IMO, it's still better than King Krush 90% of the time. Hard to say this nerf is too hard when it's still better than the classic legendary as an epic.
OK - is this card still going to be good enough for wild?
It's almost certainly still going to be in standard hunter decks, but I have no idea how to value the 8->9 mana change for wild. Part of the strength of the wild hunter deck is the outrageous scientist->bow/companion->shredder->belcher->highmane->boom->CotW curve which pretty much beats anything if it comes off playing first. Not winning the game on your follow up turn after dropping boom is kind of a big deal for this deck.
buff because on turn 9 probably there is no board clears so they will again cry for nerf . And if it is 10 mana it would be not good but it would avoid boardclears
Seeing how these beasts should cost at least 4 mana each, making it 9 mana will still let this card be viable. However 9 mana makes it so that the hunter can only play another 1 drop on turn ten or pass. Seems good.
This is still a great card at 9 mana - showing how powerful of an effect it really is in a single card. It's still an auto-include as far as I'm concerned.
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Ok nerf, proabaly the least impactful of the lot. It'll still see play in all hunter decks, only maybe some will only run one, but I doubt it. It will still be 2x COTW most of the time, and still a very strong card. The good news for me is that I unpacked a golden COTW 2 days ago, was about to dust it since I already have 2 and I don't care about golden cards, but for some reason I backed off and didn't do it. Great call I say, it'll be some nice dust for me especially with another (normal) COTW opened yesterday. yaaay :D
It did not. You much less want to play any 9-mana spell than 8. Worst case scenario on 8 is likeThe Boogeymonster. On 9 you can get Majordomo Executus for example
Granted, Majordomo Executus would be a terrible 9-drop to get, along with Blade of C'Thun. However, the vast majority of 9 drops are big dragons with 8/8 bodies or with abilities. Personally, I would love to drop Medivh, the Guardian on turn 8, play Call of the Wild turn 9 and have Atiesh summon a King Krush and let the salt flow. You know this will happen at least one time... when it does it will be amazing.
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"Speculation is foolish when the tools of certainty are available." —Cinna, Vedalken Consul
Granted, Majordomo Executus would be a terrible 9-drop to get, along with Blade of C'Thun. However, the vast majority of 9 drops are big dragons with 8/8 bodies or with abilities. Personally, I would love to drop Medivh, the Guardian on turn 8, play Call of the Wild turn 9 and have Atiesh summon a King Krush and let the salt flow. You know this will happen at least one time... when it does it will be amazing.
Poor King Krush. Nobody wants to include him in a deck, but everyone loves it when he shows up unannounced. (Except the person he's Krushing, of course.)
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"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Could be fair. 3x3mana. However need to note that 9mana is far less flexible, and could be dead card when it counts.
It also puts Hunters in less interesting spot, with no card draw, no healing.
How does it change Hunters position in relation to healing/card draw?
I still think the best fix for the card would've been make it an 8/8 Legendary minion for 8 mana that has "Battlecry: Transform into Leokk, Misha, and Huffer".
Hunter has moved into priest tier with this nerf. This doesn't even have to do with the balance of the card itself, but that hunter doesn't have the tools to play a control game.
What pisses me off about this nerf is that Blizzard should have known how good this card was going to be in the first place. It's 14 mana worth of value for just 8 mana. No shit it's going to have a chance of being incredibly op. When you make a card this good, you really should put more effort into balancing it than your other cards.
It is relevant. If i want to play King Krush and such i need to draw around 6 cards from the deck (Azure drake + Arcane Intelect do the job) otheriwise i will run out of gas and it will end with jugling quick shots. Maybe there is a hope in Dragon Beast deck.
Healing: If you want to play control, you want to use that weapon, and your health drops fast.
Now the best Hunter can do is either Lock and Load, or topdecking and pray for CotW. At 8 mana it was super tempo which allows to finish right before you will be done yourself. After change there will be more empty mana tiers.
Maybe there is a place for some Hunter specific Murlock so Curator would be very good. Like regular 2/1 summon charging frog (best) .
I'm not saying in general card draw or heal effects aren't relevant, I'm saying I don't really understand how moving Call of the Wild from 8 to 9 mana makes Hunter an uninteresting class to play.
To be honest, you can in this meta make a control deck out of every single class. If you're implying you need class based healing and/or card draw to be able to play a deck that can play 9 mana spells, I disagree. There are plenty of neutral minions that do both; are they ideal? Not always, but the whole point of a class based game is for classes to have strengths and weaknesses. Rogue doesn't exactly have healing or reliable draw either (you're looking at Fan of Knives and likely Sprint though Sprint is 7 mana or requires a two card combo to really be a reliable draw....and if we're talking about a 9 mana spell that impacts the board profoundly versus a 7 mana do-nothing-to-immediately-impact-the-game I take the former in a control deck) - you use cards like Loot Hoarder and Bloodmage Thalnos and Earthen Ring Farseer to mitigate.
