I think that Frost Lich Jaina and Kingsbane are both ridiculously OP. Both feature Lifesteal equivalent to damage on-demand. Reducing the 3/6 summoned with each hero power to 2/5 would make Jaina a bit less of a guaranteed win. Limiting the enhancements retained on Kingsbane to only one (the most recent) might be good there.
That would kill Kingsbane dead, instantly.
Probably so. Perhaps then, if it loses all enhancements only if it is destroyed outright by the opponent (not destroyed by loss of durability). This would encourage more strategic use of both weapon and enhancement effects. Right now, there's no strategy involved at all as there are NO countermeasures against weapon or enhancements. How many cards can enhance a rogue's weapon? I'm not a rogue guy, but aren't there at least 4 (meaning 8 possibly in the deck)? There are only 3 in total that can destroy it (unless I'm forgetting something - 2 Acidic Ooze and Harrison Jones), and in this case, they would only destroy the current enhancements. Again, if it's demise is because of durability removal, the enhancements remain on it. Alternatively, it could be left as it is, with a neutral legendary that steals the opponent's weapon. That might be more fun. High risk, high reward. Right now, there's no risk, only high reward.
I'm really hesitant to call for nerfs to cards because usually Blizzard nerfs knock things down to unplayable and for me the more card variety the better (though I wouldn't be opposed to buffs to underperforming cards but that will never happen). That being said, I'll still respond to your thoughts and add some of my own in terms of changes that would be nice/interesting to those cards.
Patches-he's annoying and I'm sure we're all sick of his voice lines by now whether you play against him or play a deck with him. I think the repetitive fatigue have people more angry with Patches than they should be. You mentioned the Southsea Deckhand as well, and given pirates' sister tribe recently got a nerf, I wonder if an identical nerf would be a better fit overall? What if Southsea Captain only buffed the attack and not the health like the change to Murloc Warleader? In this case, 3/9 classes can still ping off patches and other squishy 1 hp pirates if they don't have a Kelseth buff and it makes the whole thing less snowbally?
Bonemare-I feel Bonemare was intended to be a more defensive tool to swing the game when down but the playerbase had other plans for it. A lot of people toss around changing the number buff Bonemare gives, I usually here 2/2 or something like that but what if it was +2/+4? That way it becomes a less powerful tool for aggro but in a way buffs the taunt mechanic it also gives? I feel like it would give Bonemare more variety of usage.
Corridor Creeper-I feel this card's power depends on when drawn. In the opening hand of aggro/tempo it can get ugly, but I've seen several matches/tournament moments where it isn't drawn til topdeck mode and it's a dead draw. I feel in this regard that it gives aggro a bit of of "bad curve" syndrome. A lot of thoughts I see around about potential changes is up the base mana cost to be more in line with the giants (at 10 maybe 12?) which makes it come down later in starting hand but would it then be unplayable for the chance to topdeck it and have a useless draw in mid/lategame? It's hard to tell. I admit this is one of the cards I'm least sold on changing that you mentioned because I feel it's placement is still rocky.
Vilespine Slayer-For this card, you have to take into account this has become a core rogue card, not just a tempo rogue card. Any changes to it will also affect miracle rogue and other variants, not just tempo. I've been on the bad end of this card a lot of times, be it a double shadowstep x3 vilespine turn, or making a minion untargetable to spells only to have this thing pop up and say "hello", but I feel that this card has a highroll/lowroll aspect that makes it fair. For every vilespine/shadowstep, I've also had rogues who have it in hand with no activator. Similar to Corridor it is weak to the topdeck mode in tempo rogue. If a rogue is forced to play it without the assassinate, it's a substatted minion for the cost.
Someone also mentioned Scalebane and it also fits into the most hated cards right now so for my suggestion on that is to maybe give it a weaker buff (+2 maybe?) or alter it's body. Right now it's body for statline is already great along with his dragon synergy and on top of that the buff he gives is impactful, so the player doesn't feel like they're losing anything whether they dump him on an empty board or they play him after some good boardbuilding turns.
As for cards that bother me, in general I'm pretty chill on cards unless they're extremely oppressive to variety. I still feel though it's not a strong deck right now that Jade Idol being changed to limited spawning would be less oppressive to the fatigue archetype that has been out of the game mostly since it launched. I feel the new kitty druid repeater tokens is more fair since they don't bulk up in stats along with it's endlessness.
That's just my two cents but I'm definitely curious about others' thoughts on the cards.
