Okay, so a week has passed since Core set and new expansion's release date, and while the meta hasn't completely settled, I think we can agree that we already have our own list of cards (or at least one card) that need to be changed. Here is my list.
Please note that this is just an opinion, please don't be rude, get to the point and state where you agree or disagree with (for some reason, this is not a given on the internet)
2 Mana weapon with the capability of casting a total of 3 Secrets from your deck. Secret Paladin is a deck with the highest win rate on HSReplay. Iksar also has stated something about nerfing Mage and Paladin, so you can expect a nerf is coming for one of the cards, and I expect that the nerfed card will be this card. I think the appropriate nerf is to either increase its Mana cost to 3 or reduce its stats to 1/2.
To be honest, I called this one back when Madness at The Darkmoon Faire expansion came out. This is Incanter's Flow, but it reduces the cost by 3 instead of 1 for the same cost. That's how broken it is. Many people say that Mana increase to 4 is enough. I disagree. Increasing Mana cost will only slow the deck SLIGHTLY. It's not like they can't do anything if they don't use the card. Mage can totally defend itself just fine. Conjure Mana Biscuit still sees play, even though it literally does not give any Mana advantage. I think the appropriate nerf for this card is to either reduce the cost increase of spells to 2 instead of 3 or by introducing Shaman-style RNG to it (spells it transforms will be 1-3 cost higher instead of strictly 3 cost higher).
This card is ridiculous on No Minion Mage, and probably has like 100% use rate on decks by every Mage player that has the card. This card on its own is a 0 Mana draw 2. With Incanter's Flow, this card can literally generate Mana. I have been complaining about Skull of Gul'dan for a year, and even that card is not this ridiculous. At least Skull of Gul'dan requires you to spend 6 Mana and cannot generate extra Mana. I think the appropriate nerf is to increase the cost to 5 Mana.
This card is ridiculous because of how flexible it is, especially in Paladin and Rogue decks. It enables a lot cards like Prize Plunderer and Efficient Octo-bot and is also enabled by a lot of cards like Libram of Wisdom and Shadowstep. People say to nerf this card to 2 Mana 2/2 deal 1 damage. I don't know about that. I think the card is dead if you nerf it that way. I think the appropriate nerf for this card is to make it 2 Mana 2/2 deal 2 damage. It might sound pointless, because the damage output will be the same, but trust me, it will be very different. This will make Rogue think twice before using it to trigger Frenzy effect, because it is now a waste of 2 Mana instead of 1. It also reduces Prize Plunderer's damage output, because less cards will be played in a turn.
Beast Hunter deck is a very consistent pseudo-OTK deck. It can easily draw all the cards that you need using Scavenger's Ingenuity, Tracking, and Warsong Wrangler. It can copy Beasts from your deck using Selective Breeder. It can draw Beastmaster Leoroxx or your remaining King Krush using Taelan Fordring or Lorekeeper Polkelt. This results in a rather consistent turn 8 burst damage or even lethal, with no way to prevent it. I think the appropriate nerf for this card is to reduce the number of Beasts summoned to 2 from 3, and maybe increase its stats as well to something like 6/6.
Okay, so a week has passed since Core set and new expansion's release date, and while the meta hasn't completely settled, I think we can agree that we already have our own list of cards (or at least one card) that need to be changed. Here is my list.
Please note that this is just an opinion, please don't be rude, get to the point and state where you agree or disagree with (for some reason, this is not a given on the internet)
1. Sword of the Fallen
2 Mana weapon with the capability of casting a total of 3 Secrets from your deck. Secret Paladin is a deck with the highest win rate on HSReplay. Iksar also has stated something about nerfing Mage and Paladin, so you can expect a nerf is coming for one of the cards, and I expect that the nerfed card will be this card. I think the appropriate nerf is to either increase its Mana cost to 3 or reduce its stats to 1/2.
2. Deck of Lunacy
To be honest, I called this one back when Madness at The Darkmoon Faire expansion came out. This is Incanter's Flow, but it reduces the cost by 3 instead of 1 for the same cost. That's how broken it is. Many people say that Mana increase to 4 is enough. I disagree. Increasing Mana cost will only slow the deck SLIGHTLY. It's not like they can't do anything if they don't use the card. Mage can totally defend itself just fine. Conjure Mana Biscuit still sees play, even though it literally does not give any Mana advantage. I think the appropriate nerf for this card is to either reduce the cost increase of spells to 2 instead of 3 or by introducing Shaman-style RNG to it (spells it transforms will be 1-3 cost higher instead of strictly 3 cost higher).
3. Refreshing Spring Water
This card is ridiculous on No Minion Mage, and probably has like 100% use rate on decks by every Mage player that has the card. This card on its own is a 0 Mana draw 2. With Incanter's Flow, this card can literally generate Mana. I have been complaining about Skull of Gul'dan for a year, and even that card is not this ridiculous. At least Skull of Gul'dan requires you to spend 6 Mana and cannot generate extra Mana. I think the appropriate nerf is to increase the cost to 5 Mana.
4. Pen Flinger
This card is ridiculous because of how flexible it is, especially in Paladin and Rogue decks. It enables a lot cards like Prize Plunderer and Efficient Octo-bot and is also enabled by a lot of cards like Libram of Wisdom and Shadowstep. People say to nerf this card to 2 Mana 2/2 deal 1 damage. I don't know about that. I think the card is dead if you nerf it that way. I think the appropriate nerf for this card is to make it 2 Mana 2/2 deal 2 damage. It might sound pointless, because the damage output will be the same, but trust me, it will be very different. This will make Rogue think twice before using it to trigger Frenzy effect, because it is now a waste of 2 Mana instead of 1. It also reduces Prize Plunderer's damage output, because less cards will be played in a turn.
5. Beastmaster Leoroxx
Beast Hunter deck is a very consistent pseudo-OTK deck. It can easily draw all the cards that you need using Scavenger's Ingenuity, Tracking, and Warsong Wrangler. It can copy Beasts from your deck using Selective Breeder. It can draw Beastmaster Leoroxx or your remaining King Krush using Taelan Fordring or Lorekeeper Polkelt. This results in a rather consistent turn 8 burst damage or even lethal, with no way to prevent it. I think the appropriate nerf for this card is to reduce the number of Beasts summoned to 2 from 3, and maybe increase its stats as well to something like 6/6.