This bums me out more so because it kills it's presence in other decks... Which is why it was targeted. Zoolock, hindered . Shudderwock slammed. But the one that hurts me is whenever I would get Valanyr on it with paladin. That was always an awesome feeling .
Should probably be - battlecry: summon another saronite chaing gang which keeps any enchantments from this card.
Card was supposed to be good in handbuff strategies.
This is what I was thinking. Saronite was one of the few cards that let me Hir'eek the bat even kind of playable/fun. So instead of just nerfing Shudderwok, this roundabout nerf hurts an already struggling archetype....
Is there any point in running Valanyr in Even Paladin now? It was always a slow 6 drop. But the pay off could have been huge with the twins. Now, I don't feel it.
Swing and a miss. If Shudderwock is the target, Grumble is the necessary nerf. Who cares about an extra 6/6 Shudderwock? What matters is the infinite 1-cost Shudders.
You print the bat, it's not that strong, and you nerf hand buff decks anyway. Booo!
Swing and a miss. If Shudderwock is the target, Grumble is the necessary nerf. Who cares about an extra 6/6 Shudderwock? What matters is the infinite 1-cost Shudders.
You print the bat, it's not that strong, and you nerf hand buff decks anyway. Booo!
you can no longer make infinite any cost Shudderwocks.
Rollback Post to RevisionRollBack
Life before death. Strength before weakness. Journey before destination.
you can no longer make infinite any cost Shudderwocks.
So much better to just nerf Grumble, the source of the problem. Or nerf Shudder itself. Why kill a lot of decks in order to nerf just one?
I guess both Grumble and Chain Gang are rotating out, so it's not that big a deal. But still. Just hit Grumble. This one was easy.
On the others, they gave Druid too much removal and armor, so they had to kill ramp. But ramp was intended to be the Druid archetype from the start. They gave Kingsbane too much support in this expansion, so they had to nerf it. I wish they had come up with a way to not nerf it into oblivion. Just lower its duration to two attacks instead of three. Make it only keep attack instead of all enchantments. I don't know. Something more creative than just killing the card altogether.
Is there any point in running Valanyr in Even Paladin now? It was always a slow 6 drop. But the pay off could have been huge with the twins. Now, I don't feel it.
Valanyr should be still ok in even pala. This is infinite pressure in control matches, additional finisher when you hits argent crusader... I'm pretty sure valanyr itself gave me a lot of wins this season, even if it was not hitting Saronites.
Interesting solution. Before Shudderwock came out I figured it was just going to repeat battlecries as they were at the time; in other words the "this minion" portion of Saronite Chain Gang would always summon whatever it summoned the first time it was played (be it a 2/3 or a 3/4 Saronite after Keleseth). That would have allowed you to keep Saronite as is for hand/deck buff purposes but still prevent the infinite combo.
Oh well. Can't say I'm gonna miss it in Keleseth decks. It was just one of those high-rolly, draw-dependent swing plays that rendered any sort of fair tempo plays sort of irrelevant.
How is killing an ENTIRE combo-deck good? It never is, specially not when it wasn´t dominating everything everywhere. now this is just another common card that summons a token, BOOOOOORING.
Oh please, as much as I hate Blizzzard, it's not their fault that you only use Shudder and Grumble in decks that you steal from the internet and are too stupid to think of a use for yourself. You can refund my nuts
These stealth nerfs to expensive legendaries really leave a bad taste in my mouth. In particular Grumble and Shudderwock with just one common card. Just like the Doomhammer nerf by nerfing a basic card.
These stealth nerfs to expensive legendaries really leave a bad taste in my mouth. In particular Grumble and Shudderwock with just one common card. Just like the Doomhammer nerf by nerfing a basic card.
Agreed they seem to have a policy of not nerfing legendary cards...
would have been way better if they had just changed it to the same text as Echoing Ooze from nax... stops the shutter combo without nerfing other decks that use the card... would open it up to getting buffed by single target buffs like steed in paladin tho
I'm happy with the Saronite Chain Gang nerf. Shudderwock OTK players can still play that OTK in Wild with Doppelgangster, and aggro and tempo decks that used to leverage this with cheap buffs to cheat out tons of stats get a debuff - seems like a pretty reasonable nerf to me.
This is the only nerf I disagree with. Yes Shudderwock is strong, but it has been for a while. In wild you can still combo it with Doppelgangster so couldn't Blizzard just wait until this rotates, or made this nerf months ago?
This is what happens when steamers post videos of them playing 3 hours with Shudderwock stacking so much armor and not finishing off their opponent (trying to force them to concede). It made that archetype look much more degenerate than what it was before. I am glad that they decided to nerf only the Standard version of the OTK Combo but kept the wild version of it in tact (using the Doppelgangster). I agree with the change but it also affects other decks too since handbuffs doens't work with the card anymore (as in the copy will always be a 2/3)
This bums me out more so because it kills it's presence in other decks... Which is why it was targeted. Zoolock, hindered . Shudderwock slammed. But the one that hurts me is whenever I would get Valanyr on it with paladin. That was always an awesome feeling .