Probably so. Perhaps then, if it loses all enhancements only if it is destroyed outright by the opponent (not destroyed by loss of durability). This would encourage more strategic use of both weapon and enhancement effects. Right now, there's no strategy involved at all as there are NO countermeasures against weapon or enhancements. How many cards can enhance a rogue's weapon? I'm not a rogue guy, but aren't there at least 4 (meaning 8 possibly in the deck)? There are only 3 in total that can destroy it (2 Acidic Ooze and Harrison Jones), and in this case, they would only destroy the current enhancements. Again, if it's demise is because of durability removal, the enhancements remain on it. Alternatively, it could be left as it is, with a neutral legendary that steals the opponent's weapon. That might be more fun. High risk, high reward. Right now, there's no risk, only high reward.
Acidic Swamp Ooze, Corrosive Sludge, Gluttonous Ooze and Harrison Jones are the cards that outright destroy weapons. (There are two more that can, but only by reducing durability.) So there are more weapon-destruction cards than that, and it's pretty worthwhile to tech in one or two oozes and has been for a long time.
Let's be real Explosive Runes has no counter play. you either play a big minion to limit face damage and be sad that your big minion is now dead or low health, or you play something small and take a million face damage. There is no good solution against this card especially since mage burst potential is very high.
Let's be real Explosive Runes has no counter play. you either play a big minion to limit face damage and be sad that your big minion is now dead or low health, or you play something small and take a million face damage. There is no good solution against this card especially since mage burst potential is very high.
Let's be real Explosive Runes has no counter play. you either play a big minion to limit face damage and be sad that your big minion is now dead or low health, or you play something small and take a million face damage. There is no good solution against this card especially since mage burst potential is very high.
Keleseth - I think this card by itself is fine but cards that making it bounces back is NOT fine. I would make a mechanic to say that the battlecry only triggers ONCE in the game so even if it was bounced back and played again it doesn't trigger the second time.
Priest DK - This card just needs to be 10 mana. The whole highlander priest archetype is just way too good. If you watch any stream or are playing ladder from r5 to legend. This deck is still the best deck overall even after the expansion. It's so well rounded then board clears, draws and close to OTK combo. You cannot tech against it(The Darkness is good enough). In tournies, Priest is the class that gets banned 90% of the time mainly because of highlander priest. I don't know what more is needed to show how OP this deck is. So please Blizz...at least make this 10 mana card
Let's be real Explosive Runes has no counter play. you either play a big minion to limit face damage and be sad that your big minion is now dead or low health, or you play something small and take a million face damage. There is no good solution against this card especially since mage burst potential is very high.
Divine shield. EZ gaem.
Does not work. This is allegedly not a bug, but its super dumb. Fixing this interaction would be the easiest way to slightly "nerf" this card. It makes perfect that divine shield should absorb all damage
Probably so. Perhaps then, if it loses all enhancements only if it is destroyed outright by the opponent (not destroyed by loss of durability). This would encourage more strategic use of both weapon and enhancement effects. Right now, there's no strategy involved at all as there are NO countermeasures against weapon or enhancements. How many cards can enhance a rogue's weapon? I'm not a rogue guy, but aren't there at least 4 (meaning 8 possibly in the deck)? There are only 3 in total that can destroy it (2 Acidic Ooze and Harrison Jones), and in this case, they would only destroy the current enhancements. Again, if it's demise is because of durability removal, the enhancements remain on it. Alternatively, it could be left as it is, with a neutral legendary that steals the opponent's weapon. That might be more fun. High risk, high reward. Right now, there's no risk, only high reward.
Acidic Swamp Ooze, Corrosive Sludge, Gluttonous Ooze and Harrison Jones are the cards that outright destroy weapons. (There are two more that can, but only by reducing durability.) So there are more weapon-destruction cards than that, and it's pretty worthwhile to tech in one or two oozes and has been for a long time.
Thanks. I knew I was likely missing some. I haven't seen much point in using an Ooze against this rogue weapon. It could buy some time I suppose. I still think that a legendary that steals the weapon would be good.
