Ultimate Infestation: Remove 5 damage or 5/5 Ghoul. Let's face it. This card completely nullified Druid's weakness (having few cards in hand when playing ramp cards). In vanilla, i sometimes ramped up with Nourish too and I ended up being ahead on mana but without many cards which made it fair.
Wild Growth: Change its cost to 3 mana. This card is pretty much auto-included in every non-aggro druid and it's about time to do something about it. Druids now have biology project which should be enough to compensate.
Shudderwock: Change to Battlecry: "Cast a RANDOM Battlecry for every Battlecry minion you played this game." I know that Azalina could be a counter for the deck but what bothers me is that in the past, Blizzard said that Yogg used to replay all friendly spells and was changed because of Rogue's Shadowstep which allowed them to play Yogg again next turns. Well, Shudderwock is like that and the change will kill the deck but it won't kill the card. There aren't many Battlecries that harm you.
Carnivorous Cube: This is pretty much the biggest offender. His Deathrattle is too powerful for his stats. I say change this to "Battlecry: Destroy a friendly minion and gain its abilities (rush, charge, deathrattle, end turn effect, poisonous etc.)" and remove his current Deathrattle.
Glow-tron is just a glorified Divine Strength for mech only. Sure it's a very strong 1 drop, but that's it. As a magnetic buff it is not problematic at all.
Venomizer means aggro mech hunter can clear any of your minions with a Goblin bomb and they have a LOT of goblin bombs.
Venomizer seems to be the best aggro card of this set to me. If any mechs are getting nerfed, it's either this or Mecharoo, I think.
On the druid side, I'm unsure. If aggro can't beat druid still, I feel they might go for the common armor cards like Oaken Summons and Ferocious Howl. Which, in my opinion, are the real problem anyway. This kind of survivability was never part of the druid identity, while mana and good draw always was.
aggro hunter will not exist, you lose all your beast synergies to build mech hunter. If druid is good vs aggro Oaken Summons and Ferocious Howl will probably not see play due to Floop and they are not the problem, plague is so probably it will be 7 mana.
If you think those cards are not part of the problem you have never tried to defeat a druid with secret or tempo mage. Every aggro deck I know of has ways to deal damage to face past a taunt. You don't need beast synergy if the mech synergies are solid enough, which might be the case. ferocious howl doesn't even interact with floop in any way so I don't get that statement at all.
EDIT: Also, druid is good VS aggro in large part BECAUSE of oaken summons. That's the worst case of circular reasoning I have seem in a while. I also want to note that not every aggro deck goes wide. Face hunter never went wide so Spreading Plague would not be a great card to combat it.
You cannot look into the future, that's why I tend to use words like "It seems like", "I think" or "in my opinion". You should try it sometime.
Aggro hunter is always the same thing expansion after expansion, after 2 weeks it starts to fail. Try and play oaken with floop in your deck and see what happen. Ferocious Howl is not played in all the druid decks. You just stated the worst matchup of Aggro Mage, what you do think will happen? let's look at other aggro decks that 'might' see play odd paladin and even shaman or totem shaman and any hunter deck (other then egg hunter) really hate plague that's why people started to play Void Ripper
Ultimate Infestation: Remove 5 damage or 5/5 Ghoul. Let's face it. This card completely nullified Druid's weakness (having few cards in hand when playing ramp cards). In vanilla, i sometimes ramped up with Nourish too and I ended up being ahead on mana but without many cards which made it fair.
Wild Growth: Change its cost to 3 mana. This card is pretty much auto-included in every non-aggro druid and it's about time to do something about it. Druids now have biology project which should be enough to compensate.
Shudderwock: Change to Battlecry: "Cast a RANDOM Battlecry for every Battlecry minion you played this game." I know that Azalina could be a counter for the deck but what bothers me is that in the past, Blizzard said that Yogg used to replay all friendly spells and was changed because of Rogue's Shadowstep which allowed them to play Yogg again next turns. Well, Shudderwock is like that and the change will kill the deck but it won't kill the card. There aren't many Battlecries that harm you.
