Because all classes have good cards. Because warrior is based upon weapons and making the turtle. Take them out the axe and they are left with close to no early game removal.
Tell you what. Warriors didn't even use Crush -- the 3 mana Assassinate, beacause 3 mana was too much to pay to remove Ysera or Alexstrasza, compared to the 1 mana Warriors usually spend on removing endgame threats.
It should be 2/2. Shaman has 2/3 axe for 2 mana and 1 overload. coghammer was 2/3 for 3 mana +divine shield and taunt. Rogue wastes 3 mana to have 3/2 from poisoned blade. Most of you all are really bad community for trashtalking that guy, shame on you.
It's fine the way it is now... Warrior is supposed to have better weapons than the other classes, just like Mage is supposed to have the best spells and etc.... Every class has it's own autoinclude cards but it doesn't mean we need to nerf them all.... Fiery War Axe has been around for more than 2 years and nobody has ever complained about it, now people are crying for a nerf just cause Warrior is popular on ladder.... It was the same when Secret Paladin was a thing and they wanted Shielded Minibot to be changed and it'll be the same with a card(s) from the next class to that becomes popular, but any of this makes a card that has always been fine suddenly broken....
Fiery war axe is not really broken at all. It is solid early game removal that can be easily played around and can be punished by cards like ooze and harrison.
ahahaha ok first, okay i can play around it by not playing anything in the first 3 turns, much wow. so no for sure you cant realy play around it it always will bring value and even if you dont play a minion someday warrior will just slam it in your face for 6 damage total which is better than a Shadowblast.
Seconly Ooze and Harrison dont realy counter it since most time they take 1 charge but the axe already traded 1/1.
And the card only costs 2 mana if it would be3 you could say ooze kinda counters it. But as it is the card is way to good imo. Compare with shaman weapon. 2 mana 2/3 overload one. Arguably a 2/3 weapon is way worse than a 3/2 and you even pay overload one.
So in the end this card is better and costs even 1 less than another basic card just WTF.
Lol fiery war axe is warriors early game method of dealing 3 damage early game. Just how mage has frostbolt and shaman has lighting bolt. It comes at the cost of sacrificing health in exchange for a multitude use of the card for removal. The card seems balanced.
Fiery war axe is not really broken at all. It is solid early game removal that can be easily played around and can be punished by cards like ooze and harrison.
ahahaha ok first, okay i can play around it by not playing anything in the first 3 turns, much wow. so no for sure you cant realy play around it it always will bring value and even if you dont play a minion someday warrior will just slam it in your face for 6 damage total which is better than a Shadowblast.
Seconly Ooze and Harrison dont realy counter it since most time they take 1 charge but the axe already traded 1/1.
And the card only costs 2 mana if it would be3 you could say ooze kinda counters it. But as it is the card is way to good imo. Compare with shaman weapon. 2 mana 2/3 overload one. Arguably a 2/3 weapon is way worse than a 3/2 and you even pay overload one.
So in the end this card is better and costs even 1 less than another basic card just WTF.
First: You can play around it AND play minions in the first 3 turns. If you don't know how then watch some streams and learn.
Second: I never said ooze and Harrison counter it, I said they PUNISH it (two completely different things).
Third: A 2/3 weapon is arguably BETTER than a 3/2 weapon, so that argument is pointless. Both arrangements have positives and negatives depending on the matchup.
Forth: Warriors can have better weapons than other classes since other classes have cards that are better than what warrior has. Shaman has Lightning Bolt while Warrior has Bash for example.
I guess you have a good understanding about card games, wich makes me wonder why you disagree with fiery war axe, is a pretty good card, it shapes the game in a good manner and make you think when playing with it and against it, for me, that's great game design, and considering several 1 drop minions can be terrible snoball-y (tunnel trogg, mana wyrm, freakin' leper gnome before the nerf) I think fiery war axe is a great card to prevent classes doing exponentially better than others with their 1 drops, just like how light bomb kept big fat minions in check, those cards teach you to not over extend or to not be too confident in the game plan and be ready to be countered.
