I think there are some cards out there that could really use a Boomsday-Like buff. I expect it to happen this summer and i have a few nominations for buffs. Unfortunately with a lot of nerfs/card changes it's mostly stat or mana nerfs even though players on the forums always ask for a card to change the way it works completely. For the record I agree with a lot of people's requests for change but that's not the way team 5 works. They would rather use those ideas which may be ones they had initially for a card in development for an upcoming expansion or mainly because they don't want to change the coding which can lead to bugged interactions with other cards.
Anyways on to the list for buffs which i'd also love to hear other people's suggestions.
Vereesa Windrunner: I think her stats and cost are fine so if i had my wish it would be that when you attack with her weapon the spell damage lasts until your next turn so you can utilize things like Explosive Trap to be able to fend off larger mid to late game threats. If a change like that isn't possible then i think nerfing her stats to 4/5 and cost 5 mana would make it a more playable card.
Dimensional Ripper: Warrior is doing good right now but I think Big Warrior could make a return to the game if this card dropped to 8 mana making it a little more feasible play. Of the existing 8-10 Mana spells in the game it has to one of the worst, who knows maybe just underplayed because there is combo potential with Kael'Thas.
Nozari: Paladin needs some help and for what should be their big late game healing card to target both players while also costing 10 mana just hurts. If this were able to just heal the paladin or giving it taunt and still letting it heal both players seems fair.....it's 10 mana!!!
The Boom Reaver: Right there with Dimensional Ripper it's going to be found mainly in meme decks or from random discovery. Drop it's mana cost to 9 so there's potential for a Shield Slam to be used or maybe make it pull 2 minions.
Ysiel Windsinger: Powerful if it holds the board but unless cheated out early with with the Imprisoned Satyr it's really hard to use this for 9 mana because it has a lot of anti synergy with Druid's zero cost spells to actually make a meaningful play. 8 mana or making it a 4/6 or 3/7 could be useful. I'd prefer the 4/6 because preists stealing this would be devastating.
Waste Warden: I've posted about this card before it doesn't need a stat or mana buff it just needs to be fixed to target things like treants, lackeys, and minion copies that are not a minion type.
Nozdormu the Timeless: Another paladin card that just needs so much help. any time i've had the ability to play this card on turn 4 i can never justify it because you give your opponent the first turn to benefit from this card's ability. Even if your had a bunch of big powerful minions to play on your next turn with all that mana your opponent has the ability to make easy counter plays. Maybe this card is meant to be played with Tip the Scales.
Anyways i'd love to hear some thoughts on these suggestions as well as your own ideas. I love talking about card improvements more than nerfs because it's so much more positive to come up with ideas that could improve classes chances for new archetypes.
Regarding Nozdormu the Timeless: I think it is an interesting card in the current aggro-focused meta. A Tempo DH or a Face Hunter will not have the resources to deal with an 8/8 body at turn 5 (unless of course they can ignore it and kill you) and won't be able to take full advantage (if any) of having 10 mana next turn given that their decks are full of low cost cards. Oh and it should also be fine against Rogue, their whole deck can be played at a cost of 0- or 1-mana anyway ;)
Regarding Nozdormu the Timeless: I think it is an interesting card in the current aggro-focused meta. A Tempo DH or a Face Hunter will not have the resources to deal with an 8/8 body at turn 5 (unless of course they can ignore it and kill you) and won't be able to take full advantage (if any) of having 10 mana next turn given that their decks are full of low cost cards. Oh and it should also be fine against Rogue, their whole deck can be played at a cost of 0- or 1-mana anyway ;)
You might be right actually. Maybe we should try it in a couple of decks. If it should be buffed I think you should get 10 full mana crystals
Regarding Nozdormu the Timeless: I think it is an interesting card in the current aggro-focused meta. A Tempo DH or a Face Hunter will not have the resources to deal with an 8/8 body at turn 5 (unless of course they can ignore it and kill you) and won't be able to take full advantage (if any) of having 10 mana next turn given that their decks are full of low cost cards. Oh and it should also be fine against Rogue, their whole deck can be played at a cost of 0- or 1-mana anyway ;)
I think it should give you the 6 mana crystals to play afterwards.