Carnivorous Cube: This is pretty much the biggest offender. His Deathrattle is too powerful for his stats. I say change this to "Battlecry: Destroy a friendly minion and gain its abilities (rush, charge, deathrattle, end turn effect, poisonous etc.)" and remove his current Deathrattle.
your nerfs are hilarious you basically kill shudder and cube, wild growth is fine, UI can get a nerf but doubt it.
I really hope Academic Espionage is nerf worthy. It looks like like utter trash. Most class cards are garbage and this will pollute your deck with shit and thin out any draws you've put in your deck to actually take advantage of the tempo discount.
Juicy Psychmelon is absolutely busted in wild, but i'm sure people will just start running dirty rat in their decks just to answer combo druid
The problem I see is that with the Tudor, druid doesn't need all the card draw and spells and can put cheap minions in their deck that can absorb the dirty rat.
I just lost to a toggwaddle druid who avoided dirty rat, deathlord AND gnomeferatu because he had a slew of card draw minions in his deck... and oddly the lich king, which OF COURSE was what my deathlord drew.
I think the azalina interaction change is enough to reduce the viability.
Personally, after a lot of initial druid rage, I believe the expansion is fine. Maybe dreampetal florist is too strong in combo decks with replacing twig.
Glow-tron is just a glorified Divine Strength for mech only. Sure it's a very strong 1 drop, but that's it. As a magnetic buff it is not problematic at all.
Venomizer means aggro mech hunter can clear any of your minions with a Goblin bomb and they have a LOT of goblin bombs.
Venomizer seems to be the best aggro card of this set to me. If any mechs are getting nerfed, it's either this or Mecharoo, I think.
On the druid side, I'm unsure. If aggro can't beat druid still, I feel they might go for the common armor cards like Oaken Summons and Ferocious Howl. Which, in my opinion, are the real problem anyway. This kind of survivability was never part of the druid identity, while mana and good draw always was.
aggro hunter will not exist, you lose all your beast synergies to build mech hunter. If druid is good vs aggro Oaken Summons and Ferocious Howl will probably not see play due to Floop and they are not the problem, plague is so probably it will be 7 mana.
If you think those cards are not part of the problem you have never tried to defeat a druid with secret or tempo mage. Every aggro deck I know of has ways to deal damage to face past a taunt. You don't need beast synergy if the mech synergies are solid enough, which might be the case. ferocious howl doesn't even interact with floop in any way so I don't get that statement at all.
EDIT: Also, druid is good VS aggro in large part BECAUSE of oaken summons. That's the worst case of circular reasoning I have seem in a while. I also want to note that not every aggro deck goes wide. Face hunter never went wide so Spreading Plague would not be a great card to combat it.
You cannot look into the future, that's why I tend to use words like "It seems like", "I think" or "in my opinion". You should try it sometime.
Aggro hunter is always the same thing expansion after expansion, after 2 weeks it starts to fail. Try and play oaken with floop in your deck and see what happen. Ferocious Howl is not played in all the druid decks. You just stated the worst matchup of Aggro Mage, what you do think will happen? let's look at other aggro decks that 'might' see play odd paladin and even shaman or totem shaman and any hunter deck (other then egg hunter) really hate plague that's why people started to play Void Ripper
*Facepalm*. Yeah, that's what I'm saying. Aggro isn't SUPPOSED to be weak vs greedy druid decks. That's why the armor gain cards are problematic. And I'm not saying spreading plague isn't. It's also an issue.
Of these, I feel that Flobbidinous Floop is the least likely candidate for a nerf, not because he's not powerful, but because he's Legendary, and so Blizz would probably prefer to nerf a lower-rarity card that's important to the deck. So here's another potential nerf:
Today in my free brawl pack I got Barongeddon, then I had a cup of fresh green tea. As a result of that, I think Priest is OP because my keyboard is not a mechanical one. I hope Blizzard will address this issue.
The first change we will see will be Mechwarper in wild get nerfed to read like summoing portal. It will happen in the first two weeks. If you stick a mech on turn 8 and have Skaterbot and Glinda Crowskin it is instant win.