I disagree with every card on that list. Although creeper can be a bit silly if played on turn 2, which can happen in aggro mirrors, it can be countered with creative deckbuilding. Bonemare is integral to making the ftp experience tick and punishes greedy SMorc players. Vilespine is very powerful but requires good deckbuilding and can be played around very easily. Patches is very powerful yes, but also allows many classes, such as priest, to have an aggro option with the potent pirate package. Cards I consider "problematic" are unfun or game-breaking mechanics. Jade Idol prevents fatigue but with Skulking Geist can be prevented. Deathknights, often result in insta wins, but are important in making many control decks viable. The only one I personally dislike is Gul'Dan for its insane battlecry and hero power combo, making it playable in even hyper aggressive lists. Ultimate Infestation also falls into this category as it had the highest win percentage when played outside of cards you only play on the turn you win. Archmage Antonidas and Bloodlust for example. Even U.I. isnt really the problem, its the powerful ramp spells that surround it. T.L.D.R just because a card is good it doesn't mean its problematic. When the best cards are gone other cards will take their place and the community will complain once again. The real problem is when entire decks are oppressive and boring to play against.
Corridor Creeper is stupid. It's the new Piloted Shredder. Early game it comes down turn 3 or 4 often for 1 or 2 mana, late-game it's definitely NOT a dead draw, it's still a 7-mana 5/5 at worst (often just a 5 mana 5/5 because you can make a trade).
Pretty sure it WILL be nerfed at some point.
Also, Spiteful Summoner is dumb. I like what they tried to do, but having it be neutral was just a bad decision.
All the new resurrection cards are problematic, for they are efficient and they break balance between threats and removals.
IMO the resurrect effect is fine, and it's the "1/1 copy" mechanic that needs to be revisited. A silenced "1/1 copy" should remain a 1/1. A resurrected 1/1 copy should remain a 1/1.
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Let's be real Explosive Runes has no counter play. you either play a big minion to limit face damage and be sad that your big minion is now dead or low health, or you play something small and take a million face damage. There is no good solution against this card especially since mage burst potential is very high.
Play a Possessed Lackey into any of their secrets and make them suffer *coff* concede.
Corridor Creeper is stupid. It's the new Piloted Shredder. Early game it comes down turn 3 or 4 often for 1 or 2 mana, late-game it's definitely NOT a dead draw, it's still a 7-mana 5/5 at worst (often just a 5 mana 5/5 because you can make a trade).
Pretty sure it WILL be nerfed at some point.
Also, Spiteful Summoner is dumb. I like what they tried to do, but having it be neutral was just a bad decision.
Let's be real Explosive Runes has no counter play. you either play a big minion to limit face damage and be sad that your big minion is now dead or low health, or you play something small and take a million face damage. There is no good solution against this card especially since mage burst potential is very high.
Aside from the direct secret counters the best thing about this card is that the solution varies based on the game situation. If you are playing aggro, throw down the cheapes, weakest thing possible. The face damage probably isn’t very important. If you are playing a slower Rogue, put down the biggest thing possible to limit face damage.
Let's be real Explosive Runes has no counter play. you either play a big minion to limit face damage and be sad that your big minion is now dead or low health, or you play something small and take a million face damage. There is no good solution against this card especially since mage burst potential is very high.
Except it has a shit ton of counterplay.
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I'm really hesitant to call for nerfs to cards because usually Blizzard nerfs knock things down to unplayable and for me the more card variety the better (though I wouldn't be opposed to buffs to underperforming cards but that will never happen). That being said, I'll still respond to your thoughts and add some of my own in terms of changes that would be nice/interesting to those cards.
Patches-he's annoying and I'm sure we're all sick of his voice lines by now whether you play against him or play a deck with him. I think the repetitive fatigue have people more angry with Patches than they should be. You mentioned the Southsea Deckhand as well, and given pirates' sister tribe recently got a nerf, I wonder if an identical nerf would be a better fit overall? What if Southsea Captain only buffed the attack and not the health like the change to Murloc Warleader? In this case, 3/9 classes can still ping off patches and other squishy 1 hp pirates if they don't have a Kelseth buff and it makes the whole thing less snowbally?
Bonemare-I feel Bonemare was intended to be a more defensive tool to swing the game when down but the playerbase had other plans for it. A lot of people toss around changing the number buff Bonemare gives, I usually here 2/2 or something like that but what if it was +2/+4? That way it becomes a less powerful tool for aggro but in a way buffs the taunt mechanic it also gives? I feel like it would give Bonemare more variety of usage.
