Grimstone is a 4/5, so it's weaker than Thaurissan which usually doesn't survive a turn. Also it's effect is arguably worse (keep arguably on mind and don't argue at this point please, let's agree to disagree). If you can't deal with 4/5 that is a walking taunt, then you deserve to be hit by its effect, simple (or from another perspective if you can protect a 6 mana 4/5 with high kill priority, you deserve to be rewarded).
Son kills almost everything relevant when he enters the board, plus it puts 6 att body on the board. So it is able to trade 1 for 2 high cost minions. It's gamebreaking effect, Fireball with big body. Also as I said - compare it to Fire Elemental. You shouldn't have any doubts which of those 2 cards is a lot better than the other (and Fire Elemental isn't just a card, it's amazing card) and you put them at the same cost.
Agree with you about grimstone.
Not fully in agreement with Son. Son of the flame at 7 mana is +3 damage over Fire Elemental at 6 Mana, with 2 less health. So you effectively trade 1 mana and 2 health for more damage. Yes, you do get a "fireball" effect, but fireball itself is 4 mana. I don't think this card would be terribly game-breaking or anything like that. I think making it class-specific (either shaman, or maybe priest to give priests a few more hard removals) would prevent this from creating a meta-shift. If you made this card neutral at 7 or 6 mana, it would almost definitely induce a meta shift just to make sure you deal with it.
Coren should never be less than 6 mana. If you make him any less you get a free "I now control the board" at 10 mana.
On the topic of Sulfuras: I don't think that card should be added, or if it is, make it absurdly expensive. Making it have any kind of low-mana means it's easy. And if you use any other weapon in the deck you can get a really fast deathrattle and just start killing stuff.
I think Golemagg should be: Costs 5 mana if your hero has 5 or less health. He would be a very situational cards that still costs mana compared to molten giant and is difficult to combo. If someone is able to pull it of with mage, they deserve it and it is still less consistent than molten giant.
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''With great power comes great electricity bill.''
Coren should never be less than 6 mana. If you make him any less you get a free "I now control the board" at 10 mana.
On the topic of Sulfuras: I don't think that card should be added, or if it is, make it absurdly expensive. Making it have any kind of low-mana means it's easy. And if you use any other weapon in the deck you can get a really fast deathrattle and just start killing stuff.
I actually deliberately made Coren five specifically for that combo. I really don't think a 10 mana combo to destroy your opponent's board (and your own) and get a 4/5 is really that powerful. It's a combo that has to be used very strategically, and can be played around. It's not like Equality/Consecrate doesn't exist.
Likewise I don't think Sulfuras at 6 mana is overpowered. You can just use another weapon to replace it, but then you lose out on a lot of value. And you're basically paying a minimum of 8 mana to get the Die Insect hero power. And 10 mana to be able to use the hero power. That's if you want to use the hero power on the turn you play Sulfuras. And if you spread it out over multiple turns that makes it pretty slow. And if it's really too powerful, just make it so it can't be replaced, and can only be used up.
Coren should never be less than 6 mana. If you make him any less you get a free "I now control the board" at 10 mana.
On the topic of Sulfuras: I don't think that card should be added, or if it is, make it absurdly expensive. Making it have any kind of low-mana means it's easy. And if you use any other weapon in the deck you can get a really fast deathrattle and just start killing stuff.
I actually deliberately made Coren five specifically for that combo. I really don't think a 10 mana combo to destroy your opponent's board (and your own) and get a 4/5 is really that powerful. It's a combo that has to be used very strategically, and can be played around. It's not like Equality/Consecrate doesn't exist.
Likewise I don't think Sulfuras at 6 mana is overpowered. You can just use another weapon to replace it, but then you lose out on a lot of value. And you're basically paying a minimum of 8 mana to get the Die Insect hero power. And 10 mana to be able to use the hero power. That's if you want to use the hero power on the turn you play Sulfuras. And if you spread it out over multiple turns that makes it pretty slow. And if it's really too powerful, just make it so it can't be replaced, and can only be used up.
What T4te said. A lot of the issue with Coren at 5 is the extreme card advantage he provides. He's a literally "Oh I draw him? Well it sucks to be you but now I have board control." Not to mention a lot of different card clusters provide strong board control as a combo, but Coren is essentially a 1-card win. Consider Lucifron as your own example. Lucifron is a 7 mana, give the enemy 1 turn to use their minions before they all die and is a 4/7. So he's 2 health higher, and gives the opponent 1 turn to react for essentially 3 less mana than an instant Coren clear. I don't think that's quite worth it. Dropping coren one turn and having to wait till the next (Barring Coin) would be more than fair.
