dont forget most classes only have 30 hp to spend. Any big minion that sticks is super powerful, having two is game over. Need something to keep games going. If they bumped our health total i'd be cool with removing bgh.
Seems ok I suppose. In the end though it shouldn't stop anyone from having at least one of them in their deck. Still incredibly powerful and useful against the powerful minions out there. It just costs a couple more mana.
The thing is, removal in all card games is pretty cheap. For 4 mana, you can change anything into a sheep. Yes, that's only for mages, but the value is still there. The problem with this card is it's 5 mana for a 4/2 with situational removal. I understand that BGH needed a nerf, but upping the cost 1 mana would have fixed it if you ask me. As a 4/2, it dies to most anything including a freakin' Murloc Raider or Holy Smite. You can spend 1 mana to kill this 5 mana creature. It's ability is good, but situational. Plenty of times, people have just played a BGH without a target. And it's not like if I played Dr. Boom, my opponent would automatically have an answer for it, either. They would have to actually have drawn it. In my opinion, it should be 4 mana or 5 with 3 health, but that's just my $0.02.
Paying 5 mana to destroy a 12/12 Deathwing, while maintaining a 4/2 on the board, still seems like good value to me.
This times one hundred. The cost should have been higher. Or they should have just done what everyone expected and get rid of the kill a big minion effect. Make it so it does damage to a big minion instead. Everyone is going to run it still especially when Old Gods is out due to all the big minions. Then people will realize how bad it feels to lose your big minion to BGH still and quit playing them.
Imagine if you somehow get the 30/30 Ancient One out only for your opponent to top deck a BGH. Feels bad man.
The way I think about BGH is that it counters control decks that are trying to win the game with big minions. However, fatigue decks rarely run minions with 7+ attack. This nerf seems irrelevant in the fatigue deck vs control deck matchup. This means that fatigue style control decks should now be stronger than minion based control decks on average.
This nerf does make BGH a lot less likely to see play in agro. tempo, and midrange decks though because the card literally does nothing against agro, tempo, midrange, and fatigue decks. Therefore, the only use BGH has is to counter big minion control style decks. his means that the power level is similar to when it was a 3 drop in fatigue and big minion control decks, but it is now unplayable in any other deck type.
This really hurts agro. I hope that the balance between agro, midrange, tempo, minion based control, and fatigue exists in WOTOG, but it seems like minion based control will struggle.
4/2 for 3 was decent stats and a card with an ability like this can't have decent stats for its cost. It will still see play but will be really a tech choice.
don't play >=7 atk minion... pay no heed about this...
But if you play a Boulderfist Ogre on turn 6, your opponent could play Abusive Sergeant (1 mana) to boost it to 8 attack, then BGH it to kill it. If you're in Wild mode, there's also the Whirling Blades spare part that could boost attack into BGH range. Never underestimate a player's ability to get rid of a pesky enemy minion.
The nerf is not enough, should have been 6 mana. Paying 5 mana for this, getting a 4/2 body while eliminating a fattie from the opponent, and still you have spare mana to spend, is too much. Cards like C'thun, Yogg-Saron, Deathwing and many more will be still evaluated according to this card, which is imo what had to be avoided, and yet it will still be the same. A card with 7+ attack will keep seeing little to no play because of this BGH.
Great change! It is still a great value, but you still need to make a tough decision to include it in your deck since there are other great 5 drops.
Well, with Belcher going bye bye in Standard mode, I could see slipping in a BGH to deal with a big minion (no more Dr. B but there are still a lot of others out there not to mention what's coming with WotOG).
The people who think this doesn't go far enough have no concept of curve. A 2-mana bump is huge; he's tech for certain build/meta now, not insurance for every deck.
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Free to try and find a game, dealing cards for sorrow, cards for pain.
