First weapon with enrage. Can't demolish the 3 health class cards from turn 1.
I'd actually suggest the opposite:
Text: Battlecry: Gain +1 Attack until end of turn.
The problem I see with FWA is that people play it even when there are no minions on the board and just let it sit there, threatening to kill most 2drops and 3drops for free. That is shoving out plays from being made when it doesn't deserve to as a 2-drop weapon, and inadvertently keeping a lot of 3-drops from seeing play in this meta.
Maybe I wasn't clear, what I'm saying is that every class should have efficient removal just like Warrior has (although 1mana hard removal is a bit too much and THAT should actually be nerfed down to 2mana instead of nerfing Win Axe). The current state of Warrior is one of the very few things that stops this game from becoming 100% Zoo vs Zoo all over ladder. The major issue with HS right now is that it's almost always better to vomit high value minions on curve instead of playing decks with a balance of removal/defensive cards. Most classes right now just don't have good defensive options so it makes control not even worth playing, the exception being Warrior. This game has never been more minion on curve based, which is awful. 90% or more of standard is midrange curving, similar to arena. There are some control builds from classes that aren't Warrior but honestly they don't perform well in Standard ladder, and the player would be better off just stuffing their deck with low curve minions to vomit and play in a very straight forward, non-creative manner.
That's how I see the state of things and that's why I think nerfing removal is the wrong direction.
Hearthstone is not about making every minion worthless.
if you give every class Warrior tier removal, the only option is hyper sticky nonsense again, or else every game would drag on 20 turns. That is not the direction of a healthy game.
I don't really agree, but I'd like to see a 2 mana 2/3 Fiery War Axe. I like that statwise, it'd shit completely on Assassin's Blade in terms of value though. But warriors just simply have the best weapons in the game.
There is already one, in shaman and nobody uses it...
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There is nothing left if you can not has the right to bear your arms - werebear 2016-eternity campaign
So... this is common in all card games, the "dies to bolt" catch phrase from magic for example, lightning bolt is a 1 mana instant (this means that it can be played on your enemy's turn) that deals 3 damage (so, half a fiery war axe but with the benefit of not having to lose life using it against a minion), so everything that has 3 life (toughness) must deal some relevant impact on the game in one way or another to let it be kill-able by one of the most common removals in the game or else you are wasting card slots.
Learn to accept things like this, card games survives because there are reliable removal (wich hearthstone still lacks some of) if you "nerf" (because this is a concept only in digital ccgs) the strong removal the game becomes nothing but "SMASH FACE" with all your creatures faster than your opponent because there is no reliable way of play a slower game with removing enemy treats, and since we ALREADY live that I say, we need MORE cards like fiery war axe and less cards like that stupid "destroy minions with 2 attack or less" useless removal.
It's played in every warrior deck, therefore like force+savage combo, it should be nerfed hard. Add some variety.
There is a larger variaty in warrior decks than there are for any other class right now. There was only one druid deck. Variety is not the issue. And the fact that it deals with astonishingly OP 1 and 2 drops isn't the issue either.
There is this problem with hearthstone, the game in general is designed to be a casual game, so funny yet unreliable cards are made because the point is to have fun over being "the very best there is" but at the same time a segment of the player base want good competitive cards/decks because they feel hearthstone should be a competitive CCG (wich I disagree, HS don't have the capabilities to be a competitive game, at least not a reliable one like magic or HEX)
Fiery War Axe is the hearthstone's version of reliable removal, a perfect tuned card that helps shape the meta game in the right direction giving players a guideline of what to expect from the game (like lightning bolt or whatever the name is for the shaman 1mana-3damage-1overload) the objective of cards like that is to easily put a line between early and late game, you know where to stop thinking in small, cheap minions (3 mana) and start thinking in midrange-control set-ups (4 and above life), just like with magic (wich let me remind you one of the game designers is an ex-magic the gathering employee that worked in R&D).