Regarding Nozdormu the Timeless: I think it is an interesting card in the current aggro-focused meta. A Tempo DH or a Face Hunter will not have the resources to deal with an 8/8 body at turn 5 (unless of course they can ignore it and kill you) and won't be able to take full advantage (if any) of having 10 mana next turn given that their decks are full of low cost cards. Oh and it should also be fine against Rogue, their whole deck can be played at a cost of 0- or 1-mana anyway ;)
You might be right actually. Maybe we should try it in a couple of decks. If it should be buffed I think you should get 10 full mana crystals
You can try him but he will be sh.t nevertheless.
When you play him against an aggro deck you basically skip your own turn ( since a minion without taunt will simply be ignored) and even worse you give your opponent 6 additional mana. Now back in the days of Pirate Warriors this might not be such an issue, but Deamonhunters with their huge amount of carddraw can make good use of this extra mana.
And yeah Control decks just get faster to their wincondition wich is usually more powerful than Paladins.
Regarding Nozdormu the Timeless: I think it is an interesting card in the current aggro-focused meta. A Tempo DH or a Face Hunter will not have the resources to deal with an 8/8 body at turn 5 (unless of course they can ignore it and kill you) and won't be able to take full advantage (if any) of having 10 mana next turn given that their decks are full of low cost cards. Oh and it should also be fine against Rogue, their whole deck can be played at a cost of 0- or 1-mana anyway ;)
You might be right actually. Maybe we should try it in a couple of decks. If it should be buffed I think you should get 10 full mana crystals
You can try him but he will be sh.t nevertheless.
When you play him against an aggro deck you basically skip your own turn ( since a minion without taunt will simply be ignored) and even worse you give your opponent 6 additional mana. Now back in the days of Pirate Warriors this might not be such an issue, but Deamonhunters with their huge amount of carddraw can make good use of this extra mana.
And yeah Control decks just get faster to their wincondition wich is usually more powerful than Paladins.
You are right, it is not playable against DH (and therefore not playable in the current meta), but that has to do with how OP this deck is at the moment. Any 4-drop that is not a taunt and/or rush and/or battlecry deal x-damage is simply unplayable against them. But against a 'traditional' aggro deck like Face Hunter it would be a perfectly fine turn-4 play for example
I think Paladin in general could use a big buff, not only 2 or 3 cards. Paladin has been so inconsistent lately. Ever since Odd/Even decks and maybe the Shirvallah OTK, nothing even remotely powerful came out of the new waves of support. They get a million archetypes that don't synergize even the slightest. Demon Hunters can play a million cards in a turn, Paladin mostly plays one and even that feels weak. I read a YouTube comment the other day saying that Paladin feels weak and unsafe even when you're in the lead. After experimenting with Pure and Libram Paladin, I can say that it is a 100% true.
Regarding Nozdormu the Timeless: I think it is an interesting card in the current aggro-focused meta. A Tempo DH or a Face Hunter will not have the resources to deal with an 8/8 body at turn 5 (unless of course they can ignore it and kill you) and won't be able to take full advantage (if any) of having 10 mana next turn given that their decks are full of low cost cards. Oh and it should also be fine against Rogue, their whole deck can be played at a cost of 0- or 1-mana anyway ;)
You might be right actually. Maybe we should try it in a couple of decks. If it should be buffed I think you should get 10 full mana crystals
You can try him but he will be sh.t nevertheless.
When you play him against an aggro deck you basically skip your own turn ( since a minion without taunt will simply be ignored) and even worse you give your opponent 6 additional mana. Now back in the days of Pirate Warriors this might not be such an issue, but Deamonhunters with their huge amount of carddraw can make good use of this extra mana.
And yeah Control decks just get faster to their wincondition wich is usually more powerful than Paladins.
If your deck has plenty of big minions and cards, this is extremely good against aggro decks. At least I have had good success.
For example, playing card like reno or uther of the ebon blade after nozdormu gets you healed and you probably have bigger minions on the board.
Its also very good at turn 10, it is still a 4 cost 8/8. One of best paladin legendary card I have crafted.
I'll also have to disagree with the Ysiel Windsinger buff, that card already enables a really powerful Otk deck in Wild, buffing it would be super dangerous, and the point of Satyr is exactly that, Satyr has the same role as Dreampetal Florist, they are meant to heavily reduce the mana of one of Druid's combo pieces.
