I've been seeing a lot of threads about how naga sea witch is "op" and "ruining wild," but why is it considered so good? It makes your cards cost 5 more mana right? isn't it just troll?
It makes your cards cost 5 mana, then all the Giants apply their discount. In this way you have basically a turn 5 by which you can flood the board with 8/8 for free.
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For what profit is it to a man, if he gains the world and loses his own soul?
It makes all giants base cost 5, which is discounted to 0 for most giants. The deck is a highroll deck, you either draw naga and giants early or you lose. It sees some play, but not a crazy amount as some people claim. Blizzard tends to nerf decks like these (see Quest Rogue) if the community only whines loud enough, so I guess thats whats happening.
I've been seeing a lot of threads about how naga sea witch is "op" and "ruining wild," but why is it considered so good? It makes your cards cost 5 more mana right? isn't it just troll?
The deck has a low overall win rate but losing to 37/37 worth of stats on turn 5 feels pretty bad, so people tend to overstate how "OP" the deck is. There are interesting lines of play to the deck sometimes but a lot of the wins don't involve any relevant decision making by either player. Calculating the discounts to make sure you can play all your giants (you can Darkbomb your own face to make Molten Giants cheaper), sequencing them correctly, mulliganing correctly all factor into some wins, but when the opponent has no interaction or pressure your cards pretty much play themselves.
It's a good deck to play if you want to get a lot of friend requests though!
Naga broke wild and that card is way overdue for a nerf. The entire wild meta revolves around winning by turn 5 or running stuff like poison seeds, brawl, lightbomb, equality, etc. Every other deck has been made obsolete by this one card. Blizz is watching it and probably will nerf it next balance patch.
One way to nerf it is to just have the card do what it says - when you have it on the board all of your cards cost 5. No discounts. That way it can still be used in Big decks to cheat out a 8-10 cost minion/spell on turn 10 alongside the witch.
I agree, but Blizzard stated they wanted uniformity in the way in-hand discounts applied with in-field discounts, and the Naga was collateral damage. They knew the effect would be what it was, and they more or less said they crossed their fingers and hoped it wouldn't destroy the format.
I love me some wild, and I hate this card. Giants are supposed to reward very specific deck building; i.e., big hand Mountain Giant, lots of spells Arcane Giant, punish your opponent's hand Clockwork Giant, etc. The Naga deck kills all of this and turns the game into a coin flip on turn 5.
There are any number of nerfs that would honor the card's intent. For example, "Your cards cost (5). You can only play two cards each turn." Or just nerf the thing to oblivion by changing its mana cost to 7.
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Standard Legend - July '16 (Rank 56), June '17, Dec. '18, Apr. '19
Wild Legend - Mar. '18 (Rank 30), Apr. '18, Aug. '19
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I hope they change it back the original ruling. That seemed way more fair. If they wanted to make it clearer, they could say: “All your cards cost 5, after mana reductions.” Or “Your cards always cost 5” someway to circumvent the new ruling of global enchantments or whatever
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It makes all giants base cost 5, which is discounted to 0 for most giants. The deck is a highroll deck, you either draw naga and giants early or you lose. It sees some play, but not a crazy amount as some people claim. Blizzard tends to nerf decks like these (see Quest Rogue) if the community only whines loud enough, so I guess thats whats happening.
thats not entirely true. warlock still has the demon package with defile and hellfire to shit on paladins/aggro while being able to just highroll you on turn 6 for a kill
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I've been seeing a lot of threads about how naga sea witch is "op" and "ruining wild," but why is it considered so good? It makes your cards cost 5 more mana right? isn't it just troll?
It makes your cards cost 5 mana, then all the Giants apply their discount. In this way you have basically a turn 5 by which you can flood the board with 8/8 for free.
For what profit is it to a man, if he gains the world and loses his own soul?
it makes your cards cost 5 and your giants 0 so you have a board full of giants on turn 6.
is there like a specific giant or all giants?
For what profit is it to a man, if he gains the world and loses his own soul?
It makes all giants base cost 5, which is discounted to 0 for most giants. The deck is a highroll deck, you either draw naga and giants early or you lose. It sees some play, but not a crazy amount as some people claim. Blizzard tends to nerf decks like these (see Quest Rogue) if the community only whines loud enough, so I guess thats whats happening.
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i just started playing again after a long time, so I don't know the meta or any of the cards so chill
The deck has a low overall win rate but losing to 37/37 worth of stats on turn 5 feels pretty bad, so people tend to overstate how "OP" the deck is. There are interesting lines of play to the deck sometimes but a lot of the wins don't involve any relevant decision making by either player. Calculating the discounts to make sure you can play all your giants (you can Darkbomb your own face to make Molten Giants cheaper), sequencing them correctly, mulliganing correctly all factor into some wins, but when the opponent has no interaction or pressure your cards pretty much play themselves.
It's a good deck to play if you want to get a lot of friend requests though!
Naga broke wild and that card is way overdue for a nerf. The entire wild meta revolves around winning by turn 5 or running stuff like poison seeds, brawl, lightbomb, equality, etc. Every other deck has been made obsolete by this one card. Blizz is watching it and probably will nerf it next balance patch.
One way to nerf it is to just have the card do what it says - when you have it on the board all of your cards cost 5. No discounts. That way it can still be used in Big decks to cheat out a 8-10 cost minion/spell on turn 10 alongside the witch.
Anger is the punishment we give ourselves for someone else's mistake.
I agree, but Blizzard stated they wanted uniformity in the way in-hand discounts applied with in-field discounts, and the Naga was collateral damage. They knew the effect would be what it was, and they more or less said they crossed their fingers and hoped it wouldn't destroy the format.
I love me some wild, and I hate this card. Giants are supposed to reward very specific deck building; i.e., big hand Mountain Giant, lots of spells Arcane Giant, punish your opponent's hand Clockwork Giant, etc. The Naga deck kills all of this and turns the game into a coin flip on turn 5.
There are any number of nerfs that would honor the card's intent. For example, "Your cards cost (5). You can only play two cards each turn." Or just nerf the thing to oblivion by changing its mana cost to 7.
Standard Legend - July '16 (Rank 56), June '17, Dec. '18, Apr. '19
Wild Legend - Mar. '18 (Rank 30), Apr. '18, Aug. '19
Twelve Arena Wins - Shaman, Warlock, Mage x2, Rogue, Priest (12-0), Druid, Hallow's End x2, Hunter, Taverns of Time x3 (Pa,D,WL), Paladin
I hope they change it back the original ruling. That seemed way more fair. If they wanted to make it clearer, they could say: “All your cards cost 5, after mana reductions.” Or “Your cards always cost 5” someway to circumvent the new ruling of global enchantments or whatever
Check out my Earth, Wind, and Fire - Elemental Shaman deck!
I love that "but the winrate with the deck is terrible" argument.
Top 3 winrates on hsreplay.net for Wild Warlock decks are ALL giants decks, from 64.5% winrate up to 67.9% winrate.
The top HUNTER wild deck is 72.9% winrate and guess what it is? Yup, naga giants.
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