Dont get me wrong, Tunnel Trog/Manawyrm are all Design flaws by the Def team. Imo They all should be 1/2 Minions and waraxe can be a 2/2.
Its not a good argument to say a card needs to be OP because other cards are.
For example if i keep my one drop on hand to play around and than play a 2 drop, war axe still counters my 2 drop even if its a 2/3 so yu cant play around it if your control/midrange or Agro. Thus why this has to be a 2/2.
The other design flaw is the 1/3 statline on snowball minions. One could have thought Blizz learned by undertaker mistake, who was also out of every removel when played with another Deathrattle. 3 is just out of reach for almost everything and thats terrible game design imo.
Also you ignore the fact that this card can go face and it often does in aggressive arrior decks and there your whole "needs to be a 3/2" to remove minions argument becomes invalid because the card just turns into deal 6 damage to enemy hero which is also imbalanced for 2 mana.
To summ this up. Its a design flaw of many and when this gets nerfed Blizz should imo nerf the out of order one drops aswell. Nothing legits a 1/3 statline with an upside on a one drop from a balance view.
Its not a good argument to say a card needs to be OP because other cards are.
You're right, it's not a good argument to say a card needs to be OP because other cards are. The thing is, war axe is not OP.
For example if i keep my one drop on hand to play around and than play a 2 drop, war axe still counters my 2 drop even if its a 2/3 so yu cant play around it if your control/midrange or Agro. Thus why this has to be a 2/2.
War axe can be played around by playing more than one minion a turn. If you play two minions then one can't be hit by the war axe next turn allowing you to get onto the board. Obviously you can't completely play around it, but you can't completely play around early removal from any other class if you want to play minions in the early game either.
Also you ignore the fact that this card can go face and it often does in aggressive arrior decks and there your whole "needs to be a 3/2" to remove minions argument becomes invalid because the card just turns into deal 6 damage to enemy hero which is also imbalanced for 2 mana.
I never once said that war axe "needs to be a 3/2 to remove minions". In fact, a 2/3 like you suggested earlier is arguably better than a 3/2. As far as 6 damage to face over two turns for 2 mana, that's just how weapons are. If war axe is OP because of its face damage potential then so is every other weapon in the game essentially.
To summ this up. Its a design flaw of many and when this gets nerfed Blizz should imo nerf the out of order one drops aswell. Nothing legits a 1/3 statline with an upside on a one drop from a balance view.
You're right that the 1/3 snowball minions are bad design. You're wrong that war axe is.
Fiery war axe is not really broken at all. It is solid early game removal that can be easily played around and can be punished by cards like ooze and harrison.
ahahaha ok first, okay i can play around it by not playing anything in the first 3 turns, much wow. so no for sure you cant realy play around it it always will bring value and even if you dont play a minion someday warrior will just slam it in your face for 6 damage total which is better than a Shadowblast.
Seconly Ooze and Harrison dont realy counter it since most time they take 1 charge but the axe already traded 1/1.
And the card only costs 2 mana if it would be3 you could say ooze kinda counters it. But as it is the card is way to good imo. Compare with shaman weapon. 2 mana 2/3 overload one. Arguably a 2/3 weapon is way worse than a 3/2 and you even pay overload one.
So in the end this card is better and costs even 1 less than another basic card just WTF.
You can't always play around FWA; but the same is true of any card. You can often play around it though. Zoo - play a sticky 1-drop like Argent Squire or Possessed Villager, or, if you can, go coin, double-one drop. With tempo mage, don't play a naked mana wyrm onto the board. Hold it to turn 2 and drop with Mirror Image. Tempo / Dragon Warrior, let him kill your Sir Finley or N'Zoth's first mate. Who gives a shit?
