The change to Tinkmaster is absolutely stupid. How will Druids and Paladins deal with big creatures? Naturalize? lol.
If i were in charge i'd make him a 3/3 that reads "Transform an enemy minion into a 4/4 Devilsaur." Not sure about the Devilsaur stats though, but not 1/1 for sure. This makes the card more situational but still functions as a removal for Ysera/Ragnaros/Deathwing... while eliminating big snowballs as making Tirion a 1/1.
I would have to agree with most people saying Tink is now unplayable. Unless you actually get to choose what the random transformation will be before it changes a random minion. I mean really, say they have a rag and 1/1 on their side. You drop tink and turn their 1/1 into a 5/5. Well GG! With random change and random target, he has no meaningful purpose to being played. Since he is no longer a dependable large threat removal card, and can even potentially wreck your side of the board.
Alternatively had they made it so the player chooses which change, there is suddenly some strategy. You could play with a 1/1 on your side, empty board, and make a guaranteed 5/5. Would be decent in token decks. Or in that 1/1/rag situation. At least you know the worst will be the 1/1 staying a 1/1, and might take out the rag.
Honestly I find the change odd. Rag and triton are pretty overpowered *among a few others* and now they have one less neutral removal threat. *shrug* Hopefully adventure mode will introduce some new cards to deal with them. I would even go so far as to say this change was a buff to sylvanas, since Tink was a great way to silence her.
I'm fine with this change, didn't have tinkmaster yet but now I dont have to craft him. totally dusting Nat Pagle now as I'd rather use Novice Engineer or Loot Hoarder for a more guaranteed card draw. 1600 dust will go a long way to help upgrade my other decks.
Back to tinkmaster though, it was overpowered and needed to be changed. I spend 8 mana on Tirion Fordring or Ragnaros the Firelord and then opponent gets to spend 3 mana to change it to a 1/1 or 5/5 and still be able to spend mana to deal with other creatures ,etc? not fun.
The change to Tinkmaster is absolutely stupid. How will Druids and Paladins deal with big creatures? Naturalize? lol.
If i were in charge i'd make him a 3/3 that reads "Transform an enemy minion into a 4/4 Devilsaur." Not sure about the Devilsaur stats though, but not 1/1 for sure. This makes the card more situational but still functions as a removal for Ysera/Ragnaros/Deathwing... while eliminating big snowballs as making Tirion a 1/1.
If you made that change we would still see him in every deck. In fact, this change would probably make Tink Significantly better (remember that if you secure the outcome, then other deck types (eg Aggro) would run Tink just to buff their own weaklings.
In a sense every card that is based on RNG is fine, you have none to blame but your luck or lack of it. Tinkmaster Overspark some times has saved me games, other times he completely anihilated me because of the Devilsaur it's a gamble that you have to take...and that was the 'fun' part of it, same thing with Nat Pagle many times I see him fishing like 4 in a row, other times missing 4, or even more in a row which resulted in my opponent to completely ignoring him since I had no value from him, on top of that, not to mention that 90% of the time he was dead after the first turn that I summoned him and he fished like 0-1 times. Blizzard has a trend towards making Legendary cards not feel 'Legendary' in my opinion. And let's be honest with ourselves how many times has Tinkmaster/Pagle made us win/lose games ?
The Nat Pagle nerf seems perfect, but WTF THAT Tinkmaster Overspark CHANGE?!? This completely changes the nature of the card. Instead of being a "2 mana poly" for any class, its another Gelbin Mekkatorque. This completely shifted its purpose from control ---> aggro imo. Druids and paladins needed Tinkmaster Overspark because they had no way to deal with minions like Cairne Bloodhoof, Ragnaros the Firelord or Sylvanas Windrunner. If the new Tinkmaster Overspark is ever played again it will probably be in aggro decks looking for a lucky devilsaur or combo decks that don't play many minions. Even though i don't have either cards, i much rather have Tinkmaster Overspark be common than Nat Pagle. Looks like people will be looking towards Loot Hoarder again
While I don't like the change to tinkmaster myself. Alot of the people seem to be saying that it is hitting paladins/druids hard because they have no answer to the likes of cairne/rags/etc. Druids have a commonly played silence minion and spellbreaker/owl are out there. They aren't as ideal as tinkmaster (and remember, my stance was that the card was fine as it is) but it is definitely not leaving the classes without ANY answers.
