This is not the right time to nerf the ... maybe Blizzard want to nerf before adding the new Cheap generating spells to Mage Classic poll which will make the Card a real problem .
and for those who say change it to 2 HP it will make the Card absolutely unplayable in an Odd Rogue Meta .
I looked at the most recent VS report and the decks most positively affected by the nerf to Aluneth Mage and Quest Rogue are almost entirely control/combo. So...it's a good day to be a control/combo player.
But the nerf on mana worm buffs egg hunter and even lock
Today we redefine what "almost" means.
It means "always."
Carry on.
Rollback Post to RevisionRollBack
Life before death. Strength before weakness. Journey before destination.
I remember banging my head against the wall trying to make any minion based mage deck work in vanilla. It was impossible. Mana Wyrm was never a problematic card, but rather gained power from other cards.
Explosive Runes and Arcanologist are in a completely different powerlevel! What on earth do they have in mind for mage now?
Remember it is a 1-drop, that is a very bad draw from turn 3 and onwards.
Rip mage, back to the dumpster.
That quality can be found in many extremely strong cards. Keleseth is amazingly strong on turn 2....but gets worse and worse the later the game goes.
Mana Wyrm is terrible topdeck in the mid/late game....but it's insane on turn 1 as a 1-mana 1/3. The fact that it snowballs so hard and is really difficult to deal with on turn 1 for most classes is a good reason to nerf it.
Rollback Post to RevisionRollBack
Life before death. Strength before weakness. Journey before destination.
They aren't all apples to apples comparisons but - Odd Rogue - Odd Paladin - Aggro Druid (Mark of the Lotus) - Any aggressive hunter after undertaker - Aggo Paladins of the past (non-Murloc)
Of course aggro needs good 1-drops. But they don't need 1-drops so good that they basically win the game for you. (Tunnel Trogg, Mana Wyrm, Patches, etc.)
Tempo mage can have an hard time beating odd warrior and druid. This nerf made the match almost unwinnable because normally you need an t1 mana wyrm to even have an good chance to win. This nerf is badly timed and should have happed when an new set gets released were they already made the set with mana wyrm nerf in mind
I can understand this card feeling too strong but I feel like it wasn't at the top of the list of cards needing to be changed. Just a bit weird to nerf Tempo mage compared to other things. The mana nerf really hurts it too because now the deck doesn't have a run drop. That really hurts the early game of the deck just in terms of getting minions on the board. It's mage's only good deck too so it really sucks.
I would have rather seen it nerfed in some other way just to avoid killing the decks turn 1 plays. Maybe putting a cap on how much attack it can gain or something.
I would have made it 2 health... 2 mana was a bad choice i think
Initially, I agreed. At first glance, this nerf didn't make sense while Murloc Tidecaller was still a card.
But then you have to consider the difference between Spells (instants) and Minions. While Tidecaller, itself snowballs, it's probably going to have to trade at some point. The minions summoned alongside it (except Bluegill) aren't removing anything.
The spells played alongside Mana Wyrm are removing as well as snowballing. Effectively, mana wyrm never has to trade because the mechanic allowing it to snowball is doing all the trading for it.
Finally. Any card that raises the winrate of a deck by a LOT just by being randomly drawn early in the game shouldn't exist ( I am just sad that Prince Keleseth will go through his whole rotation without a change. Such a badly designed card. )
It is true that Tempo (Face) Mage isn't that great at the moment but every few expansions this annoying deck rears it's ugly head, so this fixes the problem in advance. If it becomes viable again it won't be because of this snow balling 1 drop.
This card desperately needed a change but making it 2 Mana is the old yeller treatment. It should have been changed to a 1 mana 1/2 or rotated to wild. Now it will never see play again.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
This is not the right time to nerf the ... maybe Blizzard want to nerf before adding the new Cheap generating spells to Mage Classic poll which will make the Card a real problem .
and for those who say change it to 2 HP it will make the Card absolutely unplayable in an Odd Rogue Meta .