Compare it with Twisting Nether, an 8 Drop that clears the field. Coren is Twisting Nether + a 4/5 body, so you have to think that a 4/5 body is then automatically worth 2 mana. I don't think that's the case at all.
And as far as Sulfuras is concerned, I'm still in the train of thought that this would be fairly unhealthy. Usually Ragnaros' effect is deemed powerful enough that any kind of hard removal is immediately sent his way. Sulfuras makes it so that no matter what you do you can't stop it from happening, and it provides an EXTREME amount of power. I would make this either an 8 mana card (to force it into late game usefulness) or remove it all together. I would think thought that if you made it unreplacable, you might actually be able to LOWER the mana cost to 4-5 ish. Because if someone else destroys your weapon and gives you the hero power, that is a mistake on their part. But in the meantime you just have a 2 attack weapon (not terribly high on thew eapon scales) and if you have to go to turn 11 in order to use it, it kind of forces your hand a bit.
I'm not saying it isn't powerful, but it's ten mana. There's a lot of powerful high mana combos. And nor is it infallible. Like all AoE, your opponent can play around it by not overcommitting and/or playing sticky minions. And the person playing Coren has to play it strategically, because it blows up their board as well. Plus as with any scenario where you spend your entire turn 10 doing just one thing, it's slow. You reset the board and get a 4/5, and then your opponent has 10 mana to respond to that and wrest board control back, assuming they've been smart and held cards.
I see this mentality a lot when people talk about hypothetical cards and combos, there's way too much fear whenever someone proposes something that would actually be powerful.
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"I wouldn't anticipate seeing much of doctor boom" - Trump 2014
"I myself am not too hopeful about the Grim Patron deck" - Trump 2015
"(Secret Paladin) didn't work out and I don't think Mysterious Challenger will change that." - Trump 2015
"(Darkshire Councilman) takes a bit too long to get set up...bad" - Trump 2016
I'm not saying it isn't powerful, but it's ten mana. There's a lot of powerful high mana combos. And nor is it infallible. Like all AoE, your opponent can play around it by not overcommitting and/or playing sticky minions. And the person playing Coren has to play it strategically, because it blows up their board as well. Plus as with any scenario where you spend your entire turn 10 doing just one thing, it's slow. You reset the board and get a 4/5, and then your opponent has 10 mana to respond to that and wrest board control back, assuming they've been smart and held cards.
I see this mentality a lot when people talk about hypothetical cards and combos, there's way too much fear whenever someone proposes something that would actually be powerful.
I'm not saying that coren in this situation would be like OMGWTFBBQ ridiculous, I'm just thinking that he's a little on the far tilt of side. Frankly I'm not entirely sure he'd see play, maybe a little more than Twisting Nether (aka not at all) but not much more. Mostly because this is a card that's only good when you're behind. If you're ahead, you pretty much never want to play Coren, except maybe to have an emergency brawl card in your hand. If you're behind, you sit and pray for Coren so you can wrest control back. He's very binary. My main point has simply been to compare him to pre-existing versions of what he does. He (in esssence) has an effect that kills everything on the board but himself regardless of attack and health, divine shield, taunt, etc. Similar abilities tend to have high drawbacks (Lucifron giving your enemy a turn to use their minions still, Twisting Nether leaving you with 2 mana and therefore not much able to be played, etc.) but Coren still gives you the 4/5, a strong stat for a creature you (ultimately) pay a whopping 2 mana for in a full combo. At 4/5 he's very hard to be removed with direct damage short of Fireball, he escapes priest hard removal, so short of "target minion dies" effects, which tend to be powerful, you wipe out your enemy's board, and they end up having to spend a lot more mana to remove that creature than you did to summon it.
About Twisting Nether. Twisting Nether is kind of bad. It's one of those cards which I've always thought they kind of outright mis-valued and just couldn't be bothered with the hassle of changing it. Safer to have it unplayed at 8 mana than be potentially game breaking at less. But honestly I think it could cost 6. That puts it much more in line with brawl imo. So given that (and I know that's super subjective), Coren would a 4 mana yeti plus a 6 mana twisting nether. If you don't think Coren would be played much then I'm not sure what the problem is? Why would you want to nerf something that's not overplayed anyway?
