Nerfs tend to be at their best when they target the correct cards. This recommendation is made assuming Cube is a problematic card which is a fallacy.
The first card they will touch, if they decide to touch any card, is going to be Possessed Lackey as this is the most powerful and most often harder to handle card. Skull of The Man'Ari is arguably more powerful, but it can be much more easily handled with Weapon Removal that cannot be avoided. Lackey can be silenced but the Warlock can play around that by taking care of killing it before the opponent has the chance to interact with it.
Also, Cube is a heck of a fun card, the OTK shenanigans you can pull of with Charger Devilsaur, Ragnaros and so on are extremely fun.
Neither cube nor lackey are problems. Honestly, warlock doesn't really have ANY problem cards. The problem is the lack of viable aggro. control has been gaining and gaining in strength and the number of anti-aggro tools is insane. Defile is honestly the most unfair new warlock card - it is stronger than lackey. Also Paladin has pushed practically all non-paladin aggro aside - there just isn't room for Other aggro to exist when it has to run smack into a call to arms wall of ping damage and small hard to remove taunts for a ludicrous 4 mana.
Call to Arms needs a nerf and aggro needs new cards printed - maybe even un-nerf the owl. If viable aggro strategies exist which can punish greedy control decks like cube, then nothing need be done about warlock. Bring back Fiery war axe and the owl - and 8 mana pyroblast.
We have recently left years of aggro dominated metas, and we don't remember how much worse things are when control dominates the meta (playing control vs. control is death). MAGA Make Aggro Great Again!
The problem with the Cube is mostly that the game is full of mana-cheating right now. With 3 expansions in Standard the game is at it's most highrolly, and cards like Barnes have become too powerful. The Cube makes matters worse.
When a lot of stuff rotates, I think the problem will be mostly fixed - except for Warlock. But I think they'll nerf Doomguard and/or Voidlord before they nerf the Cube.
Nerf Dark Pact and Lackey, probably Lesser Amethyst Spellstone. The whole problem around Cubelockk is recruit and ridiculous amount of healing. Never would have guessed that the devs thought it's okay to spend 6 mana to get a 9-mana Voidlord and heal 8 hp.
No need to nerf anything right now. And Carnivorous Cube isn't OP, and neither is Cubelock. Its a good deck ya but it is so teched against that if Cubelock doesn't draw the perfect cards, it gets rolled by agro decks and teched out by control. Its T1 but not OP.
The problem isn't the cube itself, it just gets silenced almost all of the time if you don't kill it right away, the problem is Dark Pact (in that situation I mean)
Neither cube nor lackey are problems. Honestly, warlock doesn't really have ANY problem cards. The problem is the lack of viable aggro. control has been gaining and gaining in strength and the number of anti-aggro tools is insane. Defile is honestly the most unfair new warlock card - it is stronger than lackey. Also Paladin has pushed practically all non-paladin aggro aside - there just isn't room for Other aggro to exist when it has to run smack into a call to arms wall of ping damage and small hard to remove taunts for a ludicrous 4 mana.
Call to Arms needs a nerf and aggro needs new cards printed - maybe even un-nerf the owl. If viable aggro strategies exist which can punish greedy control decks like cube, then nothing need be done about warlock. Bring back Fiery war axe and the owl - and 8 mana pyroblast.
We have recently left years of aggro dominated metas, and we don't remember how much worse things are when control dominates the meta (playing control vs. control is death). MAGA Make Aggro Great Again!
Control is supposed to punish Aggro though, but we have an issue. Aggro can already punish extreme greed, as normal, but it is not really possible to make Midrange too powerful. The ability for Warlocks to bring their end game to the board so early means they can effectively block out Midrange, and Paladins being as fast and powerful as they are, as well as having Call To Arms, means Midrange is in a tough position against both. Obviously Aggro is supposed to punish Midrange, but Paladins just take that to a ridiculous level. How can a midrange deck compete against Call To Arms? It cannot.
Hence why I stated that if Blizzard ever feels the need to do anything about Warlock, the card they will start with is Lackey, the one which has the higher power level. Defile is really powerful, but it is a board clear and simply a tool to help you survive, it is never too powerful. Lackey however, tends to allow you to cheat 4 mana and draw a card playing it into the field, that is where the real power comes in, doing something that is actually proactive even if defensive.