Today we redefine what "almost" means.
It means "always."
Carry on.
Kaladin's RoS Set Review
Join me at Out of Cards!
Always hated how this card could just grow to insane stats over a couple of turns. Reasonable change imo.
_____________________________________________________________________________________________________________________________________________
#JeSuisFieryWarAxe!
That quality can be found in many extremely strong cards. Keleseth is amazingly strong on turn 2....but gets worse and worse the later the game goes.
Mana Wyrm is terrible topdeck in the mid/late game....but it's insane on turn 1 as a 1-mana 1/3. The fact that it snowballs so hard and is really difficult to deal with on turn 1 for most classes is a good reason to nerf it.
Kaladin's RoS Set Review
Join me at Out of Cards!
They aren't all apples to apples comparisons but
- Odd Rogue
- Odd Paladin
- Aggro Druid (Mark of the Lotus)
- Any aggressive hunter after undertaker
- Aggo Paladins of the past (non-Murloc)
Of course aggro needs good 1-drops. But they don't need 1-drops so good that they basically win the game for you. (Tunnel Trogg, Mana Wyrm, Patches, etc.)
Viable now versus viable in the future.
His point was that it will never be viable again without a ton of support. That's not true.
Nice. Fuck Mage.
When will it be druid's turn?
Should've made it a 4 mana 20/69.
Come visit my Card Emporium. Strange things, you will find inside...
Come take the test, if you're daring. Feel free to show me your results in a message.
Tempo mage can have an hard time beating odd warrior and druid. This nerf made the match almost unwinnable because normally you need an t1 mana wyrm to even have an good chance to win. This nerf is badly timed and should have happed when an new set gets released were they already made the set with mana wyrm nerf in mind
Wow, this is so helpfull. The last months deff. 1 in every 20 matches was a tempo mage. So glad they nerfed this :")
.
Great, the card needed a nerf for years now, thanks god it happened finally. There should be no 1 drops that can easily win you the game by their own.
I find the most dangerous card in that deck is the anomaly +2 spell damage thing. A turn or two of that and you're toast.
I would have made it 2 health... 2 mana was a bad choice i think
I can understand this card feeling too strong but I feel like it wasn't at the top of the list of cards needing to be changed. Just a bit weird to nerf Tempo mage compared to other things. The mana nerf really hurts it too because now the deck doesn't have a run drop. That really hurts the early game of the deck just in terms of getting minions on the board. It's mage's only good deck too so it really sucks.
I would have rather seen it nerfed in some other way just to avoid killing the decks turn 1 plays. Maybe putting a cap on how much attack it can gain or something.
This card was very annoying to see on T1 but it doesn't fix any problems with the meta. A shame that this absolutely kills a good classic card
Initially, I agreed. At first glance, this nerf didn't make sense while Murloc Tidecaller was still a card.
But then you have to consider the difference between Spells (instants) and Minions. While Tidecaller, itself snowballs, it's probably going to have to trade at some point. The minions summoned alongside it (except Bluegill) aren't removing anything.
The spells played alongside Mana Wyrm are removing as well as snowballing. Effectively, mana wyrm never has to trade because the mechanic allowing it to snowball is doing all the trading for it.
Finally. Any card that raises the winrate of a deck by a LOT just by being randomly drawn early in the game shouldn't exist ( I am just sad that Prince Keleseth will go through his whole rotation without a change. Such a badly designed card. )
It is true that Tempo (Face) Mage isn't that great at the moment but every few expansions this annoying deck rears it's ugly head, so this fixes the problem in advance. If it becomes viable again it won't be because of this snow balling 1 drop.
I would still play Mana Wyrm on turn 2 when I missed the draw on turn 1. Sure it was snowballing, but maybe they could change its HP to 2.
This card desperately needed a change but making it 2 Mana is the old yeller treatment. It should have been changed to a 1 mana 1/2 or rotated to wild. Now it will never see play again.