I would more like to see a nerf on MegaThun to be honest, so he will only trigger his effect, if you played 10 Turns f.e. (turn can vary) Depents on what they are planing in the future. So this can no longer be abused to trigger so early in the game. Just a thought in view of future card design.
Its gonna get nerfed in wild thats a given I personally dont find it that difficult to deal with but its very consistent and can happen to early to react to generally if a combo deck is too fast in wild it gets nerfed if it goes off frequently on turn 4 to 6 it gets nerfed so that it cant. If it happens after that frequently it gets left alone. Its also the consistency. I would say just nerf it to 4 health but the problem with that idea is that the deck runs enough minions that if you did that it would not help to just use snipe or pressure plate to remove it // explosive ruins. Which is a way to keep it in check. If they increased it to 6 mana and lowered its health to 4 maybe that would work. It would slow the card down enough that it is easier to counter, Lowered health would make it susceptable to secrets. Make it more open to aggro but not removing the combo. It also would make decks like secret mage and even hunter better decks against it. That would be my thoughts your still in range to cast it and do your big pop off turn. Because you can plot twist and combo but its delayed until turn 6-8 instead of 4-6. You can still play it and backfire draw 3 cards. Which puts it in line with other OTK combo decks. It also gives more ways the mutant warlock becomes good in wild which is a card in the same set.
I am surprised they banned it, there's always a first. I still think it needs to be nerfed to "first card drawn" because it will break standard as well down the road. Itll then get nerfed and unbanned.
I think the ultimate solution is going to wind up being a change to how immunity works. Things that -deal- damage to the player (like Flame Imp) it's okay to be immune to, but things that -cost- health shouldn't be playable while immune.
Here is a better idea, just make paying health go through immune. MTG already has rules in place surrounding similar scenarios (Paying health, losing health, and taking damage are considered three separate things).
I think the best way to handle this is to leave Stealer of Souls the way it is, but make Ice Block trigger against those effects like Mech'thun and Uther of the Ebon Blade have. The "destroy the enemy hero" thing. Just let Ice Block trigger on it. That way, anyone can just play Mage and eventually Warlocks lose interest and play something else.
Rollback Post to RevisionRollBack
"I'm standing in your heart...and I'm about to squeeze" - Bialar Crais