Even if the Warrior kills your one-drop and you then Ooze it, you are ahead. If he coins it out on turn 1 and you drop Ooze on turn 2, he has lost his coin to kill your one-drop, taken some face damage, and is now behind on the board. If he is the first to act and plays it on turn 2, you are now ahead on the board going into turn 3. The only scenario in which you are behind is if you don't run Ooze and he kills your first two minions while getting one on the board himself.
Harrison is not the right counterplay for FWA. He was fun for a minute when Shamans were using Doomhammer as a finisher and Tempo Warrior was buffing the hell out of weapons; but now he's just too slow. Ooze is a vanilla statted minion that won't kill you against non weapon classes and has consistent use against Warrior and is situationally useful against Pally, Rogue, and Shaman. I run one in any aggro or midrange deck I'm playing these days. Not worth it in control or combo though.
FWA is great in the early game, "just" good in the mid to late game.
If you have no protection for your early drops, don't just blindly play them 1 by 1 for 1-3 turns to just get axed down - common sense.
Warrior does have lots of "Cheap" Removal but they need to be used in tandem with other cards to really work well.
Shield Slam the card is 1 mana, the effect is roughly 1 mana /armor (you need to hero power, or use shield block/shieldbearer).
It's like Van Cleef. Yeah the card is 3 mana and can be huge, but he also cost the resources/mana of the other cards being played to buff his stats (or using something like prep sub-optimally just to make him larger [kappapride])
It's no point in bothering. The people who complain about warrior removal don't understand the concept of 2-for-1.
If HS has a design problem it is that so few classes can remove these incredible 1-mana snowball minions we have seen come into the game. This locks out a lot of cool decks from competitive play.
I guess you have a good understanding about card games, wich makes me wonder why you disagree with fiery war axe, is a pretty good card, it shapes the game in a good manner and make you think when playing with it and against it, for me, that's great game design, and considering several 1 drop minions can be terrible snoball-y (tunnel trogg, mana wyrm, freakin' leper gnome before the nerf) I think fiery war axe is a great card to prevent classes doing exponentially better than others with their 1 drops, just like how light bomb kept big fat minions in check, those cards teach you to not over extend or to not be too confident in the game plan and be ready to be countered.
Dont get me wrong, Tunnel Trog/Manawyrm are all Design flaws by the Def team. Imo They all should be 1/2 Minions and waraxe can be a 2/2.
Its not a good argument to say a card needs to be OP because other cards are.
For example if i keep my one drop on hand to play around and than play a 2 drop, war axe still counters my 2 drop even if its a 2/3 so yu cant play around it if your control/midrange or Agro. Thus why this has to be a 2/2.
The other design flaw is the 1/3 statline on snowball minions. One could have thought Blizz learned by undertaker mistake, who was also out of every removel when played with another Deathrattle. 3 is just out of reach for almost everything and thats terrible game design imo.
Also you ignore the fact that this card can go face and it often does in aggressive arrior decks and there your whole "needs to be a 3/2" to remove minions argument becomes invalid because the card just turns into deal 6 damage to enemy hero which is also imbalanced for 2 mana.
To summ this up. Its a design flaw of many and when this gets nerfed Blizz should imo nerf the out of order one drops aswell. Nothing legits a 1/3 statline with an upside on a one drop from a balance view.
I agree in that the mistake is in making 1 mana creatures with 3 health AND advantage, is just madness and a big mistake from the dev team, but nerfing all those cards at the same time would make a horrible upheaval of the player base because you need to remember that most hearthstone players are playing card games for the first time, is like saying 1 mana 1/2, 2 mana 2/3, 3 mana 3/4 are the proper relation of base stats when they all have 1 extra life, the mistake is there, from the very beginning. Now, let's asume is not a mistake, so all those creatures has 1 extra life, then, fiery war axe has 2 extra damag, 1 extra for each swing, meaning the game "balances itself out" 1 extra damage against 1 extra life point in creature stats, I don't like it, but that's the way it's.
