Corsair Cache in it's current state is almost unplayable
When you compare it to similar tutor cards it's clear it's lacking in power. Scavenger's Ingenuity and Cagematch Custodian are both fairly well-statted and play similar roles to Corsair Cache. Scavenger's Ingenuity in particular is a very helpful card in any Hunter deck that runs Beasts, while Corsair Cache only sees play in decks which are desperate for a Weapon tutor like Bomb Warrior. Not even Pirate Warrior runs this card anymore and why would it? The extra durability on the Weapon just isn't worth paying 2 mana for since it only opens you up to getting punished harder by weapon removal and with how fast the meta is right now you might not even get to swing your weapon that extra time. Nevermind the fact that Corsair Cache asks you to essentially skip your turn 2 playing it and then try to haphazardly recover the tempo you just with your weapon. This is such a glaring weakness, I remember Demon Hunter and other aggro decks used to run Frozen Shadoweaver to freeze the Warrior's face the turn they equipped to punish them, and this was pre-nerf. That's not even accounting for draw RNG, sometimes you might draw all your weapons before you even get to play this card, which wouldn't even be a mark against this card if it's effect wasn't so underwhelming.
I propose two changes to make the card viable once again;
1.) Revert Corsair Cache back to it's original state. 2 mana, Draw a Weapon. Give it +1/+1
2.) Lower the cost to just 1 mana instead if you're still convinced the card was too strong in it's original state
In each of these 3 scenarios, the card always felt very powerful. Turning Wrenchcalibur into a 4/3 weapon meant that it ended up dealing 6 extra damage and adding an additional Bomb to the opponent's deck, Ancharrr dealt an extra 5 and drew an additional pirate, and Livewire Lance dealt an extra 5 and generated an additional Lackey.
The value gained from Corsair Cache in these instances ended up being (over the course of multiple turns) 2 mana to draw a weapon, deal an extra 5-6 damage, and generate another resource, be it a card or a Bomb. This damage and resource generation for such a low mana cost was very difficult for many decks to deal with, and led Bomb/Tempo Warriors into going face more often because they knew they could just finish you off with their weapon which would deal 9-12 damage because of Corsair Cache.
This of course was very strong, hence the nerf. What the nerf to Corsair Cache did was effectively cut the additional damage output in half, from 5-6 to 2-3 additional damage, which prevented these Bomb/Tempo Warriors from beating you down as easily as they had been doing. It's similar to the nerf of Boggspine Knuckles, which was simply just doing too much damage on it's own for decks to deal with it on top of the minions it was generating.
Unnerfed Corsair Cache would be even scarier now that Spiked Wheel exists. A 1 mana 4/3 (effectively) weapon would be insane in any aggresive Warrior deck, so unnerfing the card now is definitely out of the question while the card is in Standard.
As for changing the card to 1 mana, that would make the card ridiculously powerful as well. 1 mana cards that draw a card are incredibly powerful, see Consume Magic, Crimson Sigil Runner (which has been nerfed), Flare (which was nerfed from 1 mana to 2), Kobold Librarian and even Mortal Coil. All of those cards are/were quite strong, and they don't draw a specific card.
A 1 mana Corsair Cache as it stands now would be an immensely powerful card and would be an auto include in any Warrior deck that runs weapons.
In Wild it may be a different story, and it could maybe be reverted back to it's initial form, but as long as the card is in Standard I believe it should remain how it is.
TL;DR: It would be too powerful in Standard in it's original form thanks to it's previous uses alongside the addition of Spiked Wheel, but when the card rotates I could see it being unnerfed.
The answer to your question becomes obvious if you think about it for even a moment. Risky Skipper. I cannot stress enough how important drawing Skipper is for Enrage Warrior. If Skipper didn't exist Enrage Warrior wouldn't even run Ancharr or Corsair Cache. You could even argue that Enrage Warrior would not exist if not for Skipper it's that important.
As for the other reply here, you make a strong case and I honestly would not want Cache to be unnerfed until after rotation for all the reasons you've mentioned. I just forgot to include that point in an already lengthy post
I actually think +1 durability is a pretty powerful effect, it's a whole extra weapon swing.
I wouldn't mind them reverting the nerf after rotation (and maybe they are, they're reverting apparently some 25 nerfs or something, some of them may be standard cards) but I think the card is okay as is. Especially if warrior has weapons with an "on swing" effect.
The fact that the card continued to see play in multiple decks post-nerf was proof enough that the nerf was fair and justified. Reverting it after rotation would be fine as in wild it doesn't really see play as it is generally considered worse than Forge of Souls at the moment
The fact that the card continued to see play in multiple decks post-nerf was proof enough that the nerf was fair and justified. Reverting it after rotation would be fine as in wild it doesn't really see play as it is generally considered worse than Forge of Souls at the moment
Wait, it's not rotating into wild. It's from Ashes of Outland. (There's an Ethereal on the art -- which are "native" to Outland) But Wrenchcalibur, the Lackey weapon and Ancharr are all rotating.
The fact that the card continued to see play in multiple decks post-nerf was proof enough that the nerf was fair and justified. Reverting it after rotation would be fine as in wild it doesn't really see play as it is generally considered worse than Forge of Souls at the moment
Wait, it's not rotating into wild. It's from Ashes of Outland. (There's an Ethereal on the art -- which are "native" to Outland) But Wrenchcalibur, the Lackey weapon and Ancharr are all rotating.
You are right of course! Let's see what new weapons Warrior gets. If any of them is value-generating then the extra durability will be very important and Corsair Cache will continue to see a lot of play.