Omega Agent: This may be totally wrong, but this card seems like an amazing way for zoo lock to refill the board with threats late game.
Yes, this is totally wrong, because Zoolocks gameplay is not to have games, which are getting to turn 10 and further. And even if you want a back up plan for this cases, just play the DK, which have the chance to summon 1-2 Doomguards, which sometimes win you the game immediately. Omega Agend is just way to weak as a curve play for an offensive deck like Zoolock.
PS: Leave Mechwarper alone! Nerf Glinda but not the core of every mech deck in Wild. :(
Blizzard should make a special stream lessons or youtube videos in which they explain the the only way hs should be played is with supa dupa 1000 IQ control/combo homebrewed decks and 30 minutes long match is a minimum time period that proves you're not braindead blah blah something etc.
Omega Agent: This may be totally wrong, but this card seems like an amazing way for zoo lock to refill the board with threats late game.
Yes, this is totally wrong, because Zoolocks gameplay is not to have games, which are getting to turn 10 and further. And even if you want a back up plan for this cases, just play the DK, which have the chance to summon 1-2 Doomguards, which sometimes win you the game immediately. Omega Agend is just way to weak as a curve play for an offensive deck like Zoolock.
PS: Leave Mechwarper alone! Nerf Glinda but not the core of every mech deck in Wild. :(
Yep, you have me convinced. Thanks for the good reply! That said, I still think the card's power level is pretty insane and may just be an instant pick for arena.
Omega Agent: This may be totally wrong, but this card seems like an amazing way for zoo lock to refill the board with threats late game.
Yes, this is totally wrong, because Zoolocks gameplay is not to have games, which are getting to turn 10 and further. And even if you want a back up plan for this cases, just play the DK, which have the chance to summon 1-2 Doomguards, which sometimes win you the game immediately. Omega Agend is just way to weak as a curve play for an offensive deck like Zoolock.
PS: Leave Mechwarper alone! Nerf Glinda but not the core of every mech deck in Wild. :(
Yep, you have me convinced. Thanks for the good reply! That said, I still think the card's power level is pretty insane and may just be an instant pick for arena.
I agree, in Arena this minion should be a strong pick. :)
Blizzard should make a special stream lessons or youtube videos in which they explain the the only way hs should be played is with supa dupa 1000 IQ control/combo homebrewed decks and 30 minutes long match is a minimum time period that proves you're not braindead blah blah something etc.
Nethersoul Buster is pretty dope. Chakki in the expansion reveal got it up to a 18/6 in a single turn! (granted he swung at a mecha'thun but even with just his own natural synergy it would have been a 3 mana 8/6 hiding behind taunts) It will eventually be nerfed to saying "gain +1 attack every time your hero takes damage" instead of "gain +1 attack for each damage your hero has taken this turn"
Mechwarper because of Glinda madness in Wild. Basically the new Naga Warlock.
And hopefully Barnes but i think they are afraid of hitting the best archetype for the class, while giving very little new alternatives...
Druid might need to be hit in his defenses, while leaving his new combo power intact.
So far, i can't see any other nerfs. Most of the cards with broken potential also have critical vulnerabilities, that require a real meta to evaluate.
I don't think the Mechwarper combo will become the new Giants. Giants was oppressive because it came out on T5 which was a point where only druid, priest and control pally had a chance at clearing. Glinda comes out on T9 at the earliest and by then, classes have options for clears. It's definitely a good combo similar to the Shadowboxer one which they pre-emptively nerfed so perhaps a nerf will come its way but I think it will be left alone for some shenanigans. I personally am looking forward to putting Glinda/Zilliax/Mechwarper into Renolock.
I really hope Academic Espionage is nerf worthy. It looks like like utter trash. Most class cards are garbage and this will pollute your deck with shit and thin out any draws you've put in your deck to actually take advantage of the tempo discount.
I disagree with this. In playing Thief Rogue, I found many of my class cards that I generated to be impactful. Yes, top decking a 1 mana card each turn and playing that is totally useless but combining some card draw with the DK will allow for some really good plays.
