This is exactly the nerf I had in mind. Completely happy with it. If there is a super heavy meta you still tech this in, but now you can't just slot it into any deck at any time without risk.
I think that "deal 7 dmg to a 7 or more atk minion" could have been better choise. Anyway maybe a neutral removal for big minions is needed, so ok with the mana cost pump. We'll see how this will work once change is live....
The problem with destroying the card is that cards like rag than become way too op. Yah it opens up room for things like onyxia but does a turn 5 boom via innervate have to mean you lose? Cards that keep control in check help balance out the game for a class like druid which has minimal removal and while it would be fun to destroy the card out of smite its effect can actually be somewhat healthy for the game. Cards that can't be countered in the late game pose a problem similar to those that cant be countered in the early game, people just like to focus on cool big minion without thinking of the consequences of a full on control meta with no counters or tech options.
This card will still be playable, since the meta in Standard should slow down, so there should be 1-2-3 more targets/deck. Its a better assasinate against those type of heavy control decks.
A bit torn on this one. That it costs more mana is good, it's the cheap destruction effect that was really powerful, but at the same time... I probably wouldn't play BGH if it cost 4 mana with the same 4/2 stats, because it's a death sentence to draw it against midrange and aggro. At 5 mana it's completely gutted.
So I'd have liked to see slightly better stats. Tech cards should be bad when they don't have a target, but a 5 mana card that's basically a 2-drop without a target... that's just too much.
GG Blizzard, so all the higher cost cards that don't have immediate effects still never see the light of day.....so glad things are "changing" this upcoming season. You're the worst ever Blizzard. I couldn't possibly be more disappointed with these "changes".
Then quit the game. In fact, do us a favor and stop playing all Blizzard games forever.
The 5 mana spot was the perfect place to put BGH. Barren, when Standard comes around filled with sub-par cards, yet not yet in real lategadme territory. I like this. And he can still compete with his mortal enemy.
I don't see this as a nerf. Few, if any, play BGH as a minion so the mana cost was never the reason it is or isn't included in a deck. Also, there aren't any/many minions 7+ attack being played turn 3-4 (or even turn 5-6) so the cost is not relevant. BGH's effect is not that big of a deal overall. Most decks have multiple 7+ atk minions or else the majority of 7+ atk minions have some other battlecry or instant effect which mitigate the removal.
IMO, the better "nerf" would have been to have the card read: At the start of your turn destroy target minion with attack of 7 or more. That would accomplish a lot of things. It would be more like a hunter, he picks his prey and then kills it. But he has to be kept alive for a turn to accomplish his task.
Otherwise, leave BGH as-is. I don't think it is that big of a threat with all of the 7+ minions that will be available in Standard.
Lol what a joke. You think this is enough? No one gives a shit about 2 mana, especially a control deck. This will still be played in every deck. What a fuckin joke
It's disappointing knowing that the change only effects how much someone can do after playing it, which is decent, but as said pretty lacking. However, this instantly means that a fast, aggressive Edwin VanCleef is better now, meaning the slower rogue decks coming around can not only get value out of Edwin early, before BGH can even be played, and it baits removal when BGH becomes playable, meaning someone trying to remove something like Edwin is put in a position where they have to struggle to reclaim the board, and a 4/2 and destroy a minion is a pretty shitty tempo swing when you probably have other minions and removal like Backstab.
That's just the first speculation. If it was the days of the Boom still, this means you couldn't turn 10 BGH your opponent's Boom and play your own. For a meta becoming more about tempo, midrang, and control, this is a hard card to run.
Of course, it will absolutely find places in decks like fatigue warrior. Some control decks can still use this card well if they know they're going to play a late game, but in a midrange type deck where BGH is run all the time because it's such a cheap answer for big problems, this card now becomes an entire turn in instances, which is a lot to give up.
Absolutely a balanced nerf. It'll be far less annoying now, and it would be completely trash at 6. A 3/2 would have made me a bit happier, but it's a miniscule difference considering the everything said.
5 is still a good cost as the stats stay the same
So, at least when they completely wreck your plans, their tempo swing is just slightly less than critically devastating.
Finally makes more cards more competitive i guess... but still going to hate it.
and will still see tons of play, especially with all these big ass Old Gods coming down the with WOG
THIS WILD DECK IS AWESOME!!!!
Blizzs should delete this card from the game. Poor nerf.
