Based on the number of posts, this is the most controversial nerf. Perhaps there is another rogue card to be revealed which will make sense of all this. Rogue is a difficult class to balance - I get the feeling they don't want this card to be a win condition.
Then what card will be our win condition? So far we've seen like half of the Rogue cards from WoG and none of them are even close to win conditions.
Maybe they have something, but if there's any time to reveal it it's now. Rogue players have basically been told they have one week left to live. We need a glimmer of hope.
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Its fangs are in your flesh before its hiss leaves your ears.
I don't understand this expression of 'better weapons'. Its not like you can give rogue weapons like warrior which have high attack, nor would rogue have any reason to kill big minions late game since they cant leverage their health like every other weapon class. If you give rogue a big weapon or some other weapon buff they will go face with it. This class does not have the heal of pally/shammy nor the armor of warrior.
The only reason flurry is dangerous is due to high attack weapons which they produced using things like oil and poison. However, rogue rarely hits minions when they get a big dagger, they used it clear boards or go for lethal (sometimes both). Also lets not forget that it require multiple cards and decent amount of mana to actually do anything.
The multi-dimensional nerf seems uncalled for, if this was just 3 mana then I think it would still be salvageable, but 4 mana!!!! Sucks that they have to destroy a card that will remain in classic forever.
So, this will finally be the thing to get me active on Hearthpwn i guess...
This nerf, however you want to look at it, is an interesting one to say the least, increasing the mana by 2 may have been much to those accustomed to using the card, but i will brood over that in a few sentences. Id much rather talk about the other nerf and what this opens up for the rogue class. For one thing, it not hitting face, i think it may not be controversial, but still, this is a good nerf, forcing rogues to abandon the idea of a massive oil combo and sudden face damage from theoretically no board. And this card now also allows for, as many have said, better weapons in the rogue arsenal. Id like you to, for a moment, imagine a 2 mana 3/1 weapon for rogue, simple as that. That, in short, would make this card pretty good, it would be a versatile card in it of itself, 3 damage for 2 mana, if you're willing to take the face damage, along with some powerful synergy. But moreover, this card allows for more powerful weapons in rogue, opening design space and allowing for multiple board clears to see play in the game (Id like to bring up Dark Iron Skulker). Id also just like to point out that no, raptor rogue isnt dead by any stretch with this nerf, even if oil rogue is.
So, finally, the 2 mana increase, while i think in most peoples opinions this card is a "combo card", requiring multiple cards to use, and making the 4 mana slot quite pricey for this kind of effect in the current meta. However, unlike many multi card combos, rogue multi card combos are a bit more fluid than many others. Take the use of deadly poison with this card, dagger up, poison, and flurry would now cost seven as opposed to the previous 5. However, this is, in my opinion, a bad way of looking at it. Playing control rogue, if youve ever attempted it, can have you holding onto a deadly poisoned or oiled weapon for turns on end, and you dont need to play the oil on the same turn you flurry, making this, id say, roughly a 5.5 mana investment to deal 3 damage to all enemy minions. So, the question becomes, in the basic concept, is that good? Yes. Just, objectively yes, i would pay 5.5 mana to do that, i already pay 5 and nuke my own creatures despite other board clears i could use, because it can be so broken. So, is this card as nerfed to hell as people are saying it is? No, nowhere close. Is it still a broken as hell card? No. Could blizzard have done better? Maybe. But i think that what this card allows for is far more important than what it has taken away.
Also, one last, TOTALLY crazy idea, with this nerf, could rogues be getting their REALLY old hero power back, that gave their weapon +1 atk? God id love to see those days.
The reason why Flurry costs 4 mana is because to get a decent weapon for it you can spend turn 2 to summon a dagger and turn 3 to poison it. So the comparison of it being as costly as Flamestrike isn't necessarily accurate because you can do a 3 damage aoe on turn 4.
Did they really need to make it cost 4 mana?^^ Like daaaamn! :P
Don't think this will ever be played anymore, at 3 mana it still had hope even while just hitting minions, but at 4 mana...nah, this is no longer a card
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What is Hearthstone to you? A fun and semi-competitive game with wacky effects and crazy RNG outcomes or just a card game you wanna grind as many wins you can get as fast as possible in?
I'm glad it's gone. Blade Flurry become the force savage of rogues over the past year and a half. If you weren't milling then 99% of your other rogue decks were building a big weapon to smash face then flurry for 14-20 damage.
It's gotten beyond stale. Who cares if it's bad now, the important part is that everything is about to change drastically for the first time ever. That's the best thing that could happen to this game.
Id like you to, for a moment, imagine a 2 mana 3/1 weapon for rogue, simple as that. That, in short, would make this card pretty good, it would be a versatile card in it of itself, 3 damage for 2 mana, if you're willing to take the face damage, along with some powerful synergy.
So you think a 6-mana, 2 card combo that does 3 AoE damage is good? That is terrible compared to other classes' AoE. Flamestrike andBlizzard are both better,Hellfire and Shadowflame are both better. Hell, I'd argue that Holy Nova is better as well. Furthermore, Rogues don't even have what you're imagining. Currently, you have to spend 7 mana just to get the effect you've described which makes it strictly worse thanFlamestrike, both from a damage perspective AND a card slot perspective. This nerf is brutal and I'll be surprised if I ever see Blade Flurry in Wild, let alone Standard.
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At least we can have better weapons now...