Corridor Creeper-I feel this card's power depends on when drawn. In the opening hand of aggro/tempo it can get ugly, but I've seen several matches/tournament moments where it isn't drawn til topdeck mode and it's a dead draw. I feel in this regard that it gives aggro a bit of of "bad curve" syndrome. A lot of thoughts I see around about potential changes is up the base mana cost to be more in line with the giants (at 10 maybe 12?) which makes it come down later in starting hand but would it then be unplayable for the chance to topdeck it and have a useless draw in mid/lategame? It's hard to tell. I admit this is one of the cards I'm least sold on changing that you mentioned because I feel it's placement is still rocky.
Vilespine Slayer-For this card, you have to take into account this has become a core rogue card, not just a tempo rogue card. Any changes to it will also affect miracle rogue and other variants, not just tempo. I've been on the bad end of this card a lot of times, be it a double shadowstep x3 vilespine turn, or making a minion untargetable to spells only to have this thing pop up and say "hello", but I feel that this card has a highroll/lowroll aspect that makes it fair. For every vilespine/shadowstep, I've also had rogues who have it in hand with no activator. Similar to Corridor it is weak to the topdeck mode in tempo rogue. If a rogue is forced to play it without the assassinate, it's a substatted minion for the cost.
Someone also mentioned Scalebane and it also fits into the most hated cards right now so for my suggestion on that is to maybe give it a weaker buff (+2 maybe?) or alter it's body. Right now it's body for statline is already great along with his dragon synergy and on top of that the buff he gives is impactful, so the player doesn't feel like they're losing anything whether they dump him on an empty board or they play him after some good boardbuilding turns.
As for cards that bother me, in general I'm pretty chill on cards unless they're extremely oppressive to variety. I still feel though it's not a strong deck right now that Jade Idol being changed to limited spawning would be less oppressive to the fatigue archetype that has been out of the game mostly since it launched. I feel the new kitty druid repeater tokens is more fair since they don't bulk up in stats along with it's endlessness.
That's just my two cents but I'm definitely curious about others' thoughts on the cards.
Let's be real Explosive Runes has no counter play. you either play a big minion to limit face damage and be sad that your big minion is now dead or low health, or you play something small and take a million face damage. There is no good solution against this card especially since mage burst potential is very high.
Cannot delete.
Only agreed with Corridor Creeper.
Keleseth - I think this card by itself is fine but cards that making it bounces back is NOT fine. I would make a mechanic to say that the battlecry only triggers ONCE in the game so even if it was bounced back and played again it doesn't trigger the second time.
Priest DK - This card just needs to be 10 mana. The whole highlander priest archetype is just way too good. If you watch any stream or are playing ladder from r5 to legend. This deck is still the best deck overall even after the expansion. It's so well rounded then board clears, draws and close to OTK combo. You cannot tech against it(The Darkness is good enough). In tournies, Priest is the class that gets banned 90% of the time mainly because of highlander priest. I don't know what more is needed to show how OP this deck is. So please Blizz...at least make this 10 mana card
I disagree with every card on that list. Although creeper can be a bit silly if played on turn 2, which can happen in aggro mirrors, it can be countered with creative deckbuilding. Bonemare is integral to making the ftp experience tick and punishes greedy SMorc players. Vilespine is very powerful but requires good deckbuilding and can be played around very easily. Patches is very powerful yes, but also allows many classes, such as priest, to have an aggro option with the potent pirate package. Cards I consider "problematic" are unfun or game-breaking mechanics. Jade Idol prevents fatigue but with Skulking Geist can be prevented. Deathknights, often result in insta wins, but are important in making many control decks viable. The only one I personally dislike is Gul'Dan for its insane battlecry and hero power combo, making it playable in even hyper aggressive lists. Ultimate Infestation also falls into this category as it had the highest win percentage when played outside of cards you only play on the turn you win. Archmage Antonidas and Bloodlust for example. Even U.I. isnt really the problem, its the powerful ramp spells that surround it. T.L.D.R just because a card is good it doesn't mean its problematic. When the best cards are gone other cards will take their place and the community will complain once again. The real problem is when entire decks are oppressive and boring to play against.
Corridor Creeper is stupid. It's the new Piloted Shredder. Early game it comes down turn 3 or 4 often for 1 or 2 mana, late-game it's definitely NOT a dead draw, it's still a 7-mana 5/5 at worst (often just a 5 mana 5/5 because you can make a trade).
Pretty sure it WILL be nerfed at some point.
Also, Spiteful Summoner is dumb. I like what they tried to do, but having it be neutral was just a bad decision.
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I think Carnivorous Cube is going to become a problem card down the line.