I’ve Complied 20 nerds that scoops help fix wild. These nerds are designed to deal with the free form combo takeover and hyper aggro takeover.These nerds also target the previously oppressive decks to keep them in check. The main reason these cards were picked was oppressiveness and limiting card design space.
Darkglare: make it 3 mana 2/4 with card text “the first time your hero takes damage on your turn refresh 2 mana crystals.”
Voracious Reader: make it draw 1 less
Raza the Chained: make reduce cost to 1 instead of 0
Foxy Fraud: make it a 3 mana 3/3
Conviction: make it 4 mana
Incanter’s Flow: make it 4 mana at least
Sorcerers Apprentice: add “but not less than 1” to card text
Radiant Elemental: make it a 3 mana 3/4
Stealer of Souls (yes, I know this one will be needed soon): change the card text to “the first card you draw each turn cost health instead of mana”
Celestial Alignment: make it 10 mana
Mage Secrets: make them all 4 mana
Resurrect: make it 4 mana
Mechwarper: add “but not less than 1” to the card text
Prismatic Lens: make it 5 mana
Void caller: make it a 5 mana 4/5
Starving Buzzard: make it 3 mana
The Caverns Below: make the requirement 5 minions again.
Divine Favor: make it 4 mana
Skull of Gul’dan: make it 7 mana
Illidari Inquisitor: make it 10 mana
Oh My Yogg! : change the card text to: “ after your opponent plays a spell that cost 3 or more, they instead cast a random spell of the same cost.”
What do you guys think of these nerfs? Are they fair? Are there anymore you would add?
A lot of these nerfs outright kill cards. That should never be the intention of a nerf. Mage Secrets costing 4 alone is probably the worst on the list.
Even tho i see a lot of stupid wild nerf posts , this must be the most stupid suggestion i"ve ever seen, you even asking to nerf hunter lol. You have absolutely no idea what you are talking about .
Some of them would be “killed” but in general the point was to instead just dramatically change the type of decks you can make around these cards. The mage secrets nerf was probably the worst idea and I almost didn’t put it, but I’m not really sure how to beef the oppressive mage secret package without going crazy and nerfing like 4 support cards for the archetype. It’s just reached a critical mass of power at this point. Idk how to fix that one really.
I’ve Complied 20 nerds that scoops help fix wild. These nerds are designed to deal with the free form combo takeover and hyper aggro takeover.These nerds also target the previously oppressive decks to keep them in check. The main reason these cards were picked was oppressiveness and limiting card design space.
Darkglare: make it 3 mana 2/4 with card text “the first time your hero takes damage on your turn refresh 2 mana crystals.”
Oh My Yogg! : change the card text to: “ after your opponent plays a spell that cost 3 or more, they instead cast a random spell of the same cost.”
What do you guys think of these nerfs? Are they fair? Are there anymore you would add?
Some of these are fine, some are absurd. Like +3 mana on Conviction? if there was a card that could still be viable after quadrupling its mana, you'd at least expect it to be in every deck that can have it (which it doesn't). mage secrets are not the problem, you'd never play them on their own, the problem is secret synergy cards like Kabal Lackey and Kabal Crystal Runner
for Resurrect, i think they need to change how the mechanic works. i know this sounds farfetched, but i think there should be a keyword resurrect (x) which will revive a minion that costs x or less (prioritizing summoning the highest cost option), so if you had resurrect (5) and you had a 3 cost minion and a 5 cost minion die that game, you would 100% of the time revive the 5 cost minion. that way revive mechanics aren't balanced by randomness anymore
Illidari Inquisitor is totally fine, honestly i think all lategame cards should be at this power level
Most of the ideas were not just to kill archetypes but to let people play new things and expirement in wild for once because these decks/cards have been dominated and oppressive for years. Except for a few cards I thought just limited what kind of cards could get printed way to much.
Some of them would be “killed” but in general the point was to instead just dramatically change the type of decks you can make around these cards. The mage secrets nerf was probably the worst idea and I almost didn’t put it, but I’m not really sure how to beef the oppressive mage secret package without going crazy and nerfing like 4 support cards for the archetype. It’s just reached a critical mass of power at this point. Idk how to fix that one really.
Skill will fix most of your problems.
Every (good) deck is oppressive in Wild, learn your matchups and don't play decks that are weak against the meta.
I’ve Complied 20 nerds that scoops help fix wild. These nerds are designed to deal with the free form combo takeover and hyper aggro takeover.These nerds also target the previously oppressive decks to keep them in check. The main reason these cards were picked was oppressiveness and limiting card design space.
Darkglare: make it 3 mana 2/4 with card text “the first time your hero takes damage on your turn refresh 2 mana crystals.”
Oh My Yogg! : change the card text to: “ after your opponent plays a spell that cost 3 or more, they instead cast a random spell of the same cost.”
What do you guys think of these nerfs? Are they fair? Are there anymore you would add?