Lucifron - I do think that that 3 less mana and +2 stats is worth a lot. Not that I think Lucifron would see much play but I don't really think he's be in direct competition with Coren. Especially not if each Legendary was a class card.
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"I wouldn't anticipate seeing much of doctor boom" - Trump 2014
"I myself am not too hopeful about the Grim Patron deck" - Trump 2015
"(Secret Paladin) didn't work out and I don't think Mysterious Challenger will change that." - Trump 2015
"(Darkshire Councilman) takes a bit too long to get set up...bad" - Trump 2016
I'm talking about more what I think is "balanced" not "what would see play". Cards shouldn't need to be overpowered to see play. And you're right, if twisting nether was buffed, it would absolutely justify that kind of mana curve, but based on current examples of that type of effect, I tend to follow my mana interpretation.
Lucifron I'm fine with where he's at, I was just using him as another pseudo-twisting nether.
I just don't think Coren Direbrew would be OP at 5 mana. He would be just...P. It seems to me like a card be OP and not being played very much are mutually exclusive options, so I don't see how you can think both things about a 5 mana Coren. Maybe Deathwing is a good comparison. They both clear the board at 10 mana but obviously DW discards your hand as well. How much is that worth?
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"I wouldn't anticipate seeing much of doctor boom" - Trump 2014
"I myself am not too hopeful about the Grim Patron deck" - Trump 2015
"(Secret Paladin) didn't work out and I don't think Mysterious Challenger will change that." - Trump 2015
"(Darkshire Councilman) takes a bit too long to get set up...bad" - Trump 2016
Lol wut. He would have ridiculously good stats for 5 mana, put a brawl in your hand, and win all brawls if he's left on the board (and aforementioned stats make him quite hard to kill.) That would be one of the best cards in the game.
Lol wut. He would have ridiculously good stats for 5 mana, put a brawl in your hand, and win all brawls if he's left on the board (and aforementioned stats make him quite hard to kill.) That would be one of the best cards in the game.
I really think you guys are overestimating the power of the 10 mana yeti. Like that's what he is. Reset the board and get a yeti, and then your opponent has 10 mana to throw at you.
Rollback Post to RevisionRollBack
"I wouldn't anticipate seeing much of doctor boom" - Trump 2014
"I myself am not too hopeful about the Grim Patron deck" - Trump 2015
"(Secret Paladin) didn't work out and I don't think Mysterious Challenger will change that." - Trump 2015
"(Darkshire Councilman) takes a bit too long to get set up...bad" - Trump 2016
Firstly, he would certainly need to be rebranded as a Warrior card. Handing a new AOE to all classes could be problematic and he would also make Sylvanas Windrunner even more powerful than he is currently.
At 6 mana he would be safe enough but possibly wouldn't see much play.
At 5 mana he would be pushing OP. I'm not convinced that he would be format-warping or anything as plenty of metagames are immune to 10-cost cards. Mind Control is often better than destroying the board. However, Coren also offers the option to play as a 5-drop 4/5 which gives an additional card; a strong 5-cost card at a point in the game where you are able to play it.
That does seem extremely strong to me. In 5-drop mode he is probably better than Cairne Bloodhoof (which costs 6) but he also offers an alternate game-changing mode at 10 mana.
It should also be borne in mind that he is an un-fun card for your opponent to face.
If we really want him to cost 5, his stats should be reduced to 3/3 or less - susceptible to most removal while also reducing his impact to close out the game too quickly when cast alongside his own Brawl.
A third alternative would see him priced at 3 for a 2/4 but without the Battlecry. That way, he would still be a strong 2-card combo with Brawl in hand. This is my preferred option as the cool thing about Coren is his ability to win Brawls, not his ability to gift you a Brawl card.
I don't know if this topic is old enough to be forgotten but i have a question to anyone that reads this: Are we balancing cards so they are usable in the current meta of ladder? or are we balancing cards to play casual games like arena value?
Because it doesn't matter if the card sounds op, like Golemagg, if it's over 6 mana and doesnt have an imediate effect, its useless... If we are talking about a non responsive/slow game then cards with infinite value like Atramedes and High justice Grimstone are broken even at 10 mana.
