Only Bonemare and Raza have a reason to be changed. Bonemare, just making the +4/+4 so it can't attack that turn seems more fair (3/3 charge its still huge). Raza so it should only affect your current hero power. I would like an UI nerf, but I know it is because I am sitting on loads of extra copies of it, and I want the free dust! So not objective there.
Only Bonemare and Raza have a reason to be changed. Bonemare, just making the +4/+4 so it can't attack that turn seems more fair (3/3 charge its still huge). Raza so it should only affect your current hero power. I would like an UI nerf, but I know it is because I am sitting on loads of extra copies of it, and I want the free dust! So not objective there.
Making it so the affected minion from Bonemare not being able to attack would be terrible and have high potential to be a tempo loss (you buff a minion that isn't able to value trade with anything & just sits with a big "Kill me with removal" sign on it on your opponent's next turn). Then all you'd be left with is a vanilla 5/5 on board.
What is the benefit of only having a 0 mana healing hero power in the late game? Control priests would almost always have 2+ excess mana at the end of their turns anyway, so outside of the midgame the 0 mana base priest hero power means absolutely nothing. At least in the form of having a 0 mana offensive hero power it actually changes the gameplay.
I agree with the Ultimate Infestation one. I've said before that spells that you can just throw in the face are shit. Mortal Coil is a cool spell, so is Wrath. Living Roots isn't (the damage choice), neither is Quick Shot. Spells like that do not encourage '' fun and minion interactive gameplay''. UI still gets so much value if it can only target minions that it wouldn't hurt the card that much. On an empty board you're kinda stuck with it in your hand, but hey that what you get for being so greedy for value.
This would make sense if the only accepted playstyle was a control-oriented one, where you go through plenty of slow 1:1 value trades. However, some archtypes need that extra reach and/or pressure to win. That is why spells are allowed to target more than just minions.
Making it so the affected minion from Bonemare not being able to attack would be terrible and have high potential to be a tempo loss (you buff a minion that isn't able to value trade with anything & just sits with a big "Kill me with removal" sign on it on your opponent's next turn). Then all you'd be left with is a vanilla 5/5 on board.
What is the benefit of only having a 0 mana healing hero power in the late game? Control priests would almost always have 2+ excess mana at the end of their turns anyway, so outside of the midgame the 0 mana base priest hero power means absolutely nothing. At least in the form of having a 0 mana offensive hero power it actually changes the gameplay.
So you attack first with the minion, before playing Bonemare on it. It just means you do not get the 4/4 charge part. You still get 9/9 stats with taunt on turn 7, which is pretty good. And of course, it will be as much of a must remove target as it is already now. The overall effect is not huge, but slightly reduces the power of it, and the OP was about changing this cards, and I just gave my 5 cents of how I think a fair change would be.
I agree, in control match-ups it would be useless the 0 mana heal. That is why the would need to play Raza after the Anduin, to get that late game damage burst. This just creates a trade-off. Play big 5/5 Raza on 5, and get 2 heal every turn, or wait till after Anduin to get the late game burst. Raza with heal will be great against aggro, where you just need to control the board and not die (and the 5/5 helps), and late game burst is not as important. Against control, you'll have to hold back Raza. But that's fine. As the 5/5 and healing is not as important in those match ups. And then you get the burst at the end for the combo.
I think it is a fair way to nerf it. Makes the decision more complex. It fits the natural order of the match-up. And doesn't break a cool archetype, but slightly reduces its power, which for Wild is important. I think this a way better and softer way of nerfing the cards compared to OP.
Bloodlust: 6 mana (can't cast two in a turn)
Ultimate Infestation: The damage can only target minions (less burn in a late game deck)
Ice Block: Sets your remaining Health to 12
Divine Spirit: Give a minion +5 Health
Bonemare: Buff gives +3/+3
Raza the Chained: The next 15 Hero Powers you use cost (0)
Yes I'm Salty. Yes I hate Burst Damage. Let me be.
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Iceblock and raza will probably rotate out next year so just sit tight! (raza for sure, ice block probably)
Only Bonemare and Raza have a reason to be changed. Bonemare, just making the +4/+4 so it can't attack that turn seems more fair (3/3 charge its still huge). Raza so it should only affect your current hero power. I would like an UI nerf, but I know it is because I am sitting on loads of extra copies of it, and I want the free dust! So not objective there.
I expected only hate for this thread, thanks for the support guys!
I guess waiting for the next rotation should be fine but I'm impatient . . .
Can't wait for the be combos from the new expansion! (Not)
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Thank god you dont work with team 5