This is exactly the nerf I had in mind. Completely happy with it. If there is a super heavy meta you still tech this in, but now you can't just slot it into any deck at any time without risk.
Good call from Blizz.
Expecting this nerf ! This is still a staple card in decks that don't run hard removal such as Hex or the sheep.
i'm Predicting an another nerf on it since it continues to limiting the card design in some sort.
I think that "deal 7 dmg to a 7 or more atk minion" could have been better choise. Anyway maybe a neutral removal for big minions is needed, so ok with the mana cost pump. We'll see how this will work once change is live....
The problem with destroying the card is that cards like rag than become way too op. Yah it opens up room for things like onyxia but does a turn 5 boom via innervate have to mean you lose? Cards that keep control in check help balance out the game for a class like druid which has minimal removal and while it would be fun to destroy the card out of smite its effect can actually be somewhat healthy for the game. Cards that can't be countered in the late game pose a problem similar to those that cant be countered in the early game, people just like to focus on cool big minion without thinking of the consequences of a full on control meta with no counters or tech options.
This card will still be playable, since the meta in Standard should slow down, so there should be 1-2-3 more targets/deck. Its a better assasinate against those type of heavy control decks.
I don't foresee this being playable at 5 mana, since many classes have much better alternatives at similar costs.
I returned to this game much like how a recovering alcoholic can relapse.
A bit torn on this one. That it costs more mana is good, it's the cheap destruction effect that was really powerful, but at the same time... I probably wouldn't play BGH if it cost 4 mana with the same 4/2 stats, because it's a death sentence to draw it against midrange and aggro. At 5 mana it's completely gutted.
So I'd have liked to see slightly better stats. Tech cards should be bad when they don't have a target, but a 5 mana card that's basically a 2-drop without a target... that's just too much.
The 5 mana spot was the perfect place to put BGH. Barren, when Standard comes around filled with sub-par cards, yet not yet in real lategadme territory. I like this. And he can still compete with his mortal enemy.
I don't see this as a nerf. Few, if any, play BGH as a minion so the mana cost was never the reason it is or isn't included in a deck. Also, there aren't any/many minions 7+ attack being played turn 3-4 (or even turn 5-6) so the cost is not relevant. BGH's effect is not that big of a deal overall. Most decks have multiple 7+ atk minions or else the majority of 7+ atk minions have some other battlecry or instant effect which mitigate the removal.
IMO, the better "nerf" would have been to have the card read: At the start of your turn destroy target minion with attack of 7 or more.
That would accomplish a lot of things. It would be more like a hunter, he picks his prey and then kills it. But he has to be kept alive for a turn to accomplish his task.
Otherwise, leave BGH as-is. I don't think it is that big of a threat with all of the 7+ minions that will be available in Standard.
Card shouldn't have been touched with to begin with. 5 mana is more than adequate
Howdy! [cardimg=gold ]Card Name[ /cardimg] (no space)
Hey, how's it going?
What's poppin,' player?
Lol what a joke. You think this is enough? No one gives a shit about 2 mana, especially a control deck. This will still be played in every deck. What a fuckin joke
I don't love it, don't hate it. At 5 mana the effect is now really niche. But I really would have rather that they just reworked the effect entirely.
It's disappointing knowing that the change only effects how much someone can do after playing it, which is decent, but as said pretty lacking. However, this instantly means that a fast, aggressive Edwin VanCleef is better now, meaning the slower rogue decks coming around can not only get value out of Edwin early, before BGH can even be played, and it baits removal when BGH becomes playable, meaning someone trying to remove something like Edwin is put in a position where they have to struggle to reclaim the board, and a 4/2 and destroy a minion is a pretty shitty tempo swing when you probably have other minions and removal like Backstab.
That's just the first speculation. If it was the days of the Boom still, this means you couldn't turn 10 BGH your opponent's Boom and play your own. For a meta becoming more about tempo, midrang, and control, this is a hard card to run.
Of course, it will absolutely find places in decks like fatigue warrior. Some control decks can still use this card well if they know they're going to play a late game, but in a midrange type deck where BGH is run all the time because it's such a cheap answer for big problems, this card now becomes an entire turn in instances, which is a lot to give up.
Absolutely a balanced nerf. It'll be far less annoying now, and it would be completely trash at 6. A 3/2 would have made me a bit happier, but it's a miniscule difference considering the everything said.
Still doesn't solve the problem in my opnion
no matter i still gonna play it,it has the same effect it kills 7+minions,and they come after turn 7