The funny thing is that they create cards like fiery war axe in a time where creature removal was very stable (vanilla hearthstone) but then, instead of making sure the card balances out to let the classes be viable they start making unreasonable cards like flamewreathed, I love shaman, but they did in hearthstone the exact same thing they did in WoW, making is underwhelming, the, in fear of their playerbase anger, they made them overwhelming and then had to nerf them once again and they keep doing this with several WoW classes like they really don't know what to do with them, the same happens with shaman here, is like if they hired someone from konami that tells them that making "OP" cards is the only way to balance a class over time...
And a tiny thing: As a warrior player, i almost never use fiery war axe and haven't seen anyone promoting the use of fiery war axe as face damage unless you're sure there is no use in the foreseable future of the match for it as removal is just a waste to deal 3 face damage when you can use it to stabilize or recover board control wich is what win games in this game since "creature heavy" is a law in HS.
Its not a good argument to say a card needs to be OP because other cards are.
You're right, it's not a good argument to say a card needs to be OP because other cards are. The thing is, war axe is not OP.
For example if i keep my one drop on hand to play around and than play a 2 drop, war axe still counters my 2 drop even if its a 2/3 so yu cant play around it if your control/midrange or Agro. Thus why this has to be a 2/2.
War axe can be played around by playing more than one minion a turn. If you play two minions then one can't be hit by the war axe next turn allowing you to get onto the board. Obviously you can't completely play around it, but you can't completely play around early removal from any other class if you want to play minions in the early game either.
Also you ignore the fact that this card can go face and it often does in aggressive arrior decks and there your whole "needs to be a 3/2" to remove minions argument becomes invalid because the card just turns into deal 6 damage to enemy hero which is also imbalanced for 2 mana.
I never once said that war axe "needs to be a 3/2 to remove minions". In fact, a 2/3 like you suggested earlier is arguably better than a 3/2. As far as 6 damage to face over two turns for 2 mana, that's just how weapons are. If war axe is OP because of its face damage potential then so is every other weapon in the game essentially.
To summ this up. Its a design flaw of many and when this gets nerfed Blizz should imo nerf the out of order one drops aswell. Nothing legits a 1/3 statline with an upside on a one drop from a balance view.
You're right that the 1/3 snowball minions are bad design. You're wrong that war axe is.
Contradiction is not argumentation. You say very little and what you do say doesn't mean much. You do a poor job explaining why Fiery War Axe is balanced and a poor job defending against others that hold an opposing opinion. You're free to do so, of course, but if I were you I wouldn't be quite so smug about it.
The burden of proof is one the person saying the card is broken, not the person claiming a card that has been in the game for years without causing an issue is not broken.
I did my best to explain why I believed the card was not broken. If the person I was debating wouldn't have gotten sidetracked I think there would have been a very detailed thought out explanations on both sides by the end of the discussion. As like most internet discussions it got sidetracked and was never completed.
Also, I don't see anything smug in my comment. Would you mind pointing it out for me?
@Scipio_77 I didn't say that FWA *wrecks* all decks, but that 2 instances of 3 dmg for 2 mana is the most efficient removal of the game, useful against any deck. I completely agree with the "issue" of such a crazy tempo/curve + burst meta, but, to be honest, I've given up with Blizzard fixing it, since it really seems to be something they're completely fine with. So now I have more humble objectives, more focused on minor changes, like 2-mana execute OR FWA having 1 less dmg on the first turn of the game (wow, so much uproar for this). Of course, outside of Warrior other cards should be looked at (imho there is smth very wrong with a 1 mana 1/3 that grows, as I've already stated before), but that's not the topic here.
@MitsurugiGoldrinn Execute and Frothing Berserker are cards that synergise very heavily with pings / small dmg procs, and the addition of Ravaging Ghoul and Blood To Ichor has given Warrior free (mana-wise and card-wise) pings. So, not because a card was fine or even bad before does it mean that it can't get ridiculously strong at some point.
