I'm not thrilled by this nerf. At 5 mana, the types of decks that ran him will still run him. This just goes to show you exactly how stupid powerful BGH really is.
That being said, it's a step in the right direction and as much as I hate to admit it, a card like BGH kind of has to exist. Some classes have no other effective way to remove the really big powerful creatures and at least they can turn to BGH. I'm anxious to see how much this nerf changes the game. Will 7atk minions that didn't have an immediate effect start seeing play now? I hope so but who knows.
Changing the mana cost doesn't mean anything with this guy. Yeah, it's a big deal, but big minions are still unplayable while he has this effect. It should have been something like "Deal X damage to a minion with 7 or more attack"(OR even 'that costs more than X mana') That way there's a chance he's not enough to take out the bigger minions. This effect still limits design space.
Fair. That's what this is. In fact it's still pretty good. Just not as groslly good as it was before since your opponent could destroy that big minion you spent all last turn by Paying jus 3 mana, getting a minion and having enough mana left over to play something like dr boom. Atleast now it is a considerable dent in their tempo in exchange for value. Exactly what I wanted.
The effect itself is still very important. SO MANY big minions coming with WoG, you can rely only on class hard removal, not enough.
But now, it's not a huge tempo swing. 5 is a good price. Good job blizz.
Killing a 7+ cost minion: -7+ mana for your opponent Gaining a 2.5 value minion: -2.5 tempo for you
4.5 mana worth of tempo gained for killing a 7 cost minion; A 5 mana spell that reads: Gain 9 or 10 mana
...
I just wish it did 5 damage to a 7+ attack minion, or 4 damage to a 6+ attack minion... for 3 mana.
That's just so much cleaner. You STILL lose the game to the tempo loss of getting your 7+ mana minion killed, decks running BGH will just perform worse against decks with few or no 7 attack minions.
That's the kind of balance I hate: Cards that completely wreck specific cards -- but are bad against decks that don't run those specific cards.
It's so blatantly Rock, Paper, Scissor-y, and I want a deeper strategy than luck and matchmaking.
First of all a neutral hard removal minion will always be needed or classes like druid would be destroyed. Second, what you supposedly hate is tech cards which are an integral part of any card game and is healthy too. Having all cards be good in every matchup would be terrible. Decks would quickly become stagnant. Plus it is strategy. You add or remove these cards based on what you have been facing or think you might be. You gauge how effective these cards will be in your deck against what your facing and act accordingly. it can be a tough decision but improve your winrate drastically. So don't forget that deck building is strategy too!
Personally, I was hoping they would increase the attack threshold of Big Game Hunter's effect. Make it something more niche through patching up high cost or control intensive matchups, not what mana cost a deck can swallow. Still, it's something. Hopefully enough.
The card is now literally impossible to play for tempo on 3, without any target. This is big deal. Well done bliz. Cards with this stron an effect should not be flexible too.
Yeah still good...nope. 5 mana for crappy stats, and hardly being able to do anything else your turn. Also no one dropped a 4/2 at 3 just to have something on the board, it was a tech card. Now it isn't even that. Regardless of the meta, this is garbage.
Changing the mana cost doesn't mean anything with this guy. Yeah, it's a big deal, but big minions are still unplayable while he has this effect. It should have been something like "Deal X damage to a minion with 7 or more attack"(OR even 'that costs more than X mana') That way there's a chance he's not enough to take out the bigger minions. This effect still limits design space.
that's just not true man, big minions aren't even unplayable now while BGH is unchanged. it's just that now throwing out a BGH is not as much of a thoughtless play. It costs more, so do you use it on this 7 mana minion or save it for something more threatening down the line and spend your 5 mana elsewhere?
I support a BGH nerf but I really never got the community attitude of "Oh it has 7+ attack it's unplayable because of bgh", like, every card is unplayable then because there's a card that counters it. BGH was just too much of a tempo swing, spend three mana taking down their huge guy leaves you with plenty of mana to put out a pretty good tier minion in addition to the 4/2.
Exactly what I expected. The common 5 mana 4/2 deals 2 damage, epic 5 mana 4/2 kills a giant. At least they didn't turn it into a Hemet that only kills dragons.
