5-6 mana seems about right. I never had too much of a problem with the effect, just the Dr Boom/Sylvanas that always accompanied him. 5 mana allows him to try to counter Mountain Giants as well.
So you destroy any big minion (for 5 mana) like Deathwing or others and have 4/2 minion on board. BGH will be a must have minion even with this mana cost.
Yeah...any minion with 7+ attack, and otherwise a useless card. It's called a counter bud, if you have a problem with it still at 5 mana....you don't know the game very well
Once upon a time, there was a really powerful, terrible being roaming around Azeroth. He was so powerful that even the old gods could not defeat him and were only able to bow before him. We don't really know how he disappeared but he returned lately to the world of azeroth, more powerful, more dreadful. The Ancient one will be back to kill us all. Until a random dwarf appears and one shoot a 30/30. Kappa.
The problem with bgh was never its cost - 7 atk minions are almost always put after turn 5, when both players don't have lots of cards to play anyhow.
The BGH issue is the threshold it puts between 6 atk minions and 7 atk minions - you'd generally prefer a 6/x to a 7/x and that's the problem. This card single-hand split the world of minions to super-strong minions and other minions - it destroys the continuum. You can't just pay one more mana and get +1/+1, you have to get much more for your mana for a 7/x minion to be worth its cost.
You could argue taunt (black knight), legends (Rend Blackhand) and 2 atk minions (cabal, stampeding kodo) have the same problem, but BGH is still the worst offender:
- The difference whether a minion has taunt or not is much more crucial than the +1 atk. Therefore you won't avoid picking a minion just because it has taunt. Also black knight is legend and most taunts are low costed so the swing is less harsh.
- Rend only works at dragon decks, which makes it even more specific than a class card. Also you have to pay 7 to play it and its stats are problematic.
- 2 atk minions are usually easy to dispose of by the time Stempeding kodo hits the board. Also they are usually low costed so the swing is less harsh.
On the other hand I do think its a shame Cabal shadow priest was allowed to continue to standard as taking the minion does become a major swing and prevents people from using large costed 2 ATK minions (Maexxna anyone?). People don't cry over it since it's a class specific and the priest class have other issues.
big game hunter nerf is unnecessary. BGH effect was good removal but as 5 mana, people will stop playing it. It only kills one monster anyway and most classes (rogue) dont have really removal other than BGH. And that card is anyway very slow in the end and gets killed easy. I wouldnt play anymore BGH myself and change my rogue out for warrior and those who has real removals.
nerf good sides are, you can play big shots and dont need be afraid much removal after him.
bad sides for removal is that you cant really play anything after BGH except small minions or other 5 mana minion. beacuse belcher,loatheb rotates out and when watching cards that old gods brings, you really cant play anything with BHG if you dont save like 2-5 mana minions for same turn. And most of cases you play BGH alone. Being late game removal and then not getting field control is just R.I.P.
Mostly point for BGH was to get field control and not die for opponent. You kinda lose now that field control gain with BGH.
BGH nerf denies lategame field control which is most important for control decks. its same like not playing BGH anymore. and rogues needs big removals beacuse miracle rogue and mill rogue. Control warriors,priests as example will lose paladin buffs etc. It seems that you need now buffed minions to win games cuz they cannot anymore be removed from field. Executes are not enough and brawl would still be random chanse to get field control so you kinda rely on luck in that matter.
I hope that blizzard creates card(s) to help gain field control for all classes beacuse you now control decks lacks ability to do so. aggro deck meta incoming.
So you destroy any big minion (for 5 mana) like Deathwing or others and have 4/2 minion on board. BGH will be a must have minion even with this mana cost.
Yeah...any minion with 7+ attack, and otherwise a useless card. It's called a counter bud, if you have a problem with it still at 5 mana....you don't know the game very well
Ok, you're right only in case there's no any upcoming expansions. 3 mana BGH is okay.
But consider, please, that we have expansion with many and many dangerous 7+ attack minions. And this all Gods and others will be all useless/ not playable if people play 2x (3 mana cost) BHGs. Using half of your mana, sometimes wasting a turn to kill a strong minion is just fair. ( Because you cant just use your 3 mana BGH and play a 7 drop) You don't know the game very well.
Anyone who thinks bgh is still playable outside of heavy control meta which will never happen, is deluding himself.
All tech cards that ever saw a lot of play had at least acceptable stats for their cost when they have no targets (ooze, harrison, mc tech, previous bgh). Cards like Kezan are rarely played outside of very few reno decks and some rare anti freeze mage tournament tech and it has better stats then bgh.
Exactly what I was hoping for. I'll still run this in Control Warrior, but it won't be as brain-dead anymore.
For all of you who are whining that it even exists...if this card didn't exist, HS would become a game of "Who played the big minion first?" once class hard removal is exhausted. Did your opponent play the minion first? Congrats, you lose. Cards like this are necessary tech to prevent late-game bombs from being an auto-win once they hit the board.
At 5 mana, people will at least have to weigh the pros and cons.
I'll probably still include one in my control decks. I cannot remember the last time one mana even mattered when i dropped BGH. But i'll DE my golden copy, so i like this nerf.
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5-6 mana seems about right. I never had too much of a problem with the effect, just the Dr Boom/Sylvanas that always accompanied him. 5 mana allows him to try to counter Mountain Giants as well.