So, mi point is, I think nobody except for new players should fight over fiery war axe, because is a game molding card and only unexperienced players with the game has the right to complaint about it since they are learning the rock-paper-scissors mechanic of card games.
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There is nothing left if you can not has the right to bear your arms - werebear 2016-eternity campaign
...the game in general is designed to be a casual game, so funny yet unreliable cards are made because the point is to have fun over being "the very best there is" but at the same time a segment of the player base want good competitive cards/decks because they feel hearthstone should be a competitive CCG (wich I disagree, HS don't have the capabilities to be a competitive game, at least not a reliable one like magic or HEX)
Fiery War Axe is the hearthstone's version of reliable removal, a perfect tuned card that helps shape the meta game in the right direction giving players a guideline of what to expect from the game (like lightning bolt or whatever the name is for the shaman 1mana-3damage-1overload) the objective of cards like that is to easily put a line between early and late game, you know where to stop thinking in small, cheap minions (3 mana) and start thinking in midrange-control set-ups (4 and above life), just like with magic (wich let me remind you one of the game designers is an ex-magic the gathering employee that worked in R&D).
So, mi point is, I think nobody except for new players should fight over fiery war axe, because is a game molding card and only unexperienced players with the game has the right to complaint about it since they are learning the rock-paper-scissors mechanic of card games.
I agree with everything you said. Bravo! Some people don't realize this is supposed to be a fun, casual game. They are taking it way too seriously.
There is simple, classic set tech against this card. It is powerful, but no more so than the iconic cards of other classes - Fireball, Truesilver, etc.
If you play Northshire on T1 versus Warrior, your deserve to lose. If you play Mana Wyrm or Trogg, you are not entitled to have your ridiculous tempo minion stick. If you're running zoo, mulligan for sticky 1-drops like Argent or Villager.
Ill agree that more removal is basically a good thing. however you cant possibly defend this ludicrious card as "perfect tuned".
This is 6 damage flat for 2 Mana with a drawback of losing health, nobody cares about in warrior. Also you basicaly compare this to lightning bolt in MTG which was a completely imbalanced common card? Thats basically just agreeing this card is OP.
Also the problem with this card is not, that it removes a minion, its that it removes almost always 2 minions, since no 1-2 drop survives 3 damage (few exceptions aside).
And plz just keep your retarded "only new players would complain about fiery war axe" thats just sad, a lot of verry good worldplayers in hearthstone rate fiery war axe as OP too it was on many lists before nerf list was released.
The point of weapons is to exchange health for removal and card advantage. Warrior has a hero power that does nothing. What it does is offset the health cost of using weapons to stay in the game vs. zoo and other board dominating decks. If you nerf war axe you have to remove Flame Imp, Mana Wyrmand Tunnel Trogg from the game entirely.
Ill agree that more removal is basically a good thing. however you cant possibly defend this ludicrious card as "perfect tuned".
This is 6 damage flat for 2 Mana with a drawback of losing health, nobody cares about in warrior. Also you basicaly compare this to lightning bolt in MTG which was a completely imbalanced common card? Thats basically just agreeing this card is OP.
Also the problem with this card is not, that it removes a minion, its that it removes almost always 2 minions, since no 1-2 drop survives 3 damage (few exceptions aside).
And plz just keep your retarded "only new players would complain about fiery war axe" thats just sad, a lot of verry good worldplayers in hearthstone rate fiery war axe as OP too it was on many lists before nerf list was released.
imbalaced to what standard? nowadays card design? with all "good" (because that doesnt exist enymore in magic) removal being sorcery speed? lightning bolt was designed to be the red iconic card when it was first inplemented, R&D wanted to give red a strong card that wasn't a creature because that was green and white business, lightning bolt is one of the most fair cards, if anything I would change it for lightning strike (2 mana 3 damage instant speed) just for the sake of rebalancing it for nowadays magic style of play.
Ill agree that more removal is basically a good thing. however you cant possibly defend this ludicrious card as "perfect tuned".