I'm fine with this change, didn't have tinkmaster yet but now I dont have to craft him. totally dusting Nat Pagle now as I'd rather use Novice Engineer or Loot Hoarder for a more guaranteed card draw. 1600 dust will go a long way to help upgrade my other decks.
I don't get this logic. Nat Pagle is demonstrably worse than he was previously, but given he was never guaranteed to draw a card on the turn you played him anyway, he was never better than either Novice Engineer or Loot Hoarder for that purpose.
Pagle's strength is two-fold. Firstly, he creates a perceived threat that makes opponents commit resources towards killing it, which either gains you life or nets you card advantage (Swipes not aimed at your face are always good) and secondly, if left unchecked he can potentially draw more than a card.
FWIW, both of those things are still true, though his ability to generate significant card advantage has been weakened.
to help, they could make a big game hunter destoy legendarys as well as 7+ ... this would take on tinks role, and with low mana cost (or something like that)
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(sorry for any missssssspels - not a native english speaker + fat fingers)
I think that Tinkmaster Overspark has been hurt badly, but that he will eventually rear his gnomish head again when people figure out which decks best compensate for his new weaknesses. If I had to guess, I'd say that he's going to end up in a weenie rush deck or a minimal presence control deck.
The changes to Nat Pagle were fair, and is still good in my opinion.
However, Tinkmaster Overspark.. is now complete trash with this nerf, and will be a nice 1600 dust to add to my collection.Though I'm sure in months time I'll be proven wrong.
Will we get the full dust amount for disenchanting the other cards affected by the update? (Ancient of War, Betrayal, and Mortal Strike) They're getting cosmetic wording changes, but their functionality won't change.
The nerf to Nat Pagle is totally fair in my opinion. It's a very small nerf, but the people who say it's a buff are completely wrong. No matter how you look at it it basically amounts to getting 1 less chance to draw a card before he gets killed. Not a huge deal, but definitely a nerf.
I haven't read the entire thread, but seriously, people are calling this a buff? If the card can be killed before its card text can take effect, then it is a nerf.
This is actually a fun solution, and would lead to a lot more playing around the effect, which I always love.
Trying to set up the perfect situation to get your totem turned into a devilsaur or trying to avoid getting your big guy squirreled by the opponent would be great.
That's fine for fun decks. Not so great for competitive decks.
The Tinkmaster nerf was most definitely needed. A cheaper polymorph that also gives you a minion on the board has serious balance issues. The fact that it has a chance to spawn a 5/5 instead of a 1/1 is not a significant enough downside when the minion you're getting rid of is something like Ragnaros or Ysera.
It's now far worse but still probably not unplayable in my opinion. If you're against a slow deck with just 1-2 minions on board the odds are still in your favor. Praise R N Geesus.
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The change to Tinkmaster is absolutely stupid. How will Druids and Paladins deal with big creatures? Naturalize? lol.
If i were in charge i'd make him a 3/3 that reads "Transform an enemy minion into a 4/4 Devilsaur." Not sure about the Devilsaur stats though, but not 1/1 for sure. This makes the card more situational but still functions as a removal for Ysera/Ragnaros/Deathwing... while eliminating big snowballs as making Tirion a 1/1.
I would have to agree with most people saying Tink is now unplayable. Unless you actually get to choose what the random transformation will be before it changes a random minion. I mean really, say they have a rag and 1/1 on their side. You drop tink and turn their 1/1 into a 5/5. Well GG! With random change and random target, he has no meaningful purpose to being played. Since he is no longer a dependable large threat removal card, and can even potentially wreck your side of the board.
Alternatively had they made it so the player chooses which change, there is suddenly some strategy. You could play with a 1/1 on your side, empty board, and make a guaranteed 5/5. Would be decent in token decks. Or in that 1/1/rag situation. At least you know the worst will be the 1/1 staying a 1/1, and might take out the rag.
Honestly I find the change odd. Rag and triton are pretty overpowered *among a few others* and now they have one less neutral removal threat. *shrug* Hopefully adventure mode will introduce some new cards to deal with them. I would even go so far as to say this change was a buff to sylvanas, since Tink was a great way to silence her.
