Your "fix" completely kills the card, why would my opponent ever kill my cube? There is the argument of well if you don't do then it's just 4 damage to the face every turn... Well yeah but do you want that or 2 voidlords/doomguards on board? The answer seems pretty obvious, just cause of the amount of stats in play on both scenarios.
Also the cube itself is not a problem, if you think the cubes are the problem on cubelock then you must be really bad or you just started to play a week ago... Or why is it that cubes only see play in warlock? If they're so busted then at least a couple more classes should play them on decent decks right? A lot of people also say that voidlord and/or doomguards are the problem but that's also a lie if you have to spend your whole turn doing nothing but summoning a void daddy and doig it on turn 9+ then the card is absolutely balanced and if you have to lose 2 cards every time doomguard comes down then it's also pretty balanced, the problem comes when you have a weapon that can cheat out this demons while allowing you to have full mana usage next turn (same goes to lackey) and when on top of that you have a 1 mana kill your cube and heal for 8 then the whole deck just becomes a kick directly on the dick and if the cube + the kill it heal you happens to come down on a perfect curve after your 5 mana cheat tools then it all becomes a huuuuge uck you to the face.
Just leave cube and doomguard/voidlord alone, those cards are fine the real problem is and will always be lackey/skull and dark pact.
In my opinion, I don't really see Carnivorous Cube as the problem. Dark Pact activating it on turn 6 while healing up nearly a third of your max hp is the problem.
Cube is not causing any problems. It is Dark Pact healing for 8 (would be better if it healed for 6 perhaps) because it pretty much null and voids the downside of sacrificing health to use your hero power. The DK hero power is also something that pushes other control decks out of the game since the warlock has unlimited value when being able to potentially remove a minion every single turn. If the damage was reduced from 3 to 2 then it would be less of an issue and more on par with the Anduin hero power, not completely superior to it.
Also, making the cube only summon two if it is the opponents turn would instantly make the card unplayable. Why on earth would you destroy your own minion, just for the chance to summon it again when you can just run faceless and have two of those minions on your turn right away? The nerf makes no sense outside of a few greedy deathrattle plays.
The problem is not Cube. The problem is Warlock having various ways to cheat out demons. Various.
The weapon just vomits demons. Lacky costs too little and is too easy to kill. Even more after Witchwood.
Cube doesn't need a nerf. It's the Warlock cards. They are insanely powerful right now. The entire Warlock kit from the last two expansion is Blizzard aggressively pushing a playstyle. Just like they did with Dragon Priest.
They are printing synergy cards like crazy to promote a cheat demon playstyle. It's has gotten out of control...
They need to nerf Lacky, Pact and the Weapon, to allow more control decks time to react to ridiculous plays. Mana increase is the way forward. You keep the archetype intact but it is now slower. They also have way too much healih now. Better healing then Pries, Paladin, Druid and Shaman, the "healers".
This is what happens when Blizzard works hard on a class. They start to fart OP cards.
First it was Shaman, then Priest and now Warlock. They nerfed Giants to tone down Control Warlock that cheated out Giants and buffed them. Then they printed Voidlord and made cards to cheat it out. What was the entire point? Should have left HandLock as it was.
Edit: They need to stop focusing on a couple of classes and focus on the whole roster. And they need to nerf the cards that make it too easy to cheat out demons while also restoring health.
I think the whole combo is broken. Dark pact, voidcaller, doomguard without the 2 card discard battlecry... I just think they should do something with the whole deck. It is just broken of not drawn very poorly.
I always said one of the more balanced ways of nerfing the obnoxious uses of cube is both thematic and logical: Enemies spawned from the cube are covered in ooze (Frozen) for the turn they spawn.
The only other vaguely competitive deck to run cube besides cube lock is that weird jurrassic park quest druid list, which I feel is perfectly reasonable. The problem with cube is dark pact, which I really feel will be nerfed before the end of this next expansion. Once warlock has to play cards that aren't already amazing to pop cube (or a weaker dark pact) the deck will lose a lot of its punch.
Yeah i agree with this solution — minions that came from the cube is dormant for 1 turn. Plenty of room to finish off cubelock by aggro and very flavourful with the ooze theme
why? I played that deck myself too and it is a really boring deck to play and play against. the scenario is always the same. hero power fishing for lackey or weapon, cube demons into faceless, dark pact copied cubes and at the end play DK Guldan, that's it.
As mentioned before, I think the biggest and main problem with cubelock is the interaction between Carnivorous Cube and Doomguard. Charge is too strong and always has been an issue with the game developing. Maybe even changing Doomguard to Rush in some way could do it, but that's still fairly strong. I don't see much point in nerfing cube myself, I like the card, just so strong in this deck.
why? I played that deck myself too and it is a really boring deck to play and play against. the scenario is always the same. hero power fishing for lackey or weapon, cube demons into faceless, dark pact copied cubes and at the end play DK Guldan, that's it.
Well, I also went to Wild because of the meta. But I thought Cubelock was the only interesting deck left in the meta. The rest was brainless aggressive Paladin, throw-down-every-card secret mage, no skill combo or highroll priest. I don't even want to mention the spiteful decks. Just control warlock was left as a skill demanding (high tier) deck.
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Your "fix" completely kills the card, why would my opponent ever kill my cube? There is the argument of well if you don't do then it's just 4 damage to the face every turn... Well yeah but do you want that or 2 voidlords/doomguards on board? The answer seems pretty obvious, just cause of the amount of stats in play on both scenarios.
