Hi! First of all, I agree that right now it is too early to fix Shudderwock, but I want to suggest some of the ways Shudderwock could be fixed before Blizzard considers pulling a Warsong Commander and completely destroys the card. In these suggestions I tried to penalize battlecry shaman as less as possible while making the combo less reliable. So here are 5 elegant ways that Shudderwock could be changed:
1. Also effects cards played by your opponent: Technically this is a buff to Shudderwock, but since your opponent can now interact with an otherwise unstoppable combo, opponents could think about which cards with battlecry to play and which not to. For example, what if your opponent would play Coldlight Oracle?
2. Limited to six battlecries: By limiting the amount of battlecries that can be cast, we tackle two problems: Firstly the rediculously long turns when playing Shudderwock, and secondly the consistency of always firing off all battlecries played. This nerf does not kill the combo deck, but limits the combo deck to which cards it can and cannot play if it does not wish to leave it up to chance.
3. Change it to a deathrattle effect: By changing the effect to a deathrattle, Shudderwock will still be able to do some rediculous things, including adding more copies to your hand that cost 1, however the combo will probably be dead with this change, as it will be too slow to pull off. Maybe this form of Shudderwock would be better priced at 8 mana, where it can then still be nifty with Reincarnate and Ancestral Spirit. This change is the most popular suggestion I have seen so far, but has issues such as "would copied shudderwocks instantly die? and if so, wouldnt that be an infinite loop?"
4: Only affecting your battlecry minions that have died this game: This change is minor, but fixes the main issue I have with Shudderwock, in that it allows for almost no counterplay. In effect's such as those of N'Zoth, the Corruptor and Bloodreaver Gul'dan, they specifically only resummon minions that died, which is slightly more demanding than just having played them, but more importantly allows some players with effects that keep minions from dying such as Polymorph or Psychic Scream to have some counterplay to the combo. I think this is how Blizzard wanted the card to be, but then wanted it to include the battlecry of hero cards and weapons.
5: Play a random battlecry: This change completely kills any combo, but those who appreciates the chaos of Yogg-Saron, Hope's End and wanted Shudderwock to be the Yog of the expansion, will also appreciate the now even crazier Shudderwock. The random battlecry could be from any minion, weapon or hero card from any class!
I would like to see the nerf to limit the number of battlecries in the game to 6 times as it may or may not break the combo but more controlled without dragging the gameplay for too long
1. Speed the battlecry effects animations by 5x the normal speed. Also, create a separate timer which only applies when the played ends turn and it is for when the animations are still taking place. This timer will not collide with the timer of the next player turn in any way, and the next turn begins with the normal, unaffected 70 second timer. This will stop it from eating time from other players turn. When both of these are fixed, there is no reason for complaints.
This.
Shudderwock is perfectly balanced. The only problem is its animation taking forever.
Hi! First of all, I agree that right now it is too early to fix Shudderwock, but I want to suggest some of the ways Shudderwock could be fixed before Blizzard considers pulling a Warsong Commander and completely destroys the card. In these suggestions I tried to penalize battlecry shaman as less as possible while making the combo less reliable. So here are 5 elegant ways that Shudderwock could be changed:
1. Also effects cards played by your opponent: Technically this is a buff to Shudderwock, but since your opponent can now interact with an otherwise unstoppable combo, opponents could think about which cards with battlecry to play and which not to. For example, what if your opponent would play Coldlight Oracle?
2. Limited to six battlecries: By limiting the amount of battlecries that can be cast, we tackle two problems: Firstly the rediculously long turns when playing Shudderwock, and secondly the consistency of always firing off all battlecries played. This nerf does not kill the combo deck, but limits the combo deck to which cards it can and cannot play if it does not wish to leave it up to chance.
3. Change it to a deathrattle effect: By changing the effect to a deathrattle, Shudderwock will still be able to do some rediculous things, including adding more copies to your hand that cost 1, however the combo will probably be dead with this change, as it will be too slow to pull off. Maybe this form of Shudderwock would be better priced at 8 mana, where it can then still be nifty with Reincarnate and Ancestral Spirit. This change is the most popular suggestion I have seen so far, but has issues such as "would copied shudderwocks instantly die? and if so, wouldnt that be an infinite loop?"
4: Only affecting your battlecry minions that have died this game: This change is minor, but fixes the main issue I have with Shudderwock, in that it allows for almost no counterplay. In effect's such as those of N'Zoth, the Corruptor and Bloodreaver Gul'dan, they specifically only resummon minions that died, which is slightly more demanding than just having played them, but more importantly allows some players with effects that keep minions from dying such as Polymorph or Psychic Scream to have some counterplay to the combo. I think this is how Blizzard wanted the card to be, but then wanted it to include the battlecry of hero cards and weapons.
5: Play a random battlecry: This change completely kills any combo, but those who appreciates the chaos of Yogg-Saron, Hope's End and wanted Shudderwock to be the Yog of the expansion, will also appreciate the now even crazier Shudderwock. The random battlecry could be from any minion, weapon or hero card from any class!
Everybody needs to just chill out - they said they'd address it early this coming week.
6. Saronite Chain Gang battle cry: summon a Saronite Chain Gang.
6. Wait until people realize they are losing more games than they win and abandon the garbage deck.
Free to try and find a game, dealing cards for sorrow, cards for pain.
Just speed it up by 2x to 10x times in order to ensure all animations are done played within ~10 seconds
I would like to see the nerf to limit the number of battlecries in the game to 6 times as it may or may not break the combo but more controlled without dragging the gameplay for too long
Solution? You can play only one Shudderwock every turn. And no more super combo and long animation.