THIS A SHIT NERF. IT STILL HAS THE DESTROY A MINION THING ITS STILL OP. WTF BLIZZARD YOU COMPLETELY TRASHED THE DRUID CLASS. U FCKED THIER BIGGGEST COMBO< U FUCKED UP THEIR KEEPER OF THE GROVE< AND U FUCKED UP ANCIENT OF LORE. FUCK U BLIZZARD UR GAME IS COMPLETE TRASH U STUPID FGGOT BLIZZARD DEVELOPERS JUST TRASHED UR OWN GAME DRUID IS NOW A DEAD CLASS WTF> SCREW U BLIZZARD IM QUITTING THIS GAY ASS GAME NOW
oh come on, you are just bing silly, people always complaing about druid cards and know you want it back? really? im main druid and even i am ok with those changes
really good nerf. they reduced the tempo generated and kept the effect.
many seem to not realize that BGH is needed ingame to keep balance so 7+ attack dudeds wont just win the game if they survive 1 turn.
Time is money, friend.
dont forget most classes only have 30 hp to spend. Any big minion that sticks is super powerful, having two is game over. Need something to keep games going. If they bumped our health total i'd be cool with removing bgh.
Seems ok I suppose. In the end though it shouldn't stop anyone from having at least one of them in their deck. Still incredibly powerful and useful against the powerful minions out there. It just costs a couple more mana.
The thing is, removal in all card games is pretty cheap. For 4 mana, you can change anything into a sheep. Yes, that's only for mages, but the value is still there. The problem with this card is it's 5 mana for a 4/2 with situational removal. I understand that BGH needed a nerf, but upping the cost 1 mana would have fixed it if you ask me. As a 4/2, it dies to most anything including a freakin' Murloc Raider or Holy Smite. You can spend 1 mana to kill this 5 mana creature. It's ability is good, but situational. Plenty of times, people have just played a BGH without a target. And it's not like if I played Dr. Boom, my opponent would automatically have an answer for it, either. They would have to actually have drawn it. In my opinion, it should be 4 mana or 5 with 3 health, but that's just my $0.02.
The way I think about BGH is that it counters control decks that are trying to win the game with big minions. However, fatigue decks rarely run minions with 7+ attack. This nerf seems irrelevant in the fatigue deck vs control deck matchup. This means that fatigue style control decks should now be stronger than minion based control decks on average.
This nerf does make BGH a lot less likely to see play in agro. tempo, and midrange decks though because the card literally does nothing against agro, tempo, midrange, and fatigue decks. Therefore, the only use BGH has is to counter big minion control style decks. his means that the power level is similar to when it was a 3 drop in fatigue and big minion control decks, but it is now unplayable in any other deck type.
This really hurts agro. I hope that the balance between agro, midrange, tempo, minion based control, and fatigue exists in WOTOG, but it seems like minion based control will struggle.
good nerf, still usable but higher mana will slow down combos with him
Hate it: it basically does not change anything. Tempo BGH at turn 3 wasn't really the issue. It's still too big of a tempo swing.
At least my turn 3 8/8 Edwin VanCleef lives a little longer now! (Kappa)
4/2 for 3 was decent stats and a card with an ability like this can't have decent stats for its cost. It will still see play but will be really a tech choice.
Great change! It is still a great value, but you still need to make a tough decision to include it in your deck since there are other great 5 drops.
The nerf is not enough, should have been 6 mana. Paying 5 mana for this, getting a 4/2 body while eliminating a fattie from the opponent, and still you have spare mana to spend, is too much. Cards like C'thun, Yogg-Saron, Deathwing and many more will be still evaluated according to this card, which is imo what had to be avoided, and yet it will still be the same. A card with 7+ attack will keep seeing little to no play because of this BGH.
Here's the crazy part: Even with this heavy nerf it's still better than Assassinate in some circumstances! Shows you how borked it was before.
Sorry, but face is NOT place :P
The people who think this doesn't go far enough have no concept of curve. A 2-mana bump is huge; he's tech for certain build/meta now, not insurance for every deck.
Free to try and find a game, dealing cards for sorrow, cards for pain.
Are these the only nerfs? Or just the classic ones are they going to nerf tgt/gvg?
Eh, I would have made it much worst.
I voted "Love it," because a nerf was much needed, but I actually hate it because they didn't go nearly far enough.
This guy should cost at least 7. Maybe he'll get nerfed even further in the next pass.
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