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Corsair Cache in it's current state is almost unplayable
When you compare it to similar tutor cards it's clear it's lacking in power. Scavenger's Ingenuity and Cagematch Custodian are both fairly well-statted and play similar roles to Corsair Cache. Scavenger's Ingenuity in particular is a very helpful card in any Hunter deck that runs Beasts, while Corsair Cache only sees play in decks which are desperate for a Weapon tutor like Bomb Warrior. Not even Pirate Warrior runs this card anymore and why would it? The extra durability on the Weapon just isn't worth paying 2 mana for since it only opens you up to getting punished harder by weapon removal and with how fast the meta is right now you might not even get to swing your weapon that extra time. Nevermind the fact that Corsair Cache asks you to essentially skip your turn 2 playing it and then try to haphazardly recover the tempo you just with your weapon. This is such a glaring weakness, I remember Demon Hunter and other aggro decks used to run Frozen Shadoweaver to freeze the Warrior's face the turn they equipped to punish them, and this was pre-nerf. That's not even accounting for draw RNG, sometimes you might draw all your weapons before you even get to play this card, which wouldn't even be a mark against this card if it's effect wasn't so underwhelming.
I propose two changes to make the card viable once again;
1.) Revert Corsair Cache back to it's original state. 2 mana, Draw a Weapon. Give it +1/+1
2.) Lower the cost to just 1 mana instead if you're still convinced the card was too strong in it's original state
I respectfully disagree, and here's why:
Corsair Cache was/is typically used to draw 1 of 3 weapons: Wrenchcalibur, Ancharrr, or Livewire Lance.
In each of these 3 scenarios, the card always felt very powerful. Turning Wrenchcalibur into a 4/3 weapon meant that it ended up dealing 6 extra damage and adding an additional Bomb to the opponent's deck, Ancharrr dealt an extra 5 and drew an additional pirate, and Livewire Lance dealt an extra 5 and generated an additional Lackey.
The value gained from Corsair Cache in these instances ended up being (over the course of multiple turns) 2 mana to draw a weapon, deal an extra 5-6 damage, and generate another resource, be it a card or a Bomb. This damage and resource generation for such a low mana cost was very difficult for many decks to deal with, and led Bomb/Tempo Warriors into going face more often because they knew they could just finish you off with their weapon which would deal 9-12 damage because of Corsair Cache.
This of course was very strong, hence the nerf. What the nerf to Corsair Cache did was effectively cut the additional damage output in half, from 5-6 to 2-3 additional damage, which prevented these Bomb/Tempo Warriors from beating you down as easily as they had been doing. It's similar to the nerf of Boggspine Knuckles, which was simply just doing too much damage on it's own for decks to deal with it on top of the minions it was generating.
Unnerfed Corsair Cache would be even scarier now that Spiked Wheel exists. A 1 mana 4/3 (effectively) weapon would be insane in any aggresive Warrior deck, so unnerfing the card now is definitely out of the question while the card is in Standard.
As for changing the card to 1 mana, that would make the card ridiculously powerful as well. 1 mana cards that draw a card are incredibly powerful, see Consume Magic, Crimson Sigil Runner (which has been nerfed), Flare (which was nerfed from 1 mana to 2), Kobold Librarian and even Mortal Coil. All of those cards are/were quite strong, and they don't draw a specific card.
A 1 mana Corsair Cache as it stands now would be an immensely powerful card and would be an auto include in any Warrior deck that runs weapons.
In Wild it may be a different story, and it could maybe be reverted back to it's initial form, but as long as the card is in Standard I believe it should remain how it is.
TL;DR: It would be too powerful in Standard in it's original form thanks to it's previous uses alongside the addition of Spiked Wheel, but when the card rotates I could see it being unnerfed.
The answer to your question becomes obvious if you think about it for even a moment. Risky Skipper. I cannot stress enough how important drawing Skipper is for Enrage Warrior. If Skipper didn't exist Enrage Warrior wouldn't even run Ancharr or Corsair Cache. You could even argue that Enrage Warrior would not exist if not for Skipper it's that important.
As for the other reply here, you make a strong case and I honestly would not want Cache to be unnerfed until after rotation for all the reasons you've mentioned. I just forgot to include that point in an already lengthy post
I don’t think it’s a debate. The deck DEFINITELY wouldn’t exist if Skipper wasn’t in Standard.
I don’t think it’s a debate. The deck DEFINITELY wouldn’t exist if Skipper wasn’t in Standard.
I'm fine with a buff after rotation, because Pirate warrior is nowhere near its old power level in wild.
I actually think +1 durability is a pretty powerful effect, it's a whole extra weapon swing.
I wouldn't mind them reverting the nerf after rotation (and maybe they are, they're reverting apparently some 25 nerfs or something, some of them may be standard cards) but I think the card is okay as is. Especially if warrior has weapons with an "on swing" effect.
The fact that the card continued to see play in multiple decks post-nerf was proof enough that the nerf was fair and justified. Reverting it after rotation would be fine as in wild it doesn't really see play as it is generally considered worse than Forge of Souls at the moment
Wait, it's not rotating into wild. It's from Ashes of Outland. (There's an Ethereal on the art -- which are "native" to Outland) But Wrenchcalibur, the Lackey weapon and Ancharr are all rotating.
Thread hijack
Buff idea to make a classic card relevant again
Buff Fan of Knives
Current effect - Deal 1 damage to all enemy minions, and draw a card.
My idea is to make it a combo card.
Combo effect - Deal 1 damage to all enemy minions and the enemy hero, and draw a card.
It's fun, it's flavorful, it resurrects a classic card back to being useful, and it's not overpowered.
You are right of course! Let's see what new weapons Warrior gets. If any of them is value-generating then the extra durability will be very important and Corsair Cache will continue to see a lot of play.