The issue is, Murloc Shamans viability is entirely dependant on this card since it's the only way to refill your hand (see the old Murloc Paladin w/ Divine Favor, without the card the deck wouldn't have been nearly as powerful). And nobody in their right mind would play it on an empty board on turn 2. I could see a slight health decrease but setting its cost to 4 mana (hi@Scargil) would kill the card and, by doing so the archetype too.
As a side note: to those claiming a card would not be nerfed because of Wild, did you forget Flametongue Totem?
A "soft nerf" to Underbelly Angler may be already on it's way. It looks like there are 2 more Murloc cards being revealed today. Regardless of how good or bad they are it will still end up increasing the pool of Murloc cards which will consequently decrease your chances of getting the ideal Murloc card that you would want for any given situation: Warleader, Toxfin, Angler, Tidecaller or Coldlight Seer, etc..
A "soft nerf" to Underbelly Angler may be already on it's way. It looks like there are 2 more Murloc cards being revealed today. Regardless of how good or bad they are it will still end up increasing the pool of Murloc cards which will consequently decrease your chances of getting the ideal Murloc card that you would want for any given situation: Warleader, Toxfin, Angler, Tidecaller or Coldlight Seer, etc..
Correct on this. The more Murlocs in Standard, means the less likely of you getting playable or good ones to play alongside this card.
This card CAN be very high roll if the opponent can't remove it on turn 2, but that's the problem with most aggressive decks. If you can't remove their early minions, they pile on the damage and you are playing defensively the whole game. Eventually you will run out of board clears, and this card will make it so that they can refill the board almost every turn.
Hopefully some of the murlocs are bad enough that this card wont become a problem.
I feel like even if the new Murloc cards help dilute Angler's consistency to generate good murloc cards it still won't make the deck unplayable. Which is also why I think it's probably the best way to reduce it's power level. I've read a lot of hate towards Underbelly Angler but in large the complaints tend to neglect Soul of the Murloc. The ability to have your Murlocs stick to the board is one of the main reason why Murlocs aren't Garbage Tier right now. The other part is Angler and having the ability to not "run out of steam." These are the 2 main reason why Murloc decks have always struggled in the past and even now with the cards printed from RoS the deck make it competitive but hardly oppressive.
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I don't expect that card to rotate out without getting nerfed or causing some classic card to get nerfed (probably Bloodlust).
The issue is, Murloc Shamans viability is entirely dependant on this card since it's the only way to refill your hand (see the old Murloc Paladin w/ Divine Favor, without the card the deck wouldn't have been nearly as powerful). And nobody in their right mind would play it on an empty board on turn 2. I could see a slight health decrease but setting its cost to 4 mana (hi@Scargil) would kill the card and, by doing so the archetype too.
As a side note: to those claiming a card would not be nerfed because of Wild, did you forget Flametongue Totem?
no need a big nerf, just make it 1 health, easier to remove. health can also be upgraded with that other mulroc on turn 3 not a big deal
2 topics in a row about this card. Damn you are TRIGGERED! Your disproportionate malcontent isn’t going to do a damn thing. Feels good.
A "soft nerf" to Underbelly Angler may be already on it's way. It looks like there are 2 more Murloc cards being revealed today. Regardless of how good or bad they are it will still end up increasing the pool of Murloc cards which will consequently decrease your chances of getting the ideal Murloc card that you would want for any given situation: Warleader, Toxfin, Angler, Tidecaller or Coldlight Seer, etc..
Correct on this. The more Murlocs in Standard, means the less likely of you getting playable or good ones to play alongside this card.
This card CAN be very high roll if the opponent can't remove it on turn 2, but that's the problem with most aggressive decks. If you can't remove their early minions, they pile on the damage and you are playing defensively the whole game. Eventually you will run out of board clears, and this card will make it so that they can refill the board almost every turn.
Hopefully some of the murlocs are bad enough that this card wont become a problem.
I feel like even if the new Murloc cards help dilute Angler's consistency to generate good murloc cards it still won't make the deck unplayable. Which is also why I think it's probably the best way to reduce it's power level. I've read a lot of hate towards Underbelly Angler but in large the complaints tend to neglect Soul of the Murloc. The ability to have your Murlocs stick to the board is one of the main reason why Murlocs aren't Garbage Tier right now. The other part is Angler and having the ability to not "run out of steam." These are the 2 main reason why Murloc decks have always struggled in the past and even now with the cards printed from RoS the deck make it competitive but hardly oppressive.