Call of the Wild because there's really no good way to nerf it. Even if it costs 10, it's still broken.
There is no other card I know of that can guarantee a) minion attack buff, b) taunt, c) 3 minions, d) minimum 5 instant damage, and e) able to do it TWICE. It's so broken it's not even funny.
How would you even nerf it? Summon 2 companions at random? Without changing the companions themselves, Call of the Wild shouldn't exist. I do love the design, I think it's a really cool idea, but god damn the game really doesn't need this card; not now, and most likely not ever.
FWIW I'll take 4 mana 7/7's all day if it means CotW goes away.
Rollback Post to RevisionRollBack
Nature is the Day. Man is the Sun. Woman is the Moon. The Stone is the Sky. The Art is the Way.
I'm surprised that people don't see what op is trying to say here.
Not that these cards are generally overpowered for their intention. But simply that their existence is unhealthy for the game balance.
A ping from huge toad and flame juggler literally decides games. You either end up way behind or on equal grounds on board.
I don't necessarily agree that they are bad for the game. But I'm appalled that for some classes, they are the best in their slot. I would like to be able to make a deck building decision whether or not I want to gamble for the outcome of the game on t2. But there simply are no alternatives with viable stats.
did you just use the situation of aggro decks VS aggro decks? XD
I feel like either way, they got what was coming to them. and that's a very specific situation that they should be able to deal with.
sure, the 1 damage can matter, but many times the minions can simply be dispatched with a card or hero power that makes them useless.
I Agree with you in the fact that these cards aren't as bad as people are saying they are, but with this post its really clear you dont understand how tempo actually works, or you just didn't think it through. you're FORCING your opponent to hero power to kill them when they otherwise wouldn't have to. so their turn two is spend hero powering instead of playing a 2 drop and getting themselves ahead on the board. In Zoo or aggro mirror matchups this kind of stuff generally does have a large impact. and saying you can mitigate it by hero powering to get rid of the minion is just flat out wrong.
Call of the Wild because there's really no good way to nerf it. Even if it costs 10, it's still broken.
There is no other card I know of that can guarantee a) minion attack buff, b) taunt, c) 3 minions, d) minimum 5 instant damage, and e) able to do it TWICE. It's so broken it's not even funny.
How would you even nerf it? Summon 2 companions at random? Without changing the companions themselves, Call of the Wild shouldn't exist. I do love the design, I think it's a really cool idea, but god damn the game really doesn't need this card; not now, and most likely not ever.
FWIW I'll take 4 mana 7/7's all day if it means CotW goes away.
I think call of skill at 9 mana would be sufficient.
For one it would ensure that you can't also hero power with it.
I suppose I might be a bit biased. In hearthstone I really only play midrange and control, never aggro.
my only experience with aggro is in MTG where you kill them by turn 4.
IDK, I guess I shouldn't try to talk of aggro matchups, but in the context of anything else there's nothing wrong with these cards (aside from juggler, walker and totemic)
and, in case I'm over thinking this, isn't the point of these cards to really hit hard and gain you tempo? I mean, why else would they have been made if not for that express purpose?
Rollback Post to RevisionRollBack
The best way to solve problems is to create more problems until you are dead
Warrior's entire basic & classic kit. The class can do just about everything and handle everything that's thrown at it, and always has remained at the top by design.
If other classes were blessed with half the anti-aggro, cheap removal, synergy, and sustenance that Warrior has been given by the developers, the game would be in a much better state.
IMO they should just make the cards say random minion, and adjust the stats accordingly if it is too powerful. That way it's not RNG when there's only 1 enemy minion with 1 HP.
If there was ever a card that for SURE shouldn't have been printed, it was Mad fucking Scientist. Nothing good ever came from the invention of that card.
Call of the Wild because there's really no good way to nerf it. Even if it costs 10, it's still broken.
There is no other card I know of that can guarantee a) minion attack buff, b) taunt, c) 3 minions, d) minimum 5 instant damage, and e) able to do it TWICE. It's so broken it's not even funny.
How would you even nerf it? Summon 2 companions at random? Without changing the companions themselves, Call of the Wild shouldn't exist. I do love the design, I think it's a really cool idea, but god damn the game really doesn't need this card; not now, and most likely not ever.
FWIW I'll take 4 mana 7/7's all day if it means CotW goes away.
I think call of skill at 9 mana would be sufficient.
For one it would ensure that you can't also hero power with it.
While that would be nice if they couldn't HP with it, I still think even at 10 mana this card is so broken for the a, b, c, d, and e I posted above. Seriously, no other card gives you buff, charge, and taunt on 3 minions, all while being a non-Legendary (i.e. able to play 2 of them) and with basically no interaction possible from the opponent. Even having a big taunt on the field doesn't totally stop it because there are 3 minions to deal with.
The card is busted like no other card has been before. Others have been more cancerous for the meta (warsong, undertaker, challenger, etc), but NONE of them have had an effect so completely busted all tied into 1 card. At least with warsong, undertaker, and challenger you needed other cards in your deck to make them work, but CotW is pure ass-whoop in 1 card. Horrible choice by devs to implement this card. The reason it's more manageable than other broken cards is because it doesn't come out on turn 1 or 2. But the magnitude of the effect is like no other HS card ever as far as I can tell. It simply needs to not exist.