Dimensional ripper buff would be ridicilous. Most of the cards that are 10 and 9 mana have high cost because: you need to pay with tempo to utilize that better of an effect. Like malygos, warlock deathknight, grommash hellscream. That’s the main reason that dimensional ripper buff would create the worst ever time of hearthstone.
as an example i will give you this:
dimensional ripper on turn8==> 2 grommash hellscreams on board==> 1 inner rage for both grommashes==> 24 easy damage to the face.
I think Paladin in general could use a big buff, not only 2 or 3 cards. Paladin has been so inconsistent lately. Ever since Odd/Even decks and maybe the Shirvallah OTK, nothing even remotely powerful came out of the new waves of support. They get a million archetypes that don't synergize even the slightest. Demon Hunters can play a million cards in a turn, Paladin mostly plays one and even that feels weak. I read a YouTube comment the other day saying that Paladin feels weak and unsafe even when you're in the lead. After experimenting with Pure and Libram Paladin, I can say that it is a 100% true.
Agreed. Paladin is struggling over the years it's best decks have been silly aggro murloc or Baku decks. I'm surprised they didn't revert the Equality nerf i know they are trying to go away from cards that are used in every archetype of each class but come on some sort of control, heal, or pure paladin needs this to be back at 2 mana
Dimensional ripper buff would be ridicilous. Most of the cards that are 10 and 9 mana have high cost because: you need to pay with tempo to utilize that better of an effect. Like malygos, warlock deathknight, grommash hellscream. That’s the main reason that dimensional ripper buff would create the worst ever time of hearthstone.
as an example i will give you this:
dimensional ripper on turn8==> 2 grommash hellscreams on board==> 1 inner rage for both grommashes==> 24 easy damage to the face.
versus never being played i mean come on here i'm trying to come up with cards that have been in standard for a little while that don't see play.
I think there are some cards out there that could really use a Boomsday-Like buff. I expect it to happen this summer and i have a few nominations for buffs. Unfortunately with a lot of nerfs/card changes it's mostly stat or mana nerfs even though players on the forums always ask for a card to change the way it works completely. For the record I agree with a lot of people's requests for change but that's not the way team 5 works. They would rather use those ideas which may be ones they had initially for a card in development for an upcoming expansion or mainly because they don't want to change the coding which can lead to bugged interactions with other cards.
Anyways on to the list for buffs which i'd also love to hear other people's suggestions.
Vereesa Windrunner: I think her stats and cost are fine so if i had my wish it would be that when you attack with her weapon the spell damage lasts until your next turn so you can utilize things like Explosive Trap to be able to fend off larger mid to late game threats. If a change like that isn't possible then i think nerfing her stats to 4/5 and cost 5 mana would make it a more playable card.
Dimensional Ripper: Warrior is doing good right now but I think Big Warrior could make a return to the game if this card dropped to 8 mana making it a little more feasible play. Of the existing 8-10 Mana spells in the game it has to one of the worst, who knows maybe just underplayed because there is combo potential with Kael'Thas.
Nozari: Paladin needs some help and for what should be their big late game healing card to target both players while also costing 10 mana just hurts. If this were able to just heal the paladin or giving it taunt and still letting it heal both players seems fair.....it's 10 mana!!!
The Boom Reaver: Right there with Dimensional Ripper it's going to be found mainly in meme decks or from random discovery. Drop it's mana cost to 9 so there's potential for a Shield Slam to be used or maybe make it pull 2 minions.
Ysiel Windsinger: Powerful if it holds the board but unless cheated out early with with the Imprisoned Satyr it's really hard to use this for 9 mana because it has a lot of anti synergy with Druid's zero cost spells to actually make a meaningful play. 8 mana or making it a 4/6 or 3/7 could be useful. I'd prefer the 4/6 because preists stealing this would be devastating.
Waste Warden: I've posted about this card before it doesn't need a stat or mana buff it just needs to be fixed to target things like treants, lackeys, and minion copies that are not a minion type.
Nozdormu the Timeless: Another paladin card that just needs so much help. any time i've had the ability to play this card on turn 4 i can never justify it because you give your opponent the first turn to benefit from this card's ability. Even if your had a bunch of big powerful minions to play on your next turn with all that mana your opponent has the ability to make easy counter plays. Maybe this card is meant to be played with Tip the Scales.