I play wild, Lackey is a shitty version of voidwalker, and no-one in wild seems to be calling for voidwalker to be removed. Lackey is a well balanced card - he punishes slow decks that forgot to include 1) silence or 2) removal that doesn't destroy the minion (removal that doesn't trigger death rattles. Same goes for cube.
Defile and lackey both wouldn't be so great is there were more aggro decks like aggro shaman token druid and pirate warrior that had beefier early game minions and a path to end the game by turn 4-5 (token druid is light on beef but high on volume).
Call to arms decimated those decks, they can't keep up, and call to arms paladins are uniquely weak to ping damage and taunt. Paladin can't go over the top to finish the game, and it can't close out the game versus a slow deck as early as those others consistently.
If call to arms weren't pushing out other aggro, warlock would be shown to be too slow, and it's anti-aggro tools would be shown to be sort of narrow - it wouldn't be a great deck it call to arms wasn't warping the aggro-meta.
How would this nerf do anything but turn the card into a really bad unplayable card?
Would you honestly play cube, destroying your own minion to summon it, just to pray to rngesus that your opponent is not playing Spellbreaker? I know I'd never risk a negative tempo & negative value play that would screw me over with one tech card from my opponent next turn.
By the end of the week, N'Zoth leaves the building.
Many players still remain fearful of Cubelock.
What's the chances of Blizzard nerfing Carnivorous Cube, from "Battlecry: Destroy a friendly minion. Deathrattle: Summon 2 copies of it." to something more like Skelemancer; i.e. "Battlecry: Destroy a friendly minion. Deathrattle: If it's your opponent's turn, summon 2 copies of it."?
And would this make people who are playing against the Cubelock deck over and over slightly happier/more satisfied with the balance?
Just a thought?
P.S. Full disclosure - I have the cards that make up the full Cubelock deck, but I choose not to play it, as I find it kinda boring to play tbh.
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THIS IS GOATSE!
Dark pact should cost 3
I honestly would be okay if they raised the cost by 1. I think that's decent enough for everyone.
Cube is a great card, wrong nerf target.
The problem with the Cube is mostly that the game is full of mana-cheating right now. With 3 expansions in Standard the game is at it's most highrolly, and cards like Barnes have become too powerful. The Cube makes matters worse.
When a lot of stuff rotates, I think the problem will be mostly fixed - except for Warlock. But I think they'll nerf Doomguard and/or Voidlord before they nerf the Cube.
realy good ....
Nerf Dark Pact and Lackey, probably Lesser Amethyst Spellstone. The whole problem around Cubelockk is recruit and ridiculous amount of healing. Never would have guessed that the devs thought it's okay to spend 6 mana to get a 9-mana Voidlord and heal 8 hp.
I've no clue what I'm doing...
No need to nerf anything right now. And Carnivorous Cube isn't OP, and neither is Cubelock. Its a good deck ya but it is so teched against that if Cubelock doesn't draw the perfect cards, it gets rolled by agro decks and teched out by control. Its T1 but not OP.
cubelock is a problem, but i don't think main problem is cube itself, but rather their cheating out demons.
The problem isn't the cube itself, it just gets silenced almost all of the time if you don't kill it right away, the problem is Dark Pact (in that situation I mean)
Don't mind me just passing by
Change Doomguard from Charge to Rush
FIXED!
There is no problem with cubelock. There is no problem with cube either
if anything, i'd rather see doomguard's charge be tied to the discard battlecry. but cubelock is hardly oppressive.
How would this nerf do anything but turn the card into a really bad unplayable card?
Would you honestly play cube, destroying your own minion to summon it, just to pray to rngesus that your opponent is not playing Spellbreaker? I know I'd never risk a negative tempo & negative value play that would screw me over with one tech card from my opponent next turn.
By the end of the week, N'Zoth leaves the building.
Many players still remain fearful of Cubelock.
What's the chances of Blizzard nerfing Carnivorous Cube, from "Battlecry: Destroy a friendly minion. Deathrattle: Summon 2 copies of it." to something more like Skelemancer; i.e. "Battlecry: Destroy a friendly minion. Deathrattle: If it's your opponent's turn, summon 2 copies of it."?
And would this make people who are playing against the Cubelock deck over and over slightly happier/more satisfied with the balance?
Just a thought?
P.S. Full disclosure - I have the cards that make up the full Cubelock deck, but I choose not to play it, as I find it kinda boring to play tbh.