Now provide my dust refund for Val'anyr Shudderwock and Grumble, Worldshaker.
This is what I was thinking. Saronite was one of the few cards that let me Hir'eek the bat even kind of playable/fun. So instead of just nerfing Shudderwok, this roundabout nerf hurts an already struggling archetype....
So happy about how this is a slight nerf to Keleseth. Kele+Saronite has been the backbone of tempo decks for over a year.
Is there any point in running Valanyr in Even Paladin now? It was always a slow 6 drop. But the pay off could have been huge with the twins. Now, I don't feel it.
Swing and a miss. If Shudderwock is the target, Grumble is the necessary nerf. Who cares about an extra 6/6 Shudderwock? What matters is the infinite 1-cost Shudders.
You print the bat, it's not that strong, and you nerf hand buff decks anyway. Booo!
Blizzard decided this can't go on any longer
There’s a word for Zandalari druids who refuse to pledge loyalty to Gonk: “Delicious.”
*Custom Solo Adventure Coming Soon
you can no longer make infinite any cost Shudderwocks.
Kaladin's RoS Set Review
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So much better to just nerf Grumble, the source of the problem. Or nerf Shudder itself. Why kill a lot of decks in order to nerf just one?
I guess both Grumble and Chain Gang are rotating out, so it's not that big a deal. But still. Just hit Grumble. This one was easy.
On the others, they gave Druid too much removal and armor, so they had to kill ramp. But ramp was intended to be the Druid archetype from the start. They gave Kingsbane too much support in this expansion, so they had to nerf it. I wish they had come up with a way to not nerf it into oblivion. Just lower its duration to two attacks instead of three. Make it only keep attack instead of all enchantments. I don't know. Something more creative than just killing the card altogether.
Valanyr should be still ok in even pala. This is infinite pressure in control matches, additional finisher when you hits argent crusader... I'm pretty sure valanyr itself gave me a lot of wins this season, even if it was not hitting Saronites.
Interesting solution. Before Shudderwock came out I figured it was just going to repeat battlecries as they were at the time; in other words the "this minion" portion of Saronite Chain Gang would always summon whatever it summoned the first time it was played (be it a 2/3 or a 3/4 Saronite after Keleseth). That would have allowed you to keep Saronite as is for hand/deck buff purposes but still prevent the infinite combo.
Oh well. Can't say I'm gonna miss it in Keleseth decks. It was just one of those high-rolly, draw-dependent swing plays that rendered any sort of fair tempo plays sort of irrelevant.
How is killing an ENTIRE combo-deck good? It never is, specially not when it wasn´t dominating everything everywhere. now this is just another common card that summons a token, BOOOOOORING.
They should refund Shudder and Grumble....
Oh please, as much as I hate Blizzzard, it's not their fault that you only use Shudder and Grumble in decks that you steal from the internet and are too stupid to think of a use for yourself. You can refund my nuts
These stealth nerfs to expensive legendaries really leave a bad taste in my mouth. In particular Grumble and Shudderwock with just one common card. Just like the Doomhammer nerf by nerfing a basic card.
Agreed they seem to have a policy of not nerfing legendary cards...
would have been way better if they had just changed it to the same text as Echoing Ooze from nax... stops the shutter combo without nerfing other decks that use the card... would open it up to getting buffed by single target buffs like steed in paladin tho
I'm happy with the Saronite Chain Gang nerf. Shudderwock OTK players can still play that OTK in Wild with Doppelgangster, and aggro and tempo decks that used to leverage this with cheap buffs to cheat out tons of stats get a debuff - seems like a pretty reasonable nerf to me.
This is the only nerf I disagree with. Yes Shudderwock is strong, but it has been for a while. In wild you can still combo it with Doppelgangster so couldn't Blizzard just wait until this rotates, or made this nerf months ago?
https://outof.cards
This is what happens when steamers post videos of them playing 3 hours with Shudderwock stacking so much armor and not finishing off their opponent (trying to force them to concede). It made that archetype look much more degenerate than what it was before. I am glad that they decided to nerf only the Standard version of the OTK Combo but kept the wild version of it in tact (using the Doppelgangster). I agree with the change but it also affects other decks too since handbuffs doens't work with the card anymore (as in the copy will always be a 2/3)
I think you can still manage infinite shudderwocks in standard.
One coppertail imposter will give you stealth for one turn. Not much kills a 6 health stealth minion.
Then you play grumble the next turn to get the 1 Mana shudderwock back. 1 Mana shudderwock gives you a 1 Mana grumble,and you can alternate them.