor - They are currently 5/4 for 5 mana. I think a nerf to the mana and stats would be great. Make them 6 mana and 4/4.
Galakrond, the Tempest - Make the max stats 4/4 instead of 8/8. Therefore each single invoke gives them +1/+1 and they start as 1/1 storms.
I highly doubt Invocation of Frost will be nerfed but if it is. My guess is either making it 2 mana, or freeze a minion instead of an enemy.
I am sorry but that is nonsense, the best Shaman deck does not even run the quest, it is Galakrond Shaman
I just reading this things, and laughing. You guys are serious when say that mutate should cost 1 mana? Do you remember Evolve? For 1 mana evolve on your full board
They'll alter Galakrond in some way - be it his interaction with the quest (like somehow disabliing it) or the stat distribution of the rushing minions he battlecries. Four 8/8s for 9 mana is just too much for most classes to deal with, particularly when they don't even have a board (and the shaman has something like two 8/8s and two with less health due to rush damage).
I imagine they'll either spread the stats over 4 bodies instead (so 1/1 to 2/2 to 4/4), which has the added bonus (in terms of nerfing) that with quest they only get 3 extra minions - and 3 mana (quest + activation) for 12/12 in rush stats is more than fine. The alternate is that it'll always be a 4/4, but start at 1 minion, then 2, then 4.
I mean, Galakrond + quest isn't the only problem, and I'm a very casual player, but when I've been deckbuilding it's the only card that I've been thinking "do I have a way of dealing with 4x 8/8s?", with the answer often being no, because that's a big board to deal with! For example, in druid I've taken to running double MCT - does well against aggro decks, but namely kills two of the elementals for 3 mana (I'd be willing to pay more to kill all 4, but druid doesn't have that kind of card in standard right now). After that, it's hope I have the cards and/or board to kill off the other two.
Shaman Galakrond is the only galakrond that doesnt follow the 1,2,4 pattern when invoked. Maybe a small nerf to it would be summon 1 4/4 with rush, summon 2 4/4's with rush, summon 4 4/4's with rush.
Its exactly the same amount of stats at all stages, its just easier to remove with board clears and the 4/4's cant make value trades like 8/8's
Take a look at my most recent deck, Watch post, totem, menagerie shaman.
Yes this is literally the problem.
The formula to calculate Mana spent on stats is (Attack+Health-/2)
That means that a 2/1 is worth 1 Mana. The Rush keyword is worth 0.5 Mana on cards that are good.
That means Galakrond's Shaman hero power is worth 1.5 Mana.
Priest is worth 1 Mana as it generates one card.
Generate a Lackeys ist worth 1 Mana or on some cards even less but since it is really strong let's place it at 1.
A 1/1 is worth 0.5 Mana, so two 1/1 Imps are worth 1 Mana.
Warrior is more difficult to calculate, but hero attack (and weapons) scale like this:
0 Mana 1 max damage
0.5 Mana 2 max damage (ex. That zero cost druid spell)
1 Mana 3 max damage (ex. Upgrade)
1.5 Mana 4 max damage (ex. Light's Justice, Heroic strike)
Note that 0.5 values on cards can be rounded either up or down as half Mana crystals don't exist.
So Warrior is also 1 Mana
(tl,dr) That means Shaman's Galakrond hero power is worth 0.5 Mana more than the others, and since hero powers can be constantly used, and these are even more used due to invoke, that means a lot. Basically every invoke card has 0.5 Mana more value for Shaman.
They wont touch Shudderwock or any card that is rotating within 3-4 months from now for sure
Yeah, because they totally didn't gut Patches and Raza three months before they rotated to wild.
Quest isn’t the issue- its not even in the top 2 Shaman decks/ they ain’t gonna touch Galakrond/ Dragon Pact isn’t bad either. The 2 common threads here and with all Shaman right now is Faceless and Mogu. Faceless needs the nerf- its in practically every good deck. I don’t know what they are going to do but somethings gotta be done- it just restricts deck building. And Mogu is the common Shaman problem: its easy to get out early and then Mutate into a crazy 8 drop. My thought would be to strap evasive to Mogu or ‘can’t be targeted by spells or hero powers’- still lets it stay a good card, just not broken.
If they think it's better for the health of the game to nerf something, they will. They have nerfed wild cards before.
Faceless Corruptor - Remove rush. It will still be a strong card but it won't be used in almost every deck as it is now.
Galakrond, the Tempest - Remove rush from all the summoned elementals. Invoke summons 2/2 elemental instead of 2/1. It will still be strong without being broken as it is now.
I think these two are necessary, for the rest i don't know.
Shudderwock is definitely a card that will have to be addressed at some point, so maybe now is a good time to deal with it as well. Decrease the number of battlecries it repeats. For example, 5 random or 5 first battlecries.
In death, I exact my revenge!