Nethersoul Buster is pretty dope. Chakki in the expansion reveal got it up to a 18/6 in a single turn! (granted he swung at a mecha'thun but even with just his own natural synergy it would have been a 3 mana 8/6 hiding behind taunts) It will eventually be nerfed to saying "gain +1 attack every time your hero takes damage" instead of "gain +1 attack for each damage your hero has taken this turn"
Wow I didn't even realize that was the wording. I had just assumed that it was "each time". That card is definitely going to be broken... Even with just Flame Imp it's already strong.
Nethersoul Buster is pretty dope. Chakki in the expansion reveal got it up to a 18/6 in a single turn! (granted he swung at a mecha'thun but even with just his own natural synergy it would have been a 3 mana 8/6 hiding behind taunts) It will eventually be nerfed to saying "gain +1 attack every time your hero takes damage" instead of "gain +1 attack for each damage your hero has taken this turn"
To be honest, I think it's a little overrated. Unlike Darkshire Councilman, you can never play it on curve, so while it might get more threatening later on, it'll also get much easier to deal with. I guess time will tell.
Today in my free brawl pack I got Barongeddon, then I had a cup of fresh green tea. As a result of that, I think Priest is OP because my keyboard is not a mechanical one. I hope Blizzard will address this issue.
Nethersoul Buster is pretty dope. Chakki in the expansion reveal got it up to a 18/6 in a single turn! (granted he swung at a mecha'thun but even with just his own natural synergy it would have been a 3 mana 8/6 hiding behind taunts) It will eventually be nerfed to saying "gain +1 attack every time your hero takes damage" instead of "gain +1 attack for each damage your hero has taken this turn"
To be honest, I think it's a little overrated. Unlike Darkshire Councilman, you can never play it on curve, so while it might get more threatening later on, it'll also get much easier to deal with. I guess time will tell.
Well you're not keeping Nethersoul Buster in your hand/mulligan. And there are far worst things to happen in decks like Odd rogue where you draw mega patches aka Baku with very limited card draw. Plopping a 1/5 turn 3 is not the end all be all, but getting the Void Analyst demon buff, or if you're rocking the Prince Keleseth buff AND damage buffs later in the game, it could be insta-win more times than you can imagine. Even if it gets a hard removal - your opponent will have much less mana to work with trying to manage the rest of your already stacked board. Cards that can be win more but still won't determent your hand even if it doesn't provide what you entailed it to be, are just flat out good. And statistically speaking, with your hero power and the slew of self-damaging cards warlock has, you will in more games than not have some kind of buff to this card. One example would be playing Crystallizer then play Nethersoul Buster, and you will inevitably have 7/8 worth of stats on turn 4 and I promise that is an extremely easy synergy to conduct. I have hit legend running the lost and forgotten Frostwolf Warlord and just having a 5 mana 7/7 ended the game right there and that was tougher to achieve. We shall see of course, but I am feeling very good about this card!
Spellbreaker: Already used in an insane amount of decks, Blizzard might not like seeing 2 in every deck if magnetic really takes off
Saronite Chain Gang: Another neutral that sees a little too much play. I think Electra will make Shudderwock a tier 0 deck, and Saronite will bite the bullet
Test Subject: The test subject OTK might be a little too fast and consistent due to Shadow Visions that Blizzard will be quick to nerf it. Could be a situation like the one where they nerfed Worgen combo when it wasn't even that prevalent
Skaterbot: I just don't see a world where this doesn't enable some form of stupidity.
Myra's Unstable Element: People are focusing on this card in shuffle archetypes, people are just gonna play this in miracle and always have the burst damage to finish off opponents
Spellbreaker: Already used in an insane amount of decks, Blizzard might not like seeing 2 in every deck if magnetic really takes off
Saronite Chain Gang: Another neutral that sees a little too much play. I think Electra will make Shudderwock a tier 0 deck, and Saronite will bite the bullet
Test Subject: The test subject OTK might be a little too fast and consistent due to Shadow Visions that Blizzard will be quick to nerf it. Could be a situation like the one where they nerfed Worgen combo when it wasn't even that prevalent
Skaterbot: I just don't see a world where this doesn't enable some form of stupidity.