It's very nearly like an 8 mana 12/10 minion with a 5 dmg battlecry. If a card like that existed, the community would go nuts, yet Hunters have it on a spell that pieces it out to 3 minions which more often than not is way better than a solitary minion.
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Nature is the Day. Man is the Sun. Woman is the Moon. The Stone is the Sky. The Art is the Way.
all of these cards are extremely unhealthy for the game, and unfun to play against. as early as turn 2 the entire game can be decided by a Fiery Bat 50/50. These are great examples of cards that have bad RNG, as opposed to cards like Netherspite Historian which is an excellent form of RNG, because it doesn't affect the board state.
Lol, makes a list about cards that should've never been made, and doesn't include 4 mana 7/7. Is this a joke?
RNG is the defining characteristic separating Hearthstone from other popular card games. Hearthstone is at its core the Online card game that exploits not being physical by having a ton of RNG and being Blizzard is balanced more for casuals and F2P players then more serious players. Thats why Zoo will never die. It is cheap. It is easy. Blizzard likes accessibility Zoo is accessibility. Thats why they love RNG, it takes the edge off of skill it allows newer players to occasionally beat experienced players.
Saying you don't like RNG in Hearthstone is like saying you don't like timing jumps in Super Mario Brothers, or you don't like complexity in Dota 2. RNG is a defining characteristic of Hearthstone. Being balanced to allow casual players and F2P to have a good experience is the defining characteristic of Blizzard as a gaming company.
If you really don't like RNG you may want to take a hard look at if this is the game for you.
Call of the Wild because there's really no good way to nerf it. Even if it costs 10, it's still broken.
There is no other card I know of that can guarantee a) minion attack buff, b) taunt, c) 3 minions, d) minimum 5 instant damage, and e) able to do it TWICE. It's so broken it's not even funny.
How would you even nerf it? Summon 2 companions at random? Without changing the companions themselves, Call of the Wild shouldn't exist. I do love the design, I think it's a really cool idea, but god damn the game really doesn't need this card; not now, and most likely not ever.
FWIW I'll take 4 mana 7/7's all day if it means CotW goes away.
Nature is the Day.
Man is the Sun.
Woman is the Moon.
The Stone is the Sky.
The Art is the Way.
I'm surprised that people don't see what op is trying to say here.
Not that these cards are generally overpowered for their intention.
But simply that their existence is unhealthy for the game balance.
A ping from huge toad and flame juggler literally decides games.
You either end up way behind or on equal grounds on board.
I don't necessarily agree that they are bad for the game. But I'm appalled that for some classes, they are the best in their slot.
I would like to be able to make a deck building decision whether or not I want to gamble for the outcome of the game on t2.
But there simply are no alternatives with viable stats.
Why does Vicious Fledgling exist
I suppose I might be a bit biased. In hearthstone I really only play midrange and control, never aggro.
my only experience with aggro is in MTG where you kill them by turn 4.
IDK, I guess I shouldn't try to talk of aggro matchups, but in the context of anything else there's nothing wrong with these cards (aside from juggler, walker and totemic)
and, in case I'm over thinking this, isn't the point of these cards to really hit hard and gain you tempo? I mean, why else would they have been made if not for that express purpose?
The best way to solve problems is to create more problems until you are dead
Warrior's entire basic & classic kit. The class can do just about everything and handle everything that's thrown at it, and always has remained at the top by design.
If other classes were blessed with half the anti-aggro, cheap removal, synergy, and sustenance that Warrior has been given by the developers, the game would be in a much better state.
People who refuses to play aggro out of principle are even worse than people who play exclusively aggro.
One should seek to become a complete player and play all archetypes, including ones that he despises for whatever irrational reasons.
If there was ever a card that for SURE shouldn't have been printed, it was Mad fucking Scientist. Nothing good ever came from the invention of that card.
And which are balanced cards for you?
Lightbomb?
Sludge Belcher?
Are you so salty because RNG screwed you?
Nature is the Day.
Man is the Sun.
Woman is the Moon.
The Stone is the Sky.
The Art is the Way.
Piloted Shredder is likely the reason Standard even exists, as it is one of the true examples of power creep in Hearthstone.
Because 1 random damage should target random enemy minion. Solves a lot of problems.
RNG is the defining characteristic separating Hearthstone from other popular card games. Hearthstone is at its core the Online card game that exploits not being physical by having a ton of RNG and being Blizzard is balanced more for casuals and F2P players then more serious players. Thats why Zoo will never die. It is cheap. It is easy. Blizzard likes accessibility Zoo is accessibility. Thats why they love RNG, it takes the edge off of skill it allows newer players to occasionally beat experienced players.
Saying you don't like RNG in Hearthstone is like saying you don't like timing jumps in Super Mario Brothers, or you don't like complexity in Dota 2. RNG is a defining characteristic of Hearthstone. Being balanced to allow casual players and F2P to have a good experience is the defining characteristic of Blizzard as a gaming company.
If you really don't like RNG you may want to take a hard look at if this is the game for you.
Moved to Card Discussion
Dr. Boom
Piloted Shredder
Unstable Portal
Huge Toad
Ice Rager
Evil Heckler
Mysterious Challenger
Mad Scientist
This thread should start and end with Yogg, the worst card in the history of the game.
Nature is the Day.
Man is the Sun.
Woman is the Moon.
The Stone is the Sky.
The Art is the Way.
Flamewaker, I hate this card whenever I play it doesn't hit minions and go face but whenever my opponents plays it it clears my board.