Foe Reaver 4000 is overpowered because he's a boss with under 7 attack. Kappa
Still say this didn't need to happen, by the way. But it could be worse for us BGH defenders.
yes! free dust i just got a bgh from my weekly brawl pack
everythings coming up milhouse
Once upon a time, there was a really powerful, terrible being roaming around Azeroth. He was so powerful that even the old gods could not defeat him and were only able to bow before him. We don't really know how he disappeared but he returned lately to the world of azeroth, more powerful, more dreadful. The Ancient one will be back to kill us all. Until a random dwarf appears and one shoot a 30/30. Kappa.
The problem with bgh was never its cost - 7 atk minions are almost always put after turn 5, when both players don't have lots of cards to play anyhow.
The BGH issue is the threshold it puts between 6 atk minions and 7 atk minions - you'd generally prefer a 6/x to a 7/x and that's the problem. This card single-hand split the world of minions to super-strong minions and other minions - it destroys the continuum. You can't just pay one more mana and get +1/+1, you have to get much more for your mana for a 7/x minion to be worth its cost.
You could argue taunt (black knight), legends (Rend Blackhand) and 2 atk minions (cabal, stampeding kodo) have the same problem, but BGH is still the worst offender:
- The difference whether a minion has taunt or not is much more crucial than the +1 atk. Therefore you won't avoid picking a minion just because it has taunt. Also black knight is legend and most taunts are low costed so the swing is less harsh.
- Rend only works at dragon decks, which makes it even more specific than a class card. Also you have to pay 7 to play it and its stats are problematic.
- 2 atk minions are usually easy to dispose of by the time Stempeding kodo hits the board. Also they are usually low costed so the swing is less harsh.
On the other hand I do think its a shame Cabal shadow priest was allowed to continue to standard as taking the minion does become a major swing and prevents people from using large costed 2 ATK minions (Maexxna anyone?). People don't cry over it since it's a class specific and the priest class have other issues.
considering its ability, i m not surprise by the cost.... it keeps it somewhat playable in this upcoming format where size matters.
I think this card is ok now. as all the removal.
Stop whining the nerf is not enough because you think you deserve to win just playing a "big cool guy" of 10 mana.
You know your opponent can have a BGH play a strategy for that. It's a strategy game, not a lucky draw (yet).
big game hunter nerf is unnecessary. BGH effect was good removal but as 5 mana, people will stop playing it. It only kills one monster anyway and most classes (rogue) dont have really removal other than BGH. And that card is anyway very slow in the end and gets killed easy. I wouldnt play anymore BGH myself and change my rogue out for warrior and those who has real removals.
nerf good sides are, you can play big shots and dont need be afraid much removal after him.
bad sides for removal is that you cant really play anything after BGH except small minions or other 5 mana minion. beacuse belcher,loatheb rotates out and when watching cards that old gods brings, you really cant play anything with BHG if you dont save like 2-5 mana minions for same turn. And most of cases you play BGH alone. Being late game removal and then not getting field control is just R.I.P.
Mostly point for BGH was to get field control and not die for opponent. You kinda lose now that field control gain with BGH.
BGH nerf denies lategame field control which is most important for control decks. its same like not playing BGH anymore. and rogues needs big removals beacuse miracle rogue and mill rogue. Control warriors,priests as example will lose paladin buffs etc. It seems that you need now buffed minions to win games cuz they cannot anymore be removed from field. Executes are not enough and brawl would still be random chanse to get field control so you kinda rely on luck in that matter.
I hope that blizzard creates card(s) to help gain field control for all classes beacuse you now control decks lacks ability to do so. aggro deck meta incoming.
Living and die by the blade
They really should have nerfed BGH tho
Great 800 dust. I will use Execute, Shield Slam, Hex, Polymorph, Mulch, Equality-Consecration etc.
Ok, you're right only in case there's no any upcoming expansions. 3 mana BGH is okay.
But consider, please, that we have expansion with many and many dangerous 7+ attack minions. And this all Gods and others will be all useless/ not playable if people play 2x (3 mana cost) BHGs.
Using half of your mana, sometimes wasting a turn to kill a strong minion is just fair. ( Because you cant just use your 3 mana BGH and play a 7 drop)
You don't know the game very well.
So what's the problem?
This is fine as long as Mind control tech becomes 5 Mana too.
I like to make cards and discuss game balance.
I enjoy when "No similar decks were found."
My latest deck: http://www.hearthpwn.com/decks/1366184-scholomance-charge-rez-priest-wild
BGH still auto include this isnt a nerf at all
Not enough this wont change a thing.
Will still be picked by anyone who runned it previously.
Card was maybe the most broken in game now its maybe less broken but still op and auto include in almost any deck.
Should cost 6 or 7 mana.
Dr. Balanced is going to be stupid in wild.
You are not prepared!
Anyone who thinks bgh is still playable outside of heavy control meta which will never happen, is deluding himself.
All tech cards that ever saw a lot of play had at least acceptable stats for their cost when they have no targets (ooze, harrison, mc tech, previous bgh). Cards like Kezan are rarely played outside of very few reno decks and some rare anti freeze mage tournament tech and it has better stats then bgh.
Exactly what I was hoping for. I'll still run this in Control Warrior, but it won't be as brain-dead anymore.
For all of you who are whining that it even exists...if this card didn't exist, HS would become a game of "Who played the big minion first?" once class hard removal is exhausted. Did your opponent play the minion first? Congrats, you lose. Cards like this are necessary tech to prevent late-game bombs from being an auto-win once they hit the board.
At 5 mana, people will at least have to weigh the pros and cons.
I'll probably still include one in my control decks. I cannot remember the last time one mana even mattered when i dropped BGH. But i'll DE my golden copy, so i like this nerf.