See, that's not exactly true. The only reason Animal Companion costs 3 mana, is because you have no way of controlling the outcome. So, to make up for that, the minions you can possibly get are all at least 3.5 mana worth of stats and effect. CotW gives you all three companions, and there's no rng involved. Notice that pyroblast costs 10 mana, and only deals 10 damage, whereas 2x fireball does 12 damage and only takes 8 mana, still giving you the possibility to deal at least 1 damage with the hero power, or cast an additional frost bolt if you're lucky enough to make it 15 damage. But no, a card that combines effects of few cards has to cost more, and this is the reason why CotW should cost 10 mana. It would still be batshit strong, just not as much as it is right now. Because, let's not kid ourselves - unless a hunter is playing against any other aggresive deck, he can actually have some real shitty draws throughout the game and still basically win it off CotW on turn 8 and 9. This shouldn't take place.
IMO, it's still better than King Krush 90% of the time. Hard to say this nerf is too hard when it's still better than the classic legendary as an epic.
Justified nerf, still does not address the back-to-back CoTW that it's unmanagable for your opponent, but fair nerf.
Card still remains very very strong.
OK - is this card still going to be good enough for wild?
It's almost certainly still going to be in standard hunter decks, but I have no idea how to value the 8->9 mana change for wild. Part of the strength of the wild hunter deck is the outrageous scientist->bow/companion->shredder->belcher->highmane->boom->CotW curve which pretty much beats anything if it comes off playing first. Not winning the game on your follow up turn after dropping boom is kind of a big deal for this deck.
A hunter nerf? Seriously?
I'm starving here blizzard, all the cards you keep giving us are s**t and you nerf our one good one?!
Medivh, the Guardian just got a nice buff.
"Speculation is foolish when the tools of certainty are available." —Cinna, Vedalken Consul
buff because on turn 9 probably there is no board clears so they will again cry for nerf . And if it is 10 mana it would be not good but it would avoid boardclears
sry for bad english
Seeing how these beasts should cost at least 4 mana each, making it 9 mana will still let this card be viable. However 9 mana makes it so that the hunter can only play another 1 drop on turn ten or pass. Seems good.
This is still a great card at 9 mana - showing how powerful of an effect it really is in a single card. It's still an auto-include as far as I'm concerned.
Howdy! [cardimg=gold ]Card Name[ /cardimg] (no space)
Hey, how's it going?
What's poppin,' player?
Ok nerf, proabaly the least impactful of the lot. It'll still see play in all hunter decks, only maybe some will only run one, but I doubt it. It will still be 2x COTW most of the time, and still a very strong card.
The good news for me is that I unpacked a golden COTW 2 days ago, was about to dust it since I already have 2 and I don't care about golden cards, but for some reason I backed off and didn't do it. Great call I say, it'll be some nice dust for me especially with another (normal) COTW opened yesterday. yaaay :D
"Speculation is foolish when the tools of certainty are available." —Cinna, Vedalken Consul
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
I still think the best fix for the card would've been make it an 8/8 Legendary minion for 8 mana that has "Battlecry: Transform into Leokk, Misha, and Huffer".
Balancing busted cards version 1.0.
@scarykoolaid - Healing and draw are pretty good mechanics to use to get the game to the point where you cast 9 mana spells
Hunter has moved into priest tier with this nerf. This doesn't even have to do with the balance of the card itself, but that hunter doesn't have the tools to play a control game.
Still overpowered, but thank you blizzard
What pisses me off about this nerf is that Blizzard should have known how good this card was going to be in the first place. It's 14 mana worth of value for just 8 mana. No shit it's going to have a chance of being incredibly op. When you make a card this good, you really should put more effort into balancing it than your other cards.
Wait til the tempostorm tier lists come out, and tournaments after this nerf. Hunter is not control warrior, it can't play 2 9 drops.
To be honest, you can in this meta make a control deck out of every single class. If you're implying you need class based healing and/or card draw to be able to play a deck that can play 9 mana spells, I disagree. There are plenty of neutral minions that do both; are they ideal? Not always, but the whole point of a class based game is for classes to have strengths and weaknesses. Rogue doesn't exactly have healing or reliable draw either (you're looking at Fan of Knives and likely Sprint though Sprint is 7 mana or requires a two card combo to really be a reliable draw....and if we're talking about a 9 mana spell that impacts the board profoundly versus a 7 mana do-nothing-to-immediately-impact-the-game I take the former in a control deck) - you use cards like Loot Hoarder and Bloodmage Thalnos and Earthen Ring Farseer to mitigate.
Balancing busted cards version 1.0.
See, that's not exactly true. The only reason Animal Companion costs 3 mana, is because you have no way of controlling the outcome. So, to make up for that, the minions you can possibly get are all at least 3.5 mana worth of stats and effect. CotW gives you all three companions, and there's no rng involved. Notice that pyroblast costs 10 mana, and only deals 10 damage, whereas 2x fireball does 12 damage and only takes 8 mana, still giving you the possibility to deal at least 1 damage with the hero power, or cast an additional frost bolt if you're lucky enough to make it 15 damage. But no, a card that combines effects of few cards has to cost more, and this is the reason why CotW should cost 10 mana. It would still be batshit strong, just not as much as it is right now. Because, let's not kid ourselves - unless a hunter is playing against any other aggresive deck, he can actually have some real shitty draws throughout the game and still basically win it off CotW on turn 8 and 9. This shouldn't take place.
Hunter will defiantly still play it. But I don't think Hunter was that good that they needed a nerf. But CotW was OP
Taz'dingo! Ye-e-es!
Rank last season: Legend rank 5477