I mean Blizzard nerfed keeper and ancient of lore because they were played in all druid archetypes. Doesn't fiery war axe suffer from the exact same problem?
I mean Blizzard nerfed keeper and ancient of lore because they were played in all druid archetypes. Doesn't fiery war axe suffer from the exact same problem?
EXactly. That is why I criticized the nerfs so much, yeah those were auto includes in Druid...but every class has auto includes. Blizzard gave that reason, but it is inconsistent...cause there were no nerfs for the auto includes of other classes.
I mean Blizzard nerfed keeper and ancient of lore because they were played in all druid archetypes. Doesn't fiery war axe suffer from the exact same problem?
EXactly. That is why I criticized the nerfs so much, yeah those were auto includes in Druid...but every class has auto includes. Blizzard gave that reason, but it is inconsistent...cause there were no nerfs for the auto includes of other classes.
The problem with ancient of Lore was that the draw two cards effect was too strong in a late control-type game making the gain 5 life almost useless if compared to it. The other nerf was a general silence nerf overal since they nerfed the early/powerful silence cards. And third the combo nerf was because it was a two card combo that could push more damage than intended, warrior "OTK" combo require at least 3 cards to deal (4+2+2)*2 = 16 damage and it actually is easy to stop by taunts and not increased by your previous board state. And the fire waraxe nerf can happen in another meta, but in the current one without it warrior would just go away completely from the ladder(And i think the keyword enrage won't work on heroes in a decent way so a new keyword might be needed.). Instead i think the focus should be on cards like Execute and Sap their conditions and effects are just to overpowered and tempo-related for their price.
Well, the keyword enrage by itself might be confusing (imho it is not but I can understand that any unneeded lack of clarity should be avoided).
As somebody already suggested in the enrage FWA thread, you can just replace it by "while your hero is damaged". Damaged characters is a mechanic already in place with Battle Rage and Shadow Strike, so it actually makes a lot of sense and fits wonderfully to the warrior theme.
Its not a good argument to say a card needs to be OP because other cards are.
You're right, it's not a good argument to say a card needs to be OP because other cards are. The thing is, war axe is not OP.
For example if i keep my one drop on hand to play around and than play a 2 drop, war axe still counters my 2 drop even if its a 2/3 so yu cant play around it if your control/midrange or Agro. Thus why this has to be a 2/2.
War axe can be played around by playing more than one minion a turn. If you play two minions then one can't be hit by the war axe next turn allowing you to get onto the board. Obviously you can't completely play around it, but you can't completely play around early removal from any other class if you want to play minions in the early game either.
Also you ignore the fact that this card can go face and it often does in aggressive arrior decks and there your whole "needs to be a 3/2" to remove minions argument becomes invalid because the card just turns into deal 6 damage to enemy hero which is also imbalanced for 2 mana.
I never once said that war axe "needs to be a 3/2 to remove minions". In fact, a 2/3 like you suggested earlier is arguably better than a 3/2. As far as 6 damage to face over two turns for 2 mana, that's just how weapons are. If war axe is OP because of its face damage potential then so is every other weapon in the game essentially.
To summ this up. Its a design flaw of many and when this gets nerfed Blizz should imo nerf the out of order one drops aswell. Nothing legits a 1/3 statline with an upside on a one drop from a balance view.
You're right that the 1/3 snowball minions are bad design. You're wrong that war axe is.
Contradiction is not argumentation. You say very little and what you do say doesn't mean much. You do a poor job explaining why Fiery War Axe is balanced and a poor job defending against others that hold an opposing opinion. You're free to do so, of course, but if I were you I wouldn't be quite so smug about it.
War-axe doesn't snowball entire games into futility. War-axe doesn't make entire classes unviable on ladder. War-axe is easily teched against. War-axe has been around for years and never been a balance problem.
There you go. War-axe is fine.
Also, the "enrage" suggestion that is cropped up in this thread (2/2 when not enraged) is dishonest to the extreme. No joke.