Myra's Unstable Element: People are focusing on this card in shuffle archetypes, people are just gonna play this in miracle and always have the burst damage to finish off opponents
Interesting. If Spellbreaker becomes a double auto include, I highly doubt it will get nerfed though. If it's that ubiquitous, it's probably because silence mechanics are absolutely necessary to counter magnetic mechs/inner fire priest/some sort of deathrattle madness. If they nerf the card, it just makes a bad situation worse. I would expect them to nerf the cards that cause Spellbreaker to become so common instead, or at least add other silence tools somehow.
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Ultimate Infestation: Remove 5 damage or 5/5 Ghoul. Let's face it. This card completely nullified Druid's weakness (having few cards in hand when playing ramp cards). In vanilla, i sometimes ramped up with Nourish too and I ended up being ahead on mana but without many cards which made it fair.
Wild Growth: Change its cost to 3 mana. This card is pretty much auto-included in every non-aggro druid and it's about time to do something about it. Druids now have biology project which should be enough to compensate.
Shudderwock: Change to Battlecry: "Cast a RANDOM Battlecry for every Battlecry minion you played this game." I know that Azalina could be a counter for the deck but what bothers me is that in the past, Blizzard said that Yogg used to replay all friendly spells and was changed because of Rogue's Shadowstep which allowed them to play Yogg again next turns. Well, Shudderwock is like that and the change will kill the deck but it won't kill the card. There aren't many Battlecries that harm you.
Carnivorous Cube: This is pretty much the biggest offender. His Deathrattle is too powerful for his stats. I say change this to "Battlecry: Destroy a friendly minion and gain its abilities (rush, charge, deathrattle, end turn effect, poisonous etc.)" and remove his current Deathrattle.
Aggro hunter is always the same thing expansion after expansion, after 2 weeks it starts to fail. Try and play oaken with floop in your deck and see what happen. Ferocious Howl is not played in all the druid decks. You just stated the worst matchup of Aggro Mage, what you do think will happen? let's look at other aggro decks that 'might' see play odd paladin and even shaman or totem shaman and any hunter deck (other then egg hunter) really hate plague that's why people started to play Void Ripper
your nerfs are hilarious you basically kill shudder and cube, wild growth is fine, UI can get a nerf but doubt it.
I really hope Academic Espionage is nerf worthy. It looks like like utter trash. Most class cards are garbage and this will pollute your deck with shit and thin out any draws you've put in your deck to actually take advantage of the tempo discount.
Shudderwock deleted from HS
The problem I see is that with the Tudor, druid doesn't need all the card draw and spells and can put cheap minions in their deck that can absorb the dirty rat.
I just lost to a toggwaddle druid who avoided dirty rat, deathlord AND gnomeferatu because he had a slew of card draw minions in his deck... and oddly the lich king, which OF COURSE was what my deathlord drew.
I think the azalina interaction change is enough to reduce the viability.
Personally, after a lot of initial druid rage, I believe the expansion is fine. Maybe dreampetal florist is too strong in combo decks with replacing twig.
Mechs will rule big time this expansion
Occasionally gives helpful advice.
*Facepalm*. Yeah, that's what I'm saying. Aggro isn't SUPPOSED to be weak vs greedy druid decks. That's why the armor gain cards are problematic. And I'm not saying spreading plague isn't. It's also an issue.
Of these, I feel that Flobbidinous Floop is the least likely candidate for a nerf, not because he's not powerful, but because he's Legendary, and so Blizz would probably prefer to nerf a lower-rarity card that's important to the deck. So here's another potential nerf:
#gNOmeferatu
The first change we will see will be Mechwarper in wild get nerfed to read like summoing portal. It will happen in the first two weeks. If you stick a mech on turn 8 and have Skaterbot and Glinda Crowskin it is instant win.
Yes, this is totally wrong, because Zoolocks gameplay is not to have games, which are getting to turn 10 and further. And even if you want a back up plan for this cases, just play the DK, which have the chance to summon 1-2 Doomguards, which sometimes win you the game immediately. Omega Agend is just way to weak as a curve play for an offensive deck like Zoolock.