The cost increase was not even fucking close to necessary or justified in any way.
I'm here to kick ass and play cards, and I'm all out of ass.
Fucking ridiculous It would be fine by having it cost 4 or change only the text, but both???
but hey, don,t worry, we have Poisoned Blade and Thistle tea to help.
Its fangs are in your flesh before its hiss leaves your ears.
Golden Heroes: Druid -> Rogue -> Shaman -> Hunter -> Warlock
imo the bit bump from this cards was in the end game anyway, so plus 2 mana isn't really making it unplayable, just harder to combo
If evolution is outlawed, only outlaws will evolve.
I don't understand this expression of 'better weapons'. Its not like you can give rogue weapons like warrior which have high attack, nor would rogue have any reason to kill big minions late game since they cant leverage their health like every other weapon class. If you give rogue a big weapon or some other weapon buff they will go face with it. This class does not have the heal of pally/shammy nor the armor of warrior.
The only reason flurry is dangerous is due to high attack weapons which they produced using things like oil and poison. However, rogue rarely hits minions when they get a big dagger, they used it clear boards or go for lethal (sometimes both). Also lets not forget that it require multiple cards and decent amount of mana to actually do anything.
The multi-dimensional nerf seems uncalled for, if this was just 3 mana then I think it would still be salvageable, but 4 mana!!!! Sucks that they have to destroy a card that will remain in classic forever.
Huge nerf with it not being able to effect face...now just a mini board clear if you have a buffed weapon...
I like the nerf to the text. I always thought blade flurry hitting your opponent's face was ridiculous. But the increase in mana cost was overkill.
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
Can i sell my hero for full price after this ?
So, this will finally be the thing to get me active on Hearthpwn i guess...
This nerf, however you want to look at it, is an interesting one to say the least, increasing the mana by 2 may have been much to those accustomed to using the card, but i will brood over that in a few sentences. Id much rather talk about the other nerf and what this opens up for the rogue class. For one thing, it not hitting face, i think it may not be controversial, but still, this is a good nerf, forcing rogues to abandon the idea of a massive oil combo and sudden face damage from theoretically no board. And this card now also allows for, as many have said, better weapons in the rogue arsenal. Id like you to, for a moment, imagine a 2 mana 3/1 weapon for rogue, simple as that. That, in short, would make this card pretty good, it would be a versatile card in it of itself, 3 damage for 2 mana, if you're willing to take the face damage, along with some powerful synergy. But moreover, this card allows for more powerful weapons in rogue, opening design space and allowing for multiple board clears to see play in the game (Id like to bring up Dark Iron Skulker). Id also just like to point out that no, raptor rogue isnt dead by any stretch with this nerf, even if oil rogue is.
So, finally, the 2 mana increase, while i think in most peoples opinions this card is a "combo card", requiring multiple cards to use, and making the 4 mana slot quite pricey for this kind of effect in the current meta. However, unlike many multi card combos, rogue multi card combos are a bit more fluid than many others. Take the use of deadly poison with this card, dagger up, poison, and flurry would now cost seven as opposed to the previous 5. However, this is, in my opinion, a bad way of looking at it. Playing control rogue, if youve ever attempted it, can have you holding onto a deadly poisoned or oiled weapon for turns on end, and you dont need to play the oil on the same turn you flurry, making this, id say, roughly a 5.5 mana investment to deal 3 damage to all enemy minions. So, the question becomes, in the basic concept, is that good? Yes. Just, objectively yes, i would pay 5.5 mana to do that, i already pay 5 and nuke my own creatures despite other board clears i could use, because it can be so broken. So, is this card as nerfed to hell as people are saying it is? No, nowhere close. Is it still a broken as hell card? No. Could blizzard have done better? Maybe. But i think that what this card allows for is far more important than what it has taken away.
Also, one last, TOTALLY crazy idea, with this nerf, could rogues be getting their REALLY old hero power back, that gave their weapon +1 atk? God id love to see those days.
Outrageous.
So we have a 4 mana does nothing vs 5 mana Brawl clear the board but 1 minion, regardless their health?
The reason why Flurry costs 4 mana is because to get a decent weapon for it you can spend turn 2 to summon a dagger and turn 3 to poison it. So the comparison of it being as costly as Flamestrike isn't necessarily accurate because you can do a 3 damage aoe on turn 4.
it can still be stronger then flame strike
any card can win for you the game if you play it at the right time
The people describing that as Warsong 2.0 couldn't be more wrong...this nerf establishes a new tier of nerf, the Blade Flurry tier.
Free to try and find a game, dealing cards for sorrow, cards for pain.
Did they really need to make it cost 4 mana?^^
Like daaaamn! :P
Don't think this will ever be played anymore, at 3 mana it still had hope even while just hitting minions, but at 4 mana...nah, this is no longer a card
What is Hearthstone to you?
A fun and semi-competitive game with wacky effects and crazy RNG outcomes or just a card game you wanna grind as many wins you can get as fast as possible in?
I'm glad it's gone. Blade Flurry become the force savage of rogues over the past year and a half. If you weren't milling then 99% of your other rogue decks were building a big weapon to smash face then flurry for 14-20 damage.
It's gotten beyond stale. Who cares if it's bad now, the important part is that everything is about to change drastically for the first time ever. That's the best thing that could happen to this game.
As usual blizzard over-compensating with double nerfs to the same card, gj now it will almost never see any play.