The only thing that make people whine about war-axe is that it makes certain minions less powerful in the early game. That is an extremely uncompelling argument, as there is nothing inherent in the game that in any way or form makes it believable that the game is designed around some notion that 1 and 2 drops should be immune to efficient removal. In fact, a quick look at a rather stale metagame in standard would let any objective observer realize that a lot of 1-2 drops is too resilient to removal in general, often doing 10-15 damage or stalling the opponent into a never-ending tempo-loss loop.
Its not a good argument to say a card needs to be OP because other cards are.
You're right, it's not a good argument to say a card needs to be OP because other cards are. The thing is, war axe is not OP.
For example if i keep my one drop on hand to play around and than play a 2 drop, war axe still counters my 2 drop even if its a 2/3 so yu cant play around it if your control/midrange or Agro. Thus why this has to be a 2/2.
War axe can be played around by playing more than one minion a turn. If you play two minions then one can't be hit by the war axe next turn allowing you to get onto the board. Obviously you can't completely play around it, but you can't completely play around early removal from any other class if you want to play minions in the early game either.
Also you ignore the fact that this card can go face and it often does in aggressive arrior decks and there your whole "needs to be a 3/2" to remove minions argument becomes invalid because the card just turns into deal 6 damage to enemy hero which is also imbalanced for 2 mana.
I never once said that war axe "needs to be a 3/2 to remove minions". In fact, a 2/3 like you suggested earlier is arguably better than a 3/2. As far as 6 damage to face over two turns for 2 mana, that's just how weapons are. If war axe is OP because of its face damage potential then so is every other weapon in the game essentially.
To summ this up. Its a design flaw of many and when this gets nerfed Blizz should imo nerf the out of order one drops aswell. Nothing legits a 1/3 statline with an upside on a one drop from a balance view.
You're right that the 1/3 snowball minions are bad design. You're wrong that war axe is.
Contradiction is not argumentation. You say very little and what you do say doesn't mean much. You do a poor job explaining why Fiery War Axe is balanced and a poor job defending against others that hold an opposing opinion. You're free to do so, of course, but if I were you I wouldn't be quite so smug about it.
War-axe doesn't snowball entire games into futility. War-axe doesn't make entire classes unviable on ladder. War-axe is easily teched against. War-axe has been around for years and never been a balance problem.
There you go. War-axe is fine.
Also, the "enrage" suggestion that is cropped up in this thread (2/2 when not enraged) is dishonest to the extreme. No joke.
The only thing that make people whine about war-axe is that it makes certain minions less powerful in the early game. That is an extremely uncompelling argument, as there is nothing inherent in the game that in any way or form makes it believable that the game is designed around some notion that 1 and 2 drops should be immune to efficient removal. In fact, a quick look at a rather stale metagame in standard would let any objective observer realize that a lot of 1-2 drops is too resilient to removal in general, often doing 10-15 damage or stalling the opponent into a never-ending tempo-loss loop.
"War-axe has been around for years and never been a balance problem."
This is a fallacy.
War axe is fine as a 2 mana 3/2 in most classes, and even in pre-GVG warrior, because the offset of losing life for each hit VS dealing 3 damage only once is fair ; One of the many reasons rogue is bad is because they litterally can't use their weapons, it puts too much strain on their health, so this downside is real.
However, now enter GvG and subsequent expansions that all make Warrior's armor skyrocket extremely reliably. To put it simply, no warrior deck has 30 health like other classes do, they will all quite reliably amass massive amounts of "health" over the course of the game*, and these 2 hits because of Fiery War Axe will become negligible.
This has made the trade-off extremely unbalanced as warrior just shrugs off the disadvantage of losing at most 6 life, for the advantage of utter early board and hand domination.