Also the cube itself is not a problem, if you think the cubes are the problem on cubelock then you must be really bad or you just started to play a week ago... Or why is it that cubes only see play in warlock? If they're so busted then at least a couple more classes should play them on decent decks right? A lot of people also say that voidlord and/or doomguards are the problem but that's also a lie if you have to spend your whole turn doing nothing but summoning a void daddy and doig it on turn 9+ then the card is absolutely balanced and if you have to lose 2 cards every time doomguard comes down then it's also pretty balanced, the problem comes when you have a weapon that can cheat out this demons while allowing you to have full mana usage next turn (same goes to lackey) and when on top of that you have a 1 mana kill your cube and heal for 8 then the whole deck just becomes a kick directly on the dick and if the cube + the kill it heal you happens to come down on a perfect curve after your 5 mana cheat tools then it all becomes a huuuuge uck you to the face.
Just leave cube and doomguard/voidlord alone, those cards are fine the real problem is and will always be lackey/skull and dark pact.
Why nerf the neutral? Just nerf Warlock. Either the summoner or the DK or the heal or the spellstone or...
In my opinion, I don't really see Carnivorous Cube as the problem. Dark Pact activating it on turn 6 while healing up nearly a third of your max hp is the problem.
Cube is not causing any problems. It is Dark Pact healing for 8 (would be better if it healed for 6 perhaps) because it pretty much null and voids the downside of sacrificing health to use your hero power. The DK hero power is also something that pushes other control decks out of the game since the warlock has unlimited value when being able to potentially remove a minion every single turn. If the damage was reduced from 3 to 2 then it would be less of an issue and more on par with the Anduin hero power, not completely superior to it.
Also, making the cube only summon two if it is the opponents turn would instantly make the card unplayable. Why on earth would you destroy your own minion, just for the chance to summon it again when you can just run faceless and have two of those minions on your turn right away? The nerf makes no sense outside of a few greedy deathrattle plays.
The problem is not Cube. The problem is Warlock having various ways to cheat out demons. Various.
The weapon just vomits demons. Lacky costs too little and is too easy to kill. Even more after Witchwood.
Cube doesn't need a nerf. It's the Warlock cards. They are insanely powerful right now. The entire Warlock kit from the last two expansion is Blizzard aggressively pushing a playstyle. Just like they did with Dragon Priest.
They are printing synergy cards like crazy to promote a cheat demon playstyle. It's has gotten out of control...
They need to nerf Lacky, Pact and the Weapon, to allow more control decks time to react to ridiculous plays. Mana increase is the way forward. You keep the archetype intact but it is now slower. They also have way too much healih now. Better healing then Pries, Paladin, Druid and Shaman, the "healers".
This is what happens when Blizzard works hard on a class. They start to fart OP cards.
First it was Shaman, then Priest and now Warlock. They nerfed Giants to tone down Control Warlock that cheated out Giants and buffed them. Then they printed Voidlord and made cards to cheat it out. What was the entire point? Should have left HandLock as it was.
Edit: They need to stop focusing on a couple of classes and focus on the whole roster. And they need to nerf the cards that make it too easy to cheat out demons while also restoring health.
Just make dark pact cost 2 mana, problem solved.
I think the whole combo is broken. Dark pact, voidcaller, doomguard without the 2 card discard battlecry... I just think they should do something with the whole deck. It is just broken of not drawn very poorly.
Carnivorous cube is perfect the way it is, the Warlock cards are the problem.
But we also have the new “Dark Possession” card coming in on Friday folks. 2 of those could finish off the cube on your turn.
Actually, 2 of those plus a 1 mana destroy allows Warlock to discover 2 more Void taunt/Charge and heal 8 health via 5 mana.
So should they nerf the new card too?
Like 99% of nerf threads (and this is a conservative estimation) this proposed nerf is awful and would completely destroy the card.
Which, sadly, means that I wouldn't put it past Team 5 to actually implement it.
I always said one of the more balanced ways of nerfing the obnoxious uses of cube is both thematic and logical: Enemies spawned from the cube are covered in ooze (Frozen) for the turn they spawn.
The only other vaguely competitive deck to run cube besides cube lock is that weird jurrassic park quest druid list, which I feel is perfectly reasonable. The problem with cube is dark pact, which I really feel will be nerfed before the end of this next expansion. Once warlock has to play cards that aren't already amazing to pop cube (or a weaker dark pact) the deck will lose a lot of its punch.
Dark Pact -> "Destroy a Daemon ..." - problem solved :)
it's doomguard
that's why they don't print good charge cards any more
if you still had to discard 2 when you cheated them out it would be fair i think
Calling Cubelock a boring deck disqualifies for even opening a thread like this, sorry.
Yeah i agree with this solution — minions that came from the cube is dormant for 1 turn. Plenty of room to finish off cubelock by aggro and very flavourful with the ooze theme
why? I played that deck myself too and it is a really boring deck to play and play against. the scenario is always the same. hero power fishing for lackey or weapon, cube demons into faceless, dark pact copied cubes and at the end play DK Guldan, that's it.
Where shall I start...
The one thing it isn't is probably the cube itself. If it were the issue, why isn't it seen in any other decks to speak of?
As mentioned before, I think the biggest and main problem with cubelock is the interaction between Carnivorous Cube and Doomguard. Charge is too strong and always has been an issue with the game developing. Maybe even changing Doomguard to Rush in some way could do it, but that's still fairly strong. I don't see much point in nerfing cube myself, I like the card, just so strong in this deck.
The rest was brainless aggressive Paladin, throw-down-every-card secret mage, no skill combo or highroll priest. I don't even want to mention the spiteful decks.
Just control warlock was left as a skill demanding (high tier) deck.