Changing the mana cost doesn't mean anything with this guy. Yeah, it's a big deal, but big minions are still unplayable while he has this effect. It should have been something like "Deal X damage to a minion with 7 or more attack"(OR even 'that costs more than X mana') That way there's a chance he's not enough to take out the bigger minions. This effect still limits design space.
that's just not true man, big minions aren't even unplayable now while BGH is unchanged. it's just that now throwing out a BGH is not as much of a thoughtless play. It costs more, so do you use it on this 7 mana minion or save it for something more threatening down the line and spend your 5 mana elsewhere?
I support a BGH nerf but I really never got the community attitude of "Oh it has 7+ attack it's unplayable because of bgh", like, every card is unplayable then because there's a card that counters it. BGH was just too much of a tempo swing, spend three mana taking down their huge guy leaves you with plenty of mana to put out a pretty good tier minion in addition to the 4/2.
Big minions aren't playable now because every other deck is aggro. Odds are, you won't even get to the late game to play them. I'm not saying nerfing BGH will suddenly make big minions super powerful, I'm saying his effect limits design space, which is something they claim most of these nerfs are supposed to work around.
I think I will be crafting a second BGH especially with the addition of a lot of big minions with this expansion. Blizzard can't redesign this card yet, because it's needed once the meta gets slower and transitions more into a dropping big minions after big minions play style.
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.
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Good job Blizzard on all nerfs! Except this one. It should cost 6 mana i think.
I'm not thrilled by this nerf. At 5 mana, the types of decks that ran him will still run him. This just goes to show you exactly how stupid powerful BGH really is.
That being said, it's a step in the right direction and as much as I hate to admit it, a card like BGH kind of has to exist. Some classes have no other effective way to remove the really big powerful creatures and at least they can turn to BGH. I'm anxious to see how much this nerf changes the game. Will 7atk minions that didn't have an immediate effect start seeing play now? I hope so but who knows.
Changing the mana cost doesn't mean anything with this guy. Yeah, it's a big deal, but big minions are still unplayable while he has this effect. It should have been something like "Deal X damage to a minion with 7 or more attack"(OR even 'that costs more than X mana') That way there's a chance he's not enough to take out the bigger minions. This effect still limits design space.
Fair. That's what this is. In fact it's still pretty good. Just not as groslly good as it was before since your opponent could destroy that big minion you spent all last turn by Paying jus 3 mana, getting a minion and having enough mana left over to play something like dr boom. Atleast now it is a considerable dent in their tempo in exchange for value. Exactly what I wanted.
high priest of shenanigans!
This is excellent. Exactly the nerf I had in mind. Very pleased.
high priest of shenanigans!
Personally, I was hoping they would increase the attack threshold of Big Game Hunter's effect. Make it something more niche through patching up high cost or control intensive matchups, not what mana cost a deck can swallow. Still, it's something. Hopefully enough.
The card is now literally impossible to play for tempo on 3, without any target. This is big deal. Well done bliz. Cards with this stron an effect should not be flexible too.
Yeah still good...nope. 5 mana for crappy stats, and hardly being able to do anything else your turn. Also no one dropped a 4/2 at 3 just to have something on the board, it was a tech card. Now it isn't even that. Regardless of the meta, this is garbage.
Exactly what I expected. The common 5 mana 4/2 deals 2 damage, epic 5 mana 4/2 kills a giant. At least they didn't turn it into a Hemet that only kills dragons.
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They could have at least bumped the stats to 5/3. Horrible nerf. Another horrible nerf.
Didn't need to be nerfed. Not sure why people who include control cards in their decks are being punished this update.
Still better than Hemet. Rofl
He's going back into our collections, but if a pest ever becomes a big problem, he'll always be on call.
BGH is the Orkin Man of Hearthstone
For 5 mana, he should be a 4/3 at the very least.
Great art can never be created without great suffering.
I think I will be crafting a second BGH especially with the addition of a lot of big minions with this expansion. Blizzard can't redesign this card yet, because it's needed once the meta gets slower and transitions more into a dropping big minions after big minions play style.
finnally :D
Hm, Well balanced, Blizzard!
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.