This is 6 damage flat for 2 Mana with a drawback of losing health, nobody cares about in warrior. Also you basicaly compare this to lightning bolt in MTG which was a completely imbalanced common card? Thats basically just agreeing this card is OP.
Also the problem with this card is not, that it removes a minion, its that it removes almost always 2 minions, since no 1-2 drop survives 3 damage (few exceptions aside).
And plz just keep your retarded "only new players would complain about fiery war axe" thats just sad, a lot of verry good worldplayers in hearthstone rate fiery war axe as OP too it was on many lists before nerf list was released.
The card was designed to be warrior's version of removal for small minions, so I'm going to say this is a good thing to be able to remove 2 small minions.
Ill agree that more removal is basically a good thing. however you cant possibly defend this ludicrious card as "perfect tuned".
This is 6 damage flat for 2 Mana with a drawback of losing health, nobody cares about in warrior. Also you basicaly compare this to lightning bolt in MTG which was a completely imbalanced common card? Thats basically just agreeing this card is OP.
Also the problem with this card is not, that it removes a minion, its that it removes almost always 2 minions, since no 1-2 drop survives 3 damage (few exceptions aside).
And plz just keep your retarded "only new players would complain about fiery war axe" thats just sad, a lot of verry good worldplayers in hearthstone rate fiery war axe as OP too it was on many lists before nerf list was released.
"OP" is a term only videogame players use when they want to whine over stuff in their games so I'm going to dismiss your opinion on that, as for pro hearthstone players (again, this is a casual game, you can call yourself "pro" at ultimate frisbee all you want, it's not going to be at the same level as proffesional baseball or football) if they don't agree on wich cards are clearly stronger over the generic bulk I wouldn't dare to call them pro players, they should know wich cards has a clear advantage over the rest.
I don't know how many card games you've played in your life but considering you know what lightning bolt is 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.
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There is nothing left if you can not has the right to bear your arms - werebear 2016-eternity campaign
First weapon with enrage. Can't demolish the 3 health class cards from turn 1.
I'd actually suggest the opposite:
Text: Battlecry: Gain +1 Attack until end of turn.
The problem I see with FWA is that people play it even when there are no minions on the board and just let it sit there, threatening to kill most 2drops and 3drops for free. That is shoving out plays from being made when it doesn't deserve to as a 2-drop weapon, and inadvertently keeping a lot of 3-drops from seeing play in this meta.
It's not really our fault you refuse to play acidic ooze.
First weapon with enrage. Can't demolish the 3 health class cards from turn 1.
I'd actually suggest the opposite:
Text: Battlecry: Gain +1 Attack until end of turn.
The problem I see with FWA is that people play it even when there are no minions on the board and just let it sit there, threatening to kill most 2drops and 3drops for free. That is shoving out plays from being made when it doesn't deserve to as a 2-drop weapon, and inadvertently keeping a lot of 3-drops from seeing play in this meta.
It's not really our fault you refuse to play acidic ooze.
Heck, I refuse to run Ooze. It's an absolute WASTE of a slot in 8 out of 9 matches. When I first started playing Hearthstone a few months ago, Ooze wasn't great but I still ran a one-of just in case. Now that I'm four months in and, 'seasoned,' if you will, there are just too many other, BETTER 2 mana cards for me to run and I'd rather just deal with that idiotic Win Axe sans Ooze because maybe I can save my 2 mana card for something else. Ya know, after I (hopefully) bait out the damn Axe.
I don't think it should be nerfed, but there sure are a dearth of options on how to combat weapons in this game. Harrison or bust, I suppose. Oh wait, maybe this is Bloodsail Corsair's time to shine?
First weapon with enrage. Can't demolish the 3 health class cards from turn 1.
I'd actually suggest the opposite:
Text: Battlecry: Gain +1 Attack until end of turn.
The problem I see with FWA is that people play it even when there are no minions on the board and just let it sit there, threatening to kill most 2drops and 3drops for free. That is shoving out plays from being made when it doesn't deserve to as a 2-drop weapon, and inadvertently keeping a lot of 3-drops from seeing play in this meta.