* : and you might say "Yeah but these come at a cost", and I would answer that that cost is also negligible, because 1 : It fuels Shield Slam, one of, if not the most efficient removal in the game right now, and while previously going into fatigue wasn't so easy to warrior because of priest and handlock being there to contest that spot, and many hero powers severely reducing the efficiency of armoring up, now that only priests and handlocks aren't a thing ( Okay I heard Anduin is making a comeback, am not playing the game enough to know that for myself ) and other classes don't use Justicar...Nobody can follow a warrior into fatigue anymore, and that armour is a win condition in itself, even if it didn't fuel all those warrior cards.
Slam
Shield Slam
Bash
Heroic Strike
Cruel Taskmaster + Execute or Inner Rage
Ravaging Ghoul + Execute or Inner Rage
Whirlwind
...
Tell you what.
Warriors didn't even use Crush -- the 3 mana Assassinate, beacause 3 mana was too much to pay to remove Ysera or Alexstrasza, compared to the 1 mana Warriors usually spend on removing endgame threats.
"この 先は 暗い 夜道 だけが も 知らない それでも信じて 進むんだ 星が その道 を 少し でも 照らしてくをるのを"
Lol fiery war axe is warriors early game method of dealing 3 damage early game. Just how mage has frostbolt and shaman has lighting bolt. It comes at the cost of sacrificing health in exchange for a multitude use of the card for removal. The card seems balanced.
I guess you have a good understanding about card games, wich makes me wonder why you disagree with fiery war axe, is a pretty good card, it shapes the game in a good manner and make you think when playing with it and against it, for me, that's great game design, and considering several 1 drop minions can be terrible snoball-y (tunnel trogg, mana wyrm, freakin' leper gnome before the nerf) I think fiery war axe is a great card to prevent classes doing exponentially better than others with their 1 drops, just like how light bomb kept big fat minions in check, those cards teach you to not over extend or to not be too confident in the game plan and be ready to be countered.
I don't think axe should be nerfed. However playing 2 minions turn 1, or whatever...come one not a viable strategy. Maybe zoo with coin.
There is nothing left if you can not has the right to bear your arms - werebear 2016-eternity campaign
From : http://www.hearthpwn.com/forums/hearthstone-general/card-discussion/169087-how-to-fix-warrior-with-1-card-change?page=3
@Scipio_77 I didn't say that FWA *wrecks* all decks, but that 2 instances of 3 dmg for 2 mana is the most efficient removal of the game, useful against any deck. I completely agree with the "issue" of such a crazy tempo/curve + burst meta, but, to be honest, I've given up with Blizzard fixing it, since it really seems to be something they're completely fine with. So now I have more humble objectives, more focused on minor changes, like 2-mana execute OR FWA having 1 less dmg on the first turn of the game (wow, so much uproar for this). Of course, outside of Warrior other cards should be looked at (imho there is smth very wrong with a 1 mana 1/3 that grows, as I've already stated before), but that's not the topic here.
@MitsurugiGoldrinn Execute and Frothing Berserker are cards that synergise very heavily with pings / small dmg procs, and the addition of Ravaging Ghoul and Blood To Ichor has given Warrior free (mana-wise and card-wise) pings. So, not because a card was fine or even bad before does it mean that it can't get ridiculously strong at some point.
I mean Blizzard nerfed keeper and ancient of lore because they were played in all druid archetypes. Doesn't fiery war axe suffer from the exact same problem?
And the fire waraxe nerf can happen in another meta, but in the current one without it warrior would just go away completely from the ladder(And i think the keyword enrage won't work on heroes in a decent way so a new keyword might be needed.). Instead i think the focus should be on cards like Execute and Sap their conditions and effects are just to overpowered and tempo-related for their price.
Well, the keyword enrage by itself might be confusing (imho it is not but I can understand that any unneeded lack of clarity should be avoided).
As somebody already suggested in the enrage FWA thread, you can just replace it by "while your hero is damaged". Damaged characters is a mechanic already in place with Battle Rage and Shadow Strike, so it actually makes a lot of sense and fits wonderfully to the warrior theme.
.
I can't believe this thread exists.