What i'm trying to say is: the first refers to the players that say High justice is useless and worse than a yeti at 5 or more mana, and the latter refers to high justice like an "Arena card" staying on board giving value over and over and should cost like 9 mana... So we have to talk on the same ground here guys!
In my opinion the cards should be balanced according to the current Ladder meta. They can't be useless (or broken) against face hunter, Patron warrior, zoo lock, fast mage, mid pally, control warrior. I close my case.
Cards should be balanced on how viable they would be in ladder, but that doesn't necessarily mean the current ladder. That is just one a many metas and new decks will come about, especially if these cards where introduced.
Rollback Post to RevisionRollBack
"I wouldn't anticipate seeing much of doctor boom" - Trump 2014
"I myself am not too hopeful about the Grim Patron deck" - Trump 2015
"(Secret Paladin) didn't work out and I don't think Mysterious Challenger will change that." - Trump 2015
"(Darkshire Councilman) takes a bit too long to get set up...bad" - Trump 2016
wtf is this guy talking about? Mass Dispell only silences the enemy minions. I used Silence against a Living bomb target and it did work as intended! I did this TWICE.
I'm not saying it isn't powerful, but it's ten mana. There's a lot of powerful high mana combos. And nor is it infallible. Like all AoE, your opponent can play around it by not overcommitting and/or playing sticky minions. And the person playing Coren has to play it strategically, because it blows up their board as well. Plus as with any scenario where you spend your entire turn 10 doing just one thing, it's slow. You reset the board and get a 4/5, and then your opponent has 10 mana to respond to that and wrest board control back, assuming they've been smart and held cards.
I see this mentality a lot when people talk about hypothetical cards and combos, there's way too much fear whenever someone proposes something that would actually be powerful.
I'm not saying that coren in this situation would be like OMGWTFBBQ ridiculous, I'm just thinking that he's a little on the far tilt of side. Frankly I'm not entirely sure he'd see play, maybe a little more than Twisting Nether (aka not at all) but not much more. Mostly because this is a card that's only good when you're behind. If you're ahead, you pretty much never want to play Coren, except maybe to have an emergency brawl card in your hand. If you're behind, you sit and pray for Coren so you can wrest control back. He's very binary. My main point has simply been to compare him to pre-existing versions of what he does. He (in esssence) has an effect that kills everything on the board but himself regardless of attack and health, divine shield, taunt, etc. Similar abilities tend to have high drawbacks (Lucifron giving your enemy a turn to use their minions still, Twisting Nether leaving you with 2 mana and therefore not much able to be played, etc.) but Coren still gives you the 4/5, a strong stat for a creature you (ultimately) pay a whopping 2 mana for in a full combo. At 4/5 he's very hard to be removed with direct damage short of Fireball, he escapes priest hard removal, so short of "target minion dies" effects, which tend to be powerful, you wipe out your enemy's board, and they end up having to spend a lot more mana to remove that creature than you did to summon it.
So why not just make him a 3/4 for 5 so he has combo but is still susceptible to CC (PW:P Truesilver Champ, Fireball, Swipe, etc.) and he wouldnt be that much of a threat on an empty board (think spider tank except 1 mana less for no mech synergy)
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Agree with you about grimstone.
Not fully in agreement with Son. Son of the flame at 7 mana is +3 damage over Fire Elemental at 6 Mana, with 2 less health. So you effectively trade 1 mana and 2 health for more damage. Yes, you do get a "fireball" effect, but fireball itself is 4 mana. I don't think this card would be terribly game-breaking or anything like that. I think making it class-specific (either shaman, or maybe priest to give priests a few more hard removals) would prevent this from creating a meta-shift. If you made this card neutral at 7 or 6 mana, it would almost definitely induce a meta shift just to make sure you deal with it.
I made an album of rebalanced tavern brawl cards: http://imgur.com/a/4W1QS
I've just realised that there are 9 legendaries here. Maybe each could be assigned to a class? Though not all of them fit with specific classes.
Coren should never be less than 6 mana. If you make him any less you get a free "I now control the board" at 10 mana.
On the topic of Sulfuras: I don't think that card should be added, or if it is, make it absurdly expensive. Making it have any kind of low-mana means it's easy. And if you use any other weapon in the deck you can get a really fast deathrattle and just start killing stuff.
I think Golemagg should be: Costs 5 mana if your hero has 5 or less health. He would be a very situational cards that still costs mana compared to molten giant and is difficult to combo. If someone is able to pull it of with mage, they deserve it and it is still less consistent than molten giant.