PS: Leave Mechwarper alone! Nerf Glinda but not the core of every mech deck in Wild. :(
Yep, you have me convinced. Thanks for the good reply! That said, I still think the card's power level is pretty insane and may just be an instant pick for arena.
I agree, in Arena this minion should be a strong pick. :)
Nethersoul Buster is pretty dope. Chakki in the expansion reveal got it up to a 18/6 in a single turn! (granted he swung at a mecha'thun but even with just his own natural synergy it would have been a 3 mana 8/6 hiding behind taunts) It will eventually be nerfed to saying "gain +1 attack every time your hero takes damage" instead of "gain +1 attack for each damage your hero has taken this turn"
I don't think the Mechwarper combo will become the new Giants. Giants was oppressive because it came out on T5 which was a point where only druid, priest and control pally had a chance at clearing. Glinda comes out on T9 at the earliest and by then, classes have options for clears. It's definitely a good combo similar to the Shadowboxer one which they pre-emptively nerfed so perhaps a nerf will come its way but I think it will be left alone for some shenanigans. I personally am looking forward to putting Glinda/Zilliax/Mechwarper into Renolock.
I disagree with this. In playing Thief Rogue, I found many of my class cards that I generated to be impactful. Yes, top decking a 1 mana card each turn and playing that is totally useless but combining some card draw with the DK will allow for some really good plays.
Wow I didn't even realize that was the wording. I had just assumed that it was "each time". That card is definitely going to be broken... Even with just Flame Imp it's already strong.
To be honest, I think it's a little overrated. Unlike Darkshire Councilman, you can never play it on curve, so while it might get more threatening later on, it'll also get much easier to deal with. I guess time will tell.
#gNOmeferatu
Well you're not keeping Nethersoul Buster in your hand/mulligan. And there are far worst things to happen in decks like Odd rogue where you draw mega patches aka Baku with very limited card draw. Plopping a 1/5 turn 3 is not the end all be all, but getting the Void Analyst demon buff, or if you're rocking the Prince Keleseth buff AND damage buffs later in the game, it could be insta-win more times than you can imagine. Even if it gets a hard removal - your opponent will have much less mana to work with trying to manage the rest of your already stacked board. Cards that can be win more but still won't determent your hand even if it doesn't provide what you entailed it to be, are just flat out good. And statistically speaking, with your hero power and the slew of self-damaging cards warlock has, you will in more games than not have some kind of buff to this card. One example would be playing Crystallizer then play Nethersoul Buster, and you will inevitably have 7/8 worth of stats on turn 4 and I promise that is an extremely easy synergy to conduct. I have hit legend running the lost and forgotten Frostwolf Warlord and just having a 5 mana 7/7 ended the game right there and that was tougher to achieve. We shall see of course, but I am feeling very good about this card!
Cards I predict might be nerfed:
Spellbreaker: Already used in an insane amount of decks, Blizzard might not like seeing 2 in every deck if magnetic really takes off
Saronite Chain Gang: Another neutral that sees a little too much play. I think Electra will make Shudderwock a tier 0 deck, and Saronite will bite the bullet
Test Subject: The test subject OTK might be a little too fast and consistent due to Shadow Visions that Blizzard will be quick to nerf it. Could be a situation like the one where they nerfed Worgen combo when it wasn't even that prevalent
Skaterbot: I just don't see a world where this doesn't enable some form of stupidity.
Myra's Unstable Element: People are focusing on this card in shuffle archetypes, people are just gonna play this in miracle and always have the burst damage to finish off opponents
Interesting. If Spellbreaker becomes a double auto include, I highly doubt it will get nerfed though. If it's that ubiquitous, it's probably because silence mechanics are absolutely necessary to counter magnetic mechs/inner fire priest/some sort of deathrattle madness. If they nerf the card, it just makes a bad situation worse. I would expect them to nerf the cards that cause Spellbreaker to become so common instead, or at least add other silence tools somehow.