Some of these are fine, some are absurd. Like +3 mana on Conviction? if there was a card that could still be viable after quadrupling its mana, you'd at least expect it to be in every deck that can have it (which it doesn't). mage secrets are not the problem, you'd never play them on their own, the problem is secret synergy cards like Kabal Lackey and Kabal Crystal Runner
for Resurrect, i think they need to change how the mechanic works. i know this sounds farfetched, but i think there should be a keyword resurrect (x) which will revive a minion that costs x or less (prioritizing summoning the highest cost option), so if you had resurrect (5) and you had a 3 cost minion and a 5 cost minion die that game, you would 100% of the time revive the 5 cost minion. that way revive mechanics aren't balanced by randomness anymore
Illidari Inquisitor is totally fine, honestly i think all lategame cards should be at this power level
Thanks! You’re probably right about conviction, the secrets, and illadari inquisitor. Also your idea for resurrect is really cool.
Most of the ideas were not just to kill archetypes but to let people play new things and expirement in wild for once because these decks/cards have been dominated and oppressive for years. Except for a few cards I thought just limited what kind of cards could get printed way to much.
I play new things and experiment every day in Wild. None of the cards you listed prevent me from doing that.
In Wild you can tech against almost any archetype with extremely high efficiency and consistency. If you don't like APM mage you play Dirty Rat, Explosive Runes, and Potion of Polymorph, gg you have 80% WR. if you don't like Secret mage you play odd warrior with low curve plays, gg you have 80% WR. If you don't like Stealer of Souls warlock, you play face damage (or the strat against APM mage, works too), gg you have 80% WR.
If you don't want to tech against strong decks, play strong decks yourself (there are literally thousands, don't tell me you feel restricted), gg you have 50% WR, more or less depending on your skill.
Some of them would be “killed” but in general the point was to instead just dramatically change the type of decks you can make around these cards. The mage secrets nerf was probably the worst idea and I almost didn’t put it, but I’m not really sure how to beef the oppressive mage secret package without going crazy and nerfing like 4 support cards for the archetype. It’s just reached a critical mass of power at this point. Idk how to fix that one really.
Skill will fix most of your problems.
Every (good) deck is oppressive in Wild, learn your matchups and don't play decks that are weak against the meta.
I’m not doing this for myself, or because I just wanna play “my deck”, I’m trying to suggest things healthy for the game. I love hearthstone and still have fun playing, and do well at that.
Most of the ideas were not just to kill archetypes but to let people play new things and expirement in wild for once because these decks/cards have been dominated and oppressive for years. Except for a few cards I thought just limited what kind of cards could get printed way to much.
I play new things and experiment every day in Wild. None of the cards you listed prevent me from doing that.
In Wild you can tech against almost any archetype with extremely high efficiency and consistency. If you don't like APM mage you play Dirty Rat, Explosive Runes, and Potion of Polymorph, gg you have 80% WR. if you don't like Secret mage you play odd warrior with low curve plays, gg you have 80% WR. If you don't like Stealer of Souls warlock, you play face damage (or the strat against APM mage, works too), gg you have 80% WR.
If you don't want to tech against strong decks, play strong decks yourself (there are literally thousands, don't tell me you feel restricted), gg you have 50% WR, more or less depending on your skill.
I also play a lot of really fun decks and reached legend with ridiculous cheese decks. I’m just trying to think of things that would make the meta healthier for the game.
People commenting doesn't seem to understand the whole ecosystem. With one simple nerf to a proeminent archetype, others can become much more powerful, that's why some hunter nerfs are suggested.
If the problem is meta as whole, as in the power level of every deck in it, might as well go all the way and just make it straight up 200+ nerfs.
The game's balance and power level have an objective metric, and that is how far behind the meta decks vanilla cards and unsupported or forgotten archetypes are. The fact that Secret Mage, an already viable deck, gets more cards with almost every expansion, while Freeze Shaman or Beast Druid get forgotten is disgusting. Or that out of Res Priest and Recruit Warrior, the more viable one got Blood of G'huun.
If the problem is meta as whole, as in the power level of every deck in it, might as well go all the way and just make it straight up 200+ nerfs.
The game's balance and power level have an objective metric, and that is how far behind the meta decks vanilla cards and unsupported or forgotten archetypes are. The fact that Secret Mage, an already viable deck, gets more cards with almost every expansion, while Freeze Shaman or Beast Druid get forgotten is disgusting. Or that out of Res Priest and Recruit Warrior, the more viable one got Blood of G'huun.
What if they did mini expansions for wild that just released cards for forgotten or no longer viable archetypes, that would be cool.
People commenting doesn't seem to understand the whole ecosystem. With one simple nerf to a proeminent archetype, others can become much more powerful, that's why some hunter nerfs are suggested.
Exactly, I love hunter (my favorite class) and I know it’s in a bad spot, but I don’t want it to take over the meta. I just want balance lol
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I’ve Complied 20 nerds that scoops help fix wild. These nerds are designed to deal with the free form combo takeover and hyper aggro takeover.These nerds also target the previously oppressive decks to keep them in check. The main reason these cards were picked was oppressiveness and limiting card design space.
Darkglare: make it 3 mana 2/4 with card text “the first time your hero takes damage on your turn refresh 2 mana crystals.”
