Am I the only one thinking this card is too strong? It is the strongest 1-drop in the game, and the amount of damage it can deal until turn 5 or so is absurd. Not every game you have the early game answer to kill it, and even if you do, that still means you spend 2 or 3 mana to kill a 1 drop. It really has no punish. It trades up into a 2-drop, and by the time you can attack with a 3 drop, the mage played more spells so the wyrm trades up into that either... the only counter to it is fiery win axe, which is op by itself, if you compare it to other early game weapons. STB was nerfed, and it was juat a 3-2. Mana Wyrm is bigger most of the time.
Since UNG, 50% of my loses to mages is because of this single card. Maybe my deck is just weak to it, and maybe I'm not mulliganing correctly. Maybe it's the glyph that is the actual problem, and that's why I ask you guys. Do you think the card is ok?
No, some cards need to be strong for the game to be interesting.. see that classic + basic common + rare ("a flash from the past" brawl 2 months ago.. was boring AF
honestly, pretty much every 1/3 1-drop (except for the warlock ones) is busted, which is mostly due to a lot of the 2-3 damage 1-2-cost spells having roated out of standard (think Quick Shot and Living Roots).
Take for example Hunter: If the enemy goes first and plays a Wyrm or a NOrtshire Cleric you have no way to contest that until turn 3, same goes for Warlock, which is, in my opinion, why these two classes are doing so poorly right now. They just simply can't handle the explosive early game most other classes have right now.
I generally think 1-drops like Mana wyrms (aka 1/3 that potentially grows if not dealt with immediately) should all be rotated out. they're pretty much the reason the meta is so aggressive. A good opening hand can basically just win you games at this point. I'd rather have mmore 1-drops like Swashburglar or Jeweled Macaw or justplain ones like Flame Imp or Voidcaller
If tempo is already decided by who goes first and has something to play then there will never be an end to face decks.
We're probably not gonna see anything done about it until the next rotation tho. After that I hope Blizzard rethinks their philosophy on 1-drop designs
Should be nerfed or moved to wild. There is no excuse for this card. You are not supposed to spend 3 mana on dealing with 1 mana card period. Just like tunnel trogg its one of 1 drops that should have never existed in the game.
Am I the only one thinking this card is too strong? It is the strongest 1-drop in the game, and the amount of damage it can deal until turn 5 or so is absurd. Not every game you have the early game answer to kill it, and even if you do, that still means you spend 2 or 3 mana to kill a 1 drop. It really has no punish. It trades up into a 2-drop, and by the time you can attack with a 3 drop, the mage played more spells so the wyrm trades up into that either... the only counter to it is fiery win axe, which is op by itself, if you compare it to other early game weapons. STB was nerfed, and it was juat a 3-2. Mana Wyrm is bigger most of the time.
Since UNG, 50% of my loses to mages is because of this single card. Maybe my deck is just weak to it, and maybe I'm not mulliganing correctly. Maybe it's the glyph that is the actual problem, and that's why I ask you guys. Do you think the card is ok?
Rumors are carried by haters, spread by fools, and accepted by idiots.
In a word: No.
Everything is a problem. F*** this life and this game.
Play
Gwent.
No, some cards need to be strong for the game to be interesting.. see that classic + basic common + rare ("a flash from the past" brawl 2 months ago.. was boring AF
honestly, pretty much every 1/3 1-drop (except for the warlock ones) is busted, which is mostly due to a lot of the 2-3 damage 1-2-cost spells having roated out of standard (think Quick Shot and Living Roots).
Take for example Hunter: If the enemy goes first and plays a Wyrm or a NOrtshire Cleric you have no way to contest that until turn 3, same goes for Warlock, which is, in my opinion, why these two classes are doing so poorly right now. They just simply can't handle the explosive early game most other classes have right now.
I generally think 1-drops like Mana wyrms (aka 1/3 that potentially grows if not dealt with immediately) should all be rotated out. they're pretty much the reason the meta is so aggressive. A good opening hand can basically just win you games at this point. I'd rather have mmore 1-drops like Swashburglar or Jeweled Macaw or justplain ones like Flame Imp or Voidcaller
If tempo is already decided by who goes first and has something to play then there will never be an end to face decks.
We're probably not gonna see anything done about it until the next rotation tho. After that I hope Blizzard rethinks their philosophy on 1-drop designs
I tried having fun once. It was awful.
https://redd.it/6p1ueh This is a sad story :(
Play
Gwent.
Should be nerfed or moved to wild. There is no excuse for this card. You are not supposed to spend 3 mana on dealing with 1 mana card period. Just like tunnel trogg its one of 1 drops that should have never existed in the game.
If they nerf it they should give it 2 hp cause 3 is high for something with that effect.
G=Good B=Bad Do you see the pattern? Every second expansion is always trash.
G: Goblins V Gnomes , Old Gods, unguro
B: TGT, gadgetzan, Knights (Unreleased so MAYBE)
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As I typed that i was watching a streamer get destroyed by a mage using mana wrym the timing.
G=Good B=Bad Do you see the pattern? Every second expansion is always trash.
G: Goblins V Gnomes , Old Gods, unguro
B: TGT, gadgetzan, Knights (Unreleased so MAYBE)
I actually think Mana Wyrm needs a buff. It should be:
Charge. Whenever you cast a spell, gain +1 Attack. After you play a Wyrm, summon this minion from your deck.
Seems balanced (just one of the todays posts I found on reddit)
http://imgur.com/a/0CJDN