''With great power comes great electricity bill.''
''I am Malganis. I am a TURTLE!''
Best card: Malygos
I actually deliberately made Coren five specifically for that combo. I really don't think a 10 mana combo to destroy your opponent's board (and your own) and get a 4/5 is really that powerful. It's a combo that has to be used very strategically, and can be played around. It's not like Equality/Consecrate doesn't exist.
Likewise I don't think Sulfuras at 6 mana is overpowered. You can just use another weapon to replace it, but then you lose out on a lot of value. And you're basically paying a minimum of 8 mana to get the Die Insect hero power. And 10 mana to be able to use the hero power. That's if you want to use the hero power on the turn you play Sulfuras. And if you spread it out over multiple turns that makes it pretty slow. And if it's really too powerful, just make it so it can't be replaced, and can only be used up.
What T4te said. A lot of the issue with Coren at 5 is the extreme card advantage he provides. He's a literally "Oh I draw him? Well it sucks to be you but now I have board control." Not to mention a lot of different card clusters provide strong board control as a combo, but Coren is essentially a 1-card win. Consider Lucifron as your own example. Lucifron is a 7 mana, give the enemy 1 turn to use their minions before they all die and is a 4/7. So he's 2 health higher, and gives the opponent 1 turn to react for essentially 3 less mana than an instant Coren clear. I don't think that's quite worth it. Dropping coren one turn and having to wait till the next (Barring Coin) would be more than fair.
Compare it with Twisting Nether, an 8 Drop that clears the field. Coren is Twisting Nether + a 4/5 body, so you have to think that a 4/5 body is then automatically worth 2 mana. I don't think that's the case at all.
And as far as Sulfuras is concerned, I'm still in the train of thought that this would be fairly unhealthy. Usually Ragnaros' effect is deemed powerful enough that any kind of hard removal is immediately sent his way. Sulfuras makes it so that no matter what you do you can't stop it from happening, and it provides an EXTREME amount of power. I would make this either an 8 mana card (to force it into late game usefulness) or remove it all together. I would think thought that if you made it unreplacable, you might actually be able to LOWER the mana cost to 4-5 ish. Because if someone else destroys your weapon and gives you the hero power, that is a mistake on their part. But in the meantime you just have a 2 attack weapon (not terribly high on thew eapon scales) and if you have to go to turn 11 in order to use it, it kind of forces your hand a bit.
I'm not saying it isn't powerful, but it's ten mana. There's a lot of powerful high mana combos. And nor is it infallible. Like all AoE, your opponent can play around it by not overcommitting and/or playing sticky minions. And the person playing Coren has to play it strategically, because it blows up their board as well. Plus as with any scenario where you spend your entire turn 10 doing just one thing, it's slow. You reset the board and get a 4/5, and then your opponent has 10 mana to respond to that and wrest board control back, assuming they've been smart and held cards.
I see this mentality a lot when people talk about hypothetical cards and combos, there's way too much fear whenever someone proposes something that would actually be powerful.
I'm not saying that coren in this situation would be like OMGWTFBBQ ridiculous, I'm just thinking that he's a little on the far tilt of side. Frankly I'm not entirely sure he'd see play, maybe a little more than Twisting Nether (aka not at all) but not much more. Mostly because this is a card that's only good when you're behind. If you're ahead, you pretty much never want to play Coren, except maybe to have an emergency brawl card in your hand. If you're behind, you sit and pray for Coren so you can wrest control back. He's very binary. My main point has simply been to compare him to pre-existing versions of what he does. He (in esssence) has an effect that kills everything on the board but himself regardless of attack and health, divine shield, taunt, etc. Similar abilities tend to have high drawbacks (Lucifron giving your enemy a turn to use their minions still, Twisting Nether leaving you with 2 mana and therefore not much able to be played, etc.) but Coren still gives you the 4/5, a strong stat for a creature you (ultimately) pay a whopping 2 mana for in a full combo. At 4/5 he's very hard to be removed with direct damage short of Fireball, he escapes priest hard removal, so short of "target minion dies" effects, which tend to be powerful, you wipe out your enemy's board, and they end up having to spend a lot more mana to remove that creature than you did to summon it.