It's not really our fault you refuse to play acidic ooze.
Heck, I refuse to run Ooze. It's an absolute WASTE of a slot in 8 out of 9 matches. When I first started playing Hearthstone a few months ago, Ooze wasn't great but I still ran a one-of just in case. Now that I'm four months in and, 'seasoned,' if you will, there are just too many other, BETTER 2 mana cards for me to run and I'd rather just deal with that idiotic Win Axe sans Ooze because maybe I can save my 2 mana card for something else. Ya know, after I (hopefully) bait out the damn Axe.
I don't think it should be nerfed, but there sure are a dearth of options on how to combat weapons in this game. Harrison or bust, I suppose. Oh wait, maybe this is Bloodsail Corsair's time to shine?
I have been playing this game since naxxramas and I put in an ooze whenever necessary. If you don't lose to weapons often enough to justify running one that's fine. I personally don't tech in oozes to combat waraxe either, but if I run into too many doomhammers, you can be damn sure I put oozes in my deck. (also shows what is truly the OP weapon in this game.)
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])
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Casual HS player - Achieved Legend in November 2015 and August 2016
First weapon with enrage. Can't demolish the 3 health class cards from turn 1.
I'd actually suggest the opposite:
Text: Battlecry: Gain +1 Attack until end of turn.
The problem I see with FWA is that people play it even when there are no minions on the board and just let it sit there, threatening to kill most 2drops and 3drops for free. That is shoving out plays from being made when it doesn't deserve to as a 2-drop weapon, and inadvertently keeping a lot of 3-drops from seeing play in this meta.
It's not really our fault you refuse to play acidic ooze.
Heck, I refuse to run Ooze. It's an absolute WASTE of a slot in 8 out of 9 matches. When I first started playing Hearthstone a few months ago, Ooze wasn't great but I still ran a one-of just in case. Now that I'm four months in and, 'seasoned,' if you will, there are just too many other, BETTER 2 mana cards for me to run and I'd rather just deal with that idiotic Win Axe sans Ooze because maybe I can save my 2 mana card for something else. Ya know, after I (hopefully) bait out the damn Axe.
I don't think it should be nerfed, but there sure are a dearth of options on how to combat weapons in this game. Harrison or bust, I suppose. Oh wait, maybe this is Bloodsail Corsair's time to shine?
I have been playing this game since naxxramas and I put in an ooze whenever necessary. If you don't lose to weapons often enough to justify running one that's fine. I personally don't tech in oozes to combat waraxe either, but if I run into too many doomhammers, you can be damn sure I put oozes in my deck. (also shows what is truly the OP weapon in this game.)
Hey, that's cool. I suppose running into a giant wall of Midrange Shaman between certain ranks proves Ooze out as an okay card in that situation. I don't play enough or rank up enough probably to face that.
My proposal would hurts any warrior player, bur I'm pretty sure that blizzard should nerf fiery war axe.
This weapon literally stops any counter play from the very start.
Mana wyrm, darnassus aspirant, northshire cleric, tunnel trogg and so on just useless cards so.
More, warrior still have control of the board due to durability. Ridiculous shit, i say.
Look on the ladder now. There is new stupid zoo archetype, called tempo warrior. That's just because of that overpowered weapon. Warrior get to easy control of the board.
P.S: And what about shaman's thing from bellow? Why this card deserves to lower cost while it's in the deck. But druid's card knight of the wild have to be in your hand? Ridiculous shit, i say.
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. Is it one of the most solid non-broken cards in the game? Probably. I don't see it being broken though.
is it really that bad? I mean yeah, it's in every warrior deck just about, but warriors have an awesome set of cards anyway! It's not one card that needs nerfed, all the other other basic sets need a bit of a buff! Nerfing won't solve anything in the long run as warrior will still always be best.
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.
