No but really, why? Yeah yeah double moltens are strong but you're at 10 health! TEN! That's already so low. Now to get the combo you need, at most, 9 Health. (4 mana + 4 mana + Sunfury).
Getting molten giant for free would already mean that you are dead to two damage spells to the hero (or 1 pyroblast to the face). Now I have to be at 5 health and within lethal range of any direct damage spell? No thanks. Should have been 22 mana.
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If you look closely, you can see this is a signature and not a comment. Why are you reading? Stop reading this. Did you read this too? Dang you must like reading.
Someone mentioned how this nerf was necessary because some classes started abusing the card.
So, let's look at some popular tier 1 & high 2 decks: Secret Paladin? Combo Druid? Zoo? Patron? Tempo Mage? Freeze Mage? Nope, none of these decks use the Giant. Why this was nerfed is beyond me. Renolock is the only popular "Handlock" deck right now, and it only plays one of these. Yeah, Giant into Reno is a powerful move, but it's not game breaking or anything. They just randomly destroyed both aggro cards and control cards without any good reason. Giant and Arcane Golem were perfectly fine. And if this truly needed to be nerfed making it cost 22 was more then enough.
People are underreacting to the nerf imo, we don't like arcane golem but nerving it to 8 mana would be ridiculous. That's exactly what happened here... imo this and the blade flurry nerf were the only 2 that were nerved, and 10/12 is preeeetty good. Way to go Blizz
In renolock this is still a thing but not for other decks
I believe it is now questionable to include a molten giant even in renolock. You have to be really low to do giant + reno in the same turn. Imho not worth it.
Blizzard doesn't know how to balance cards. All they know how to do is take a card they see as overpowered, or perceived that way (MG was fine), and literally remove it from the game. Anyone still run Undertaker? It was due a nerf, but they always nerf to the ground.
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"Blizzard is just a small indie game company" -Mathmachine
I have 3 of these, 2 normal and one golden. Safe to dust all of them I guess?
This is probably on the level of Clockwork Giant now, it is only good in theory, in very specific matchups and situations.
Handlock was my first complete way back, so sad they are taking its key power-play away. However, its "hand" cards are untouched, and maaybe the deck can do without the going low-on-healt part...?
How many times I played Mountain Giant or Sea Giant for 5~3 mana cost which means it doesn't need to cost 0 to be good. But even still being playable I see no reason for nerf it.
It is actually big deal to deal with, becauseit is much easier to die to spells (skill command, any shaman spells, mage etc)
No but really, why? Yeah yeah double moltens are strong but you're at 10 health! TEN! That's already so low. Now to get the combo you need, at most, 9 Health. (4 mana + 4 mana + Sunfury).
Handlock isn't that strong atm. Why do this?
Getting molten giant for free would already mean that you are dead to two damage spells to the hero (or 1 pyroblast to the face). Now I have to be at 5 health and within lethal range of any direct damage spell? No thanks. Should have been 22 mana.
If you look closely, you can see this is a signature and not a comment. Why are you reading? Stop reading this. Did you read this too? Dang you must like reading.
Someone mentioned how this nerf was necessary because some classes started abusing the card.
So, let's look at some popular tier 1 & high 2 decks: Secret Paladin? Combo Druid? Zoo? Patron? Tempo Mage? Freeze Mage? Nope, none of these decks use the Giant. Why this was nerfed is beyond me. Renolock is the only popular "Handlock" deck right now, and it only plays one of these. Yeah, Giant into Reno is a powerful move, but it's not game breaking or anything. They just randomly destroyed both aggro cards and control cards without any good reason. Giant and Arcane Golem were perfectly fine. And if this truly needed to be nerfed making it cost 22 was more then enough.
People are underreacting to the nerf imo, we don't like arcane golem but nerving it to 8 mana would be ridiculous. That's exactly what happened here... imo this and the blade flurry nerf were the only 2 that were nerved, and 10/12 is preeeetty good. Way to go Blizz
Good nerf. Fuck handlocks.
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pfft... RIP
RIP Echo Mage
Blizzard doesn't know how to balance cards. All they know how to do is take a card they see as overpowered, or perceived that way (MG was fine), and literally remove it from the game. Anyone still run Undertaker? It was due a nerf, but they always nerf to the ground.
"Blizzard is just a small indie game company" -Mathmachine
I have 3 of these, 2 normal and one golden. Safe to dust all of them I guess?
This is probably on the level of Clockwork Giant now, it is only good in theory, in very specific matchups and situations.
Handlock was my first complete way back, so sad they are taking its key power-play away. However, its "hand" cards are untouched, and maaybe the deck can do without the going low-on-healt part...?
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
Good nerf, no more 0 mana 8/8 in to heal bot.
Blizzard just came out total trollface, stepped up to the mic, slowly grinned, and said, "Molten Giant, you're fired."
"Blizzard is just a small indie game company" -Mathmachine
How many times I played Mountain Giant or Sea Giant for 5~3 mana cost which means it doesn't need to cost 0 to be good. But even still being playable I see no reason for nerf it.
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Handlock is the Face Hunter of control decks, so this slight nerf is good, but they will probably still work just fine...
There is an upside here guys. If we can get out Mountain Giant out on 3-4 we are less likely to have it BGH'ed.
yay finally my otk holywrath pali is recieving a buff
thank you i get some dust again.
BBQ an egg?