About Twisting Nether. Twisting Nether is kind of bad. It's one of those cards which I've always thought they kind of outright mis-valued and just couldn't be bothered with the hassle of changing it. Safer to have it unplayed at 8 mana than be potentially game breaking at less. But honestly I think it could cost 6. That puts it much more in line with brawl imo. So given that (and I know that's super subjective), Coren would a 4 mana yeti plus a 6 mana twisting nether. If you don't think Coren would be played much then I'm not sure what the problem is? Why would you want to nerf something that's not overplayed anyway?
Lucifron - I do think that that 3 less mana and +2 stats is worth a lot. Not that I think Lucifron would see much play but I don't really think he's be in direct competition with Coren. Especially not if each Legendary was a class card.
I'm talking about more what I think is "balanced" not "what would see play". Cards shouldn't need to be overpowered to see play. And you're right, if twisting nether was buffed, it would absolutely justify that kind of mana curve, but based on current examples of that type of effect, I tend to follow my mana interpretation.
Lucifron I'm fine with where he's at, I was just using him as another pseudo-twisting nether.
I just don't think Coren Direbrew would be OP at 5 mana. He would be just...P. It seems to me like a card be OP and not being played very much are mutually exclusive options, so I don't see how you can think both things about a 5 mana Coren. Maybe Deathwing is a good comparison. They both clear the board at 10 mana but obviously DW discards your hand as well. How much is that worth?
Lol wut. He would have ridiculously good stats for 5 mana, put a brawl in your hand, and win all brawls if he's left on the board (and aforementioned stats make him quite hard to kill.) That would be one of the best cards in the game.
He can be perma stealthed in rogue which would be so much fun!
I really think you guys are overestimating the power of the 10 mana yeti. Like that's what he is. Reset the board and get a yeti, and then your opponent has 10 mana to throw at you.
Coren is a tricky one.
Firstly, he would certainly need to be rebranded as a Warrior card. Handing a new AOE to all classes could be problematic and he would also make Sylvanas Windrunner even more powerful than he is currently.
At 6 mana he would be safe enough but possibly wouldn't see much play.
At 5 mana he would be pushing OP. I'm not convinced that he would be format-warping or anything as plenty of metagames are immune to 10-cost cards. Mind Control is often better than destroying the board. However, Coren also offers the option to play as a 5-drop 4/5 which gives an additional card; a strong 5-cost card at a point in the game where you are able to play it.
That does seem extremely strong to me. In 5-drop mode he is probably better than Cairne Bloodhoof (which costs 6) but he also offers an alternate game-changing mode at 10 mana.
It should also be borne in mind that he is an un-fun card for your opponent to face.
If we really want him to cost 5, his stats should be reduced to 3/3 or less - susceptible to most removal while also reducing his impact to close out the game too quickly when cast alongside his own Brawl.
A third alternative would see him priced at 3 for a 2/4 but without the Battlecry. That way, he would still be a strong 2-card combo with Brawl in hand. This is my preferred option as the cool thing about Coren is his ability to win Brawls, not his ability to gift you a Brawl card.
I don't know if this topic is old enough to be forgotten but i have a question to anyone that reads this: Are we balancing cards so they are usable in the current meta of ladder? or are we balancing cards to play casual games like arena value?
Because it doesn't matter if the card sounds op, like Golemagg, if it's over 6 mana and doesnt have an imediate effect, its useless... If we are talking about a non responsive/slow game then cards with infinite value like Atramedes and High justice Grimstone are broken even at 10 mana.
What i'm trying to say is: the first refers to the players that say High justice is useless and worse than a yeti at 5 or more mana, and the latter refers to high justice like an "Arena card" staying on board giving value over and over and should cost like 9 mana... So we have to talk on the same ground here guys!
In my opinion the cards should be balanced according to the current Ladder meta. They can't be useless (or broken) against face hunter, Patron warrior, zoo lock, fast mage, mid pally, control warrior. I close my case.
Cards should be balanced on how viable they would be in ladder, but that doesn't necessarily mean the current ladder. That is just one a many metas and new decks will come about, especially if these cards where introduced.
wtf is this guy talking about? Mass Dispell only silences the enemy minions. I used Silence against a Living bomb target and it did work as intended! I did this TWICE.
So why not just make him a 3/4 for 5 so he has combo but is still susceptible to CC (PW:P Truesilver Champ, Fireball, Swipe, etc.) and he wouldnt be that much of a threat on an empty board (think spider tank except 1 mana less for no mech synergy)
There once was a man from Nantucket...