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There is nothing left if you can not has the right to bear your arms - werebear 2016-eternity campaign
So... this is common in all card games, the "dies to bolt" catch phrase from magic for example, lightning bolt is a 1 mana instant (this means that it can be played on your enemy's turn) that deals 3 damage (so, half a fiery war axe but with the benefit of not having to lose life using it against a minion), so everything that has 3 life (toughness) must deal some relevant impact on the game in one way or another to let it be kill-able by one of the most common removals in the game or else you are wasting card slots.
Learn to accept things like this, card games survives because there are reliable removal (wich hearthstone still lacks some of) if you "nerf" (because this is a concept only in digital ccgs) the strong removal the game becomes nothing but "SMASH FACE" with all your creatures faster than your opponent because there is no reliable way of play a slower game with removing enemy treats, and since we ALREADY live that I say, we need MORE cards like fiery war axe and less cards like that stupid "destroy minions with 2 attack or less" useless removal.
There is nothing left if you can not has the right to bear your arms - werebear 2016-eternity campaign
There is this problem with hearthstone, the game in general is designed to be a casual game, so funny yet unreliable cards are made because the point is to have fun over being "the very best there is" but at the same time a segment of the player base want good competitive cards/decks because they feel hearthstone should be a competitive CCG (wich I disagree, HS don't have the capabilities to be a competitive game, at least not a reliable one like magic or HEX)
Fiery War Axe is the hearthstone's version of reliable removal, a perfect tuned card that helps shape the meta game in the right direction giving players a guideline of what to expect from the game (like lightning bolt or whatever the name is for the shaman 1mana-3damage-1overload) the objective of cards like that is to easily put a line between early and late game, you know where to stop thinking in small, cheap minions (3 mana) and start thinking in midrange-control set-ups (4 and above life), just like with magic (wich let me remind you one of the game designers is an ex-magic the gathering employee that worked in R&D).
So, mi point is, I think nobody except for new players should fight over fiery war axe, because is a game molding card and only unexperienced players with the game has the right to complaint about it since they are learning the rock-paper-scissors mechanic of card games.
There is nothing left if you can not has the right to bear your arms - werebear 2016-eternity campaign
There is simple, classic set tech against this card. It is powerful, but no more so than the iconic cards of other classes - Fireball, Truesilver, etc.
If you play Northshire on T1 versus Warrior, your deserve to lose. If you play Mana Wyrm or Trogg, you are not entitled to have your ridiculous tempo minion stick. If you're running zoo, mulligan for sticky 1-drops like Argent or Villager.
FWA is fine.
Ill agree that more removal is basically a good thing. however you cant possibly defend this ludicrious card as "perfect tuned".
This is 6 damage flat for 2 Mana with a drawback of losing health, nobody cares about in warrior. Also you basicaly compare this to lightning bolt in MTG which was a completely imbalanced common card? Thats basically just agreeing this card is OP.
Also the problem with this card is not, that it removes a minion, its that it removes almost always 2 minions, since no 1-2 drop survives 3 damage (few exceptions aside).
And plz just keep your retarded "only new players would complain about fiery war axe" thats just sad, a lot of verry good worldplayers in hearthstone rate fiery war axe as OP too it was on many lists before nerf list was released.
The point of weapons is to exchange health for removal and card advantage. Warrior has a hero power that does nothing. What it does is offset the health cost of using weapons to stay in the game vs. zoo and other board dominating decks. If you nerf war axe you have to remove Flame Imp, Mana Wyrmand Tunnel Trogg from the game entirely.
There is nothing left if you can not has the right to bear your arms - werebear 2016-eternity campaign
I have been playing this game
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])
Casual HS player - Achieved Legend in November 2015 and August 2016
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. Is it one of the most solid non-broken cards in the game? Probably. I don't see it being broken though.
apparently my last post broke.
is it really that bad? I mean yeah, it's in every warrior deck just about, but warriors have an awesome set of cards anyway! It's not one card that needs nerfed, all the other other basic sets need a bit of a buff! Nerfing won't solve anything in the long run as warrior will still always be best.
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.