Anyways i'd love to hear some thoughts on these suggestions as well as your own ideas. I love talking about card improvements more than nerfs because it's so much more positive to come up with ideas that could improve classes chances for new archetypes.
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Regarding Nozdormu the Timeless: I think it is an interesting card in the current aggro-focused meta. A Tempo DH or a Face Hunter will not have the resources to deal with an 8/8 body at turn 5 (unless of course they can ignore it and kill you) and won't be able to take full advantage (if any) of having 10 mana next turn given that their decks are full of low cost cards.
Oh and it should also be fine against Rogue, their whole deck can be played at a cost of 0- or 1-mana anyway ;)
You might be right actually. Maybe we should try it in a couple of decks. If it should be buffed I think you should get 10 full mana crystals
Silver Hand Recruit
No because then y’all will just make a thread to nerf this and that.
you forgot shaman.
I think it should give you the 6 mana crystals to play afterwards.
Seconded
You can try him but he will be sh.t nevertheless.
When you play him against an aggro deck you basically skip your own turn ( since a minion without taunt will simply be ignored) and even worse you give your opponent 6 additional mana. Now back in the days of Pirate Warriors this might not be such an issue, but Deamonhunters with their huge amount of carddraw can make good use of this extra mana.
And yeah Control decks just get faster to their wincondition wich is usually more powerful than Paladins.
Waste Warden is not the problem, the problem is that Blizzard refuses to give every minion a type for no reason.
You are right, it is not playable against DH (and therefore not playable in the current meta), but that has to do with how OP this deck is at the moment. Any 4-drop that is not a taunt and/or rush and/or battlecry deal x-damage is simply unplayable against them. But against a 'traditional' aggro deck like Face Hunter it would be a perfectly fine turn-4 play for example
I think Paladin in general could use a big buff, not only 2 or 3 cards. Paladin has been so inconsistent lately. Ever since Odd/Even decks and maybe the Shirvallah OTK, nothing even remotely powerful came out of the new waves of support. They get a million archetypes that don't synergize even the slightest. Demon Hunters can play a million cards in a turn, Paladin mostly plays one and even that feels weak. I read a YouTube comment the other day saying that Paladin feels weak and unsafe even when you're in the lead. After experimenting with Pure and Libram Paladin, I can say that it is a 100% true.
If your deck has plenty of big minions and cards, this is extremely good against aggro decks. At least I have had good success.
For example, playing card like reno or uther of the ebon blade after nozdormu gets you healed and you probably have bigger minions on the board.
Its also very good at turn 10, it is still a 4 cost 8/8. One of best paladin legendary card I have crafted.
Agree with the majority!
The only ones I disagree with are Ysiel Windsinger, because that card can get really OP real fast (in particualar in wild).
Waste Warden would require such a big rework including adding some card families which don't make sense lore-wise and it won't be done.
I'll also have to disagree with the Ysiel Windsinger buff, that card already enables a really powerful Otk deck in Wild, buffing it would be super dangerous, and the point of Satyr is exactly that, Satyr has the same role as Dreampetal Florist, they are meant to heavily reduce the mana of one of Druid's combo pieces.
Dimensional ripper buff would be ridicilous. Most of the cards that are 10 and 9 mana have high cost because: you need to pay with tempo to utilize that better of an effect. Like malygos, warlock deathknight, grommash hellscream. That’s the main reason that dimensional ripper buff would create the worst ever time of hearthstone.
as an example i will give you this:
dimensional ripper on turn8==> 2 grommash hellscreams on board==> 1 inner rage for both grommashes==> 24 easy damage to the face.
shaman is in a really good spot imo has several powerful decks that go really underplayed
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Agreed. Paladin is struggling over the years it's best decks have been silly aggro murloc or Baku decks. I'm surprised they didn't revert the Equality nerf i know they are trying to go away from cards that are used in every archetype of each class but come on some sort of control, heal, or pure paladin needs this to be back at 2 mana
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versus never being played i mean come on here i'm trying to come up with cards that have been in standard for a little while that don't see play.
Google search: Is Hearthstone free to play?