At least it is less good when played on curve which is already a big thing. Also a lot of cards that pushed juggler over the top are leaving standard.
Will be the same as it used to be in wild but less oppressive in standard.
Also if you are playing an aggro deck in standard, and you are holding this in your hand in order to combo it later versus a control deck, you are going to have bad time in most cases.
It will still be played, the ability is the reason you play it, not the 3 attack. At least the card did not end up like arcane golem and get pretty much deleted thankfully.
Giving it less attack puts less pressure on the board if the minion happens to stay alive. Also, you can now trade into it and have your 2 drop live, considering it was a 2/3.
I think this nerf + the fact that some of the spells that were exploiting it the best (muster, implosion) are getting removed in standard will be enough, unless they bring more spells that have the same kind of effect of course.
2 Attack is good cause if you think of a turn 4 situation, before you could hope to play your turn 4 with juggler in play to ping their 4 health turn 4, then kill it by attacking with juggler if needed, now it will be harder.
In wild the card remains crazy though, but that's kindah what's expected from this mode.
I'm quite happy with this nerf because 3 damage was really a big deal. When you play turn 1 or turn 2 minion with 3 life (e.g Northshire Cleric, Zombie Chow rip, Flame Juggler), you'll be able to deal with this juggler without your minion die. Lots of time, I play Northshire cleric turn 1 against aggro heroes (paladin, hunter), and they coin their knife juggler and the nightmare begins. So I agree this card is still really powerful but at least, it won't break the game at the very early stage.
A very good nerf. People complain it is not a big deal, but in the same time Juggler is Juggler... You can't have Hearthstone without it :) So the effect must stay.
The 3 -> 2 damage is really important, because now you can kill it with a lot of early drops, which will still stay alive. Good job on this.
Really wish this had been given Amaz's nerf, where it could only throw daggers face, because the worst thing about this card was how it let aggro play the board without ACTUALLY playing the board. At least now it can't trade with 1/3's, 2/3's or 4/3's. Or 4-health minions with a lucky dagger throw.
noticed most ppl here are not looking at this nerf properly... the nerf is very big actually 3/2 trades into a 2/3 now that juggle is a 2/2 he can not be trading into those anymore like he always had when need be, if you want juggler to trade into a 2/3 you must combo him with another card and hope for rng... this nerf is a saving grace for control deck players we play a turn 2 2/3 the rush player can not play his juggler anymore to contest it just gets eaten and the control player laughs. I like this nerf personally because screw you aggro decks lol.
I'm glad it got nerfed, but the nerf seems insufficient. I don't think having 3 attack is why people hated the card. They hate it because you win and lose games off its stupid rng. Reynad spoke about how much harder it is to recover from early game rng that goes unfavorably and I think he's spot on. I shouldn't lose a game on turn 3 because juggler hits exactly the minion I need it to not hit. Can't win em' all though. At least I'll never lose to force roar again.
He's still so playable. Goes to show how OP he was to begin with. A good nerf in that it's weakened the card without destroying it like some of the others. May even recraft my golden copies!
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Probably still OP.
At least it is less good when played on curve which is already a big thing. Also a lot of cards that pushed juggler over the top are leaving standard.
Will be the same as it used to be in wild but less oppressive in standard.
Also if you are playing an aggro deck in standard, and you are holding this in your hand in order to combo it later versus a control deck, you are going to have bad time in most cases.
I think this nerf + the fact that some of the spells that were exploiting it the best (muster, implosion) are getting removed in standard will be enough, unless they bring more spells that have the same kind of effect of course.
2 Attack is good cause if you think of a turn 4 situation, before you could hope to play your turn 4 with juggler in play to ping their 4 health turn 4, then kill it by attacking with juggler if needed, now it will be harder.
In wild the card remains crazy though, but that's kindah what's expected from this mode.
I'm quite happy with this nerf because 3 damage was really a big deal. When you play turn 1 or turn 2 minion with 3 life (e.g Northshire Cleric, Zombie Chow rip, Flame Juggler), you'll be able to deal with this juggler without your minion die. Lots of time, I play Northshire cleric turn 1 against aggro heroes (paladin, hunter), and they coin their knife juggler and the nightmare begins. So I agree this card is still really powerful but at least, it won't break the game at the very early stage.
Not all who wander are lost.
A very good nerf. People complain it is not a big deal, but in the same time Juggler is Juggler... You can't have Hearthstone without it :) So the effect must stay.
The 3 -> 2 damage is really important, because now you can kill it with a lot of early drops, which will still stay alive. Good job on this.
Oops...
Apples will still be put on heads.
Solid nerf. Still playable. 8/10
Really wish this had been given Amaz's nerf, where it could only throw daggers face, because the worst thing about this card was how it let aggro play the board without ACTUALLY playing the board. At least now it can't trade with 1/3's, 2/3's or 4/3's. Or 4-health minions with a lucky dagger throw.
noticed most ppl here are not looking at this nerf properly... the nerf is very big actually 3/2 trades into a 2/3 now that juggle is a 2/2 he can not be trading into those anymore like he always had when need be, if you want juggler to trade into a 2/3 you must combo him with another card and hope for rng... this nerf is a saving grace for control deck players we play a turn 2 2/3 the rush player can not play his juggler anymore to contest it just gets eaten and the control player laughs. I like this nerf personally because screw you aggro decks lol.
I'm glad it got nerfed, but the nerf seems insufficient. I don't think having 3 attack is why people hated the card. They hate it because you win and lose games off its stupid rng. Reynad spoke about how much harder it is to recover from early game rng that goes unfavorably and I think he's spot on. I shouldn't lose a game on turn 3 because juggler hits exactly the minion I need it to not hit. Can't win em' all though. At least I'll never lose to force roar again.
Its actually tragic how little impact this nerf has had. The card is basically exactly the same except that it does 1 less damage to face each turn.
He's still so playable. Goes to show how OP he was to begin with. A good nerf in that it's weakened the card without destroying it like some of the others. May even recraft my golden copies!