Voracious Reader: make it draw 1 less
Raza the Chained: make reduce cost to 1 instead of 0
Foxy Fraud: make it a 3 mana 3/3
Conviction: make it 4 mana
Incanter’s Flow: make it 4 mana at least
Sorcerers Apprentice: add “but not less than 1” to card text
Radiant Elemental: make it a 3 mana 3/4
Stealer of Souls (yes, I know this one will be needed soon): change the card text to “the first card you draw each turn cost health instead of mana”
Celestial Alignment: make it 10 mana
Mage Secrets: make them all 4 mana
Resurrect: make it 4 mana
Mechwarper: add “but not less than 1” to the card text
Prismatic Lens: make it 5 mana
Void caller: make it a 5 mana 4/5
Starving Buzzard: make it 3 mana
The Caverns Below: make the requirement 5 minions again.
Divine Favor: make it 4 mana
Skull of Gul’dan: make it 7 mana
Illidari Inquisitor: make it 10 mana
Oh My Yogg! : change the card text to: “ after your opponent plays a spell that cost 3 or more, they instead cast a random spell of the same cost.”
What do you guys think of these nerfs? Are they fair? Are there anymore you would add?
A lot of these nerfs outright kill cards. That should never be the intention of a nerf. Mage Secrets costing 4 alone is probably the worst on the list.
If you hate the game this much just go LOR, it's kinda good there.
Let's just randomly kill 20+ archetypes, none of which are causing any issue right now.
Nice first post op.
Even tho i see a lot of stupid wild nerf posts , this must be the most stupid suggestion i"ve ever seen, you even asking to nerf hunter lol. You have absolutely no idea what you are talking about .
Some of them would be “killed” but in general the point was to instead just dramatically change the type of decks you can make around these cards. The mage secrets nerf was probably the worst idea and I almost didn’t put it, but I’m not really sure how to beef the oppressive mage secret package without going crazy and nerfing like 4 support cards for the archetype. It’s just reached a critical mass of power at this point. Idk how to fix that one really.
Some of these are fine, some are absurd. Like +3 mana on Conviction? if there was a card that could still be viable after quadrupling its mana, you'd at least expect it to be in every deck that can have it (which it doesn't). mage secrets are not the problem, you'd never play them on their own, the problem is secret synergy cards like Kabal Lackey and Kabal Crystal Runner
for Resurrect, i think they need to change how the mechanic works. i know this sounds farfetched, but i think there should be a keyword resurrect (x) which will revive a minion that costs x or less (prioritizing summoning the highest cost option), so if you had resurrect (5) and you had a 3 cost minion and a 5 cost minion die that game, you would 100% of the time revive the 5 cost minion. that way revive mechanics aren't balanced by randomness anymore
Illidari Inquisitor is totally fine, honestly i think all lategame cards should be at this power level
Most of the ideas were not just to kill archetypes but to let people play new things and expirement in wild for once because these decks/cards have been dominated and oppressive for years. Except for a few cards I thought just limited what kind of cards could get printed way to much.
Skill will fix most of your problems.
Every (good) deck is oppressive in Wild, learn your matchups and don't play decks that are weak against the meta.
Thanks! You’re probably right about conviction, the secrets, and illadari inquisitor. Also your idea for resurrect is really cool.
I play new things and experiment every day in Wild. None of the cards you listed prevent me from doing that.
In Wild you can tech against almost any archetype with extremely high efficiency and consistency. If you don't like APM mage you play Dirty Rat, Explosive Runes, and Potion of Polymorph, gg you have 80% WR. if you don't like Secret mage you play odd warrior with low curve plays, gg you have 80% WR. If you don't like Stealer of Souls warlock, you play face damage (or the strat against APM mage, works too), gg you have 80% WR.
If you don't want to tech against strong decks, play strong decks yourself (there are literally thousands, don't tell me you feel restricted), gg you have 50% WR, more or less depending on your skill.
I’m not doing this for myself, or because I just wanna play “my deck”, I’m trying to suggest things healthy for the game. I love hearthstone and still have fun playing, and do well at that.
I also play a lot of really fun decks and reached legend with ridiculous cheese decks. I’m just trying to think of things that would make the meta healthier for the game.
I agree with most of your suggestions.
People commenting doesn't seem to understand the whole ecosystem. With one simple nerf to a proeminent archetype, others can become much more powerful, that's why some hunter nerfs are suggested.
If the problem is meta as whole, as in the power level of every deck in it, might as well go all the way and just make it straight up 200+ nerfs.
The game's balance and power level have an objective metric, and that is how far behind the meta decks vanilla cards and unsupported or forgotten archetypes are. The fact that Secret Mage, an already viable deck, gets more cards with almost every expansion, while Freeze Shaman or Beast Druid get forgotten is disgusting. Or that out of Res Priest and Recruit Warrior, the more viable one got Blood of G'huun.
What if they did mini expansions for wild that just released cards for forgotten or no longer viable archetypes, that would be cool.
Exactly, I love hunter (my favorite class) and I know it’s in a bad spot, but I don’t want it to take over the meta. I just want balance lol