I'm fine with this change, didn't have tinkmaster yet but now I dont have to craft him. totally dusting Nat Pagle now as I'd rather use Novice Engineer or Loot Hoarder for a more guaranteed card draw. 1600 dust will go a long way to help upgrade my other decks.
Back to tinkmaster though, it was overpowered and needed to be changed. I spend 8 mana on Tirion Fordring or Ragnaros the Firelord and then opponent gets to spend 3 mana to change it to a 1/1 or 5/5 and still be able to spend mana to deal with other creatures ,etc? not fun.
I said enemy minion.
In a sense every card that is based on RNG is fine, you have none to blame but your luck or lack of it. Tinkmaster Overspark some times has saved me games, other times he completely anihilated me because of the Devilsaur it's a gamble that you have to take...and that was the 'fun' part of it, same thing with Nat Pagle many times I see him fishing like 4 in a row, other times missing 4, or even more in a row which resulted in my opponent to completely ignoring him since I had no value from him, on top of that, not to mention that 90% of the time he was dead after the first turn that I summoned him and he fished like 0-1 times. Blizzard has a trend towards making Legendary cards not feel 'Legendary' in my opinion. And let's be honest with ourselves how many times has Tinkmaster/Pagle made us win/lose games ?
"You betrayed our people to forge your fragile alliances and I will take great pleasure in tearing them apart."
The Nat Pagle nerf seems perfect, but WTF THAT Tinkmaster Overspark CHANGE?!? This completely changes the nature of the card. Instead of being a "2 mana poly" for any class, its another Gelbin Mekkatorque. This completely shifted its purpose from control ---> aggro imo. Druids and paladins needed Tinkmaster Overspark because they had no way to deal with minions like Cairne Bloodhoof, Ragnaros the Firelord or Sylvanas Windrunner. If the new Tinkmaster Overspark is ever played again it will probably be in aggro decks looking for a lucky devilsaur or combo decks that don't play many minions. Even though i don't have either cards, i much rather have Tinkmaster Overspark be common than Nat Pagle. Looks like people will be looking towards Loot Hoarder again
While I don't like the change to tinkmaster myself. Alot of the people seem to be saying that it is hitting paladins/druids hard because they have no answer to the likes of cairne/rags/etc. Druids have a commonly played silence minion and spellbreaker/owl are out there. They aren't as ideal as tinkmaster (and remember, my stance was that the card was fine as it is) but it is definitely not leaving the classes without ANY answers.
I don't get this logic. Nat Pagle is demonstrably worse than he was previously, but given he was never guaranteed to draw a card on the turn you played him anyway, he was never better than either Novice Engineer or Loot Hoarder for that purpose.
Pagle's strength is two-fold. Firstly, he creates a perceived threat that makes opponents commit resources towards killing it, which either gains you life or nets you card advantage (Swipes not aimed at your face are always good) and secondly, if left unchecked he can potentially draw more than a card.
FWIW, both of those things are still true, though his ability to generate significant card advantage has been weakened.
D.S
This. Or turn enemy on 1/1 and yours on 5/5 allways. Its no more a removal, just a random eff card. BGH seems more legendary than this.
Nat will keep on decks, recursive draw power on early game is still op.
to help, they could make a big game hunter destoy legendarys as well as 7+ ... this would take on tinks role, and with low mana cost (or something like that)
(sorry for any missssssspels - not a native english speaker + fat fingers)
As a "Control" Paladin main, the tinkmaster nerf really hurts. Honestly, it's just trash now.
Shaman can use 3 to hex, mage 4 for a poly. At least with the tink you had to opportunity to get a 5/5 out of it.
I like the change to Nat Pagle.
I think that Tinkmaster Overspark has been hurt badly, but that he will eventually rear his gnomish head again when people figure out which decks best compensate for his new weaknesses. If I had to guess, I'd say that he's going to end up in a weenie rush deck or a minimal presence control deck.
Also, question for Warriors & Hunters. If you Tink something on your own side of the board, will it proc Starving Buzzard, Tundra Rhino, or Warsong Commander?
The changes to Nat Pagle were fair, and is still good in my opinion.
However, Tinkmaster Overspark.. is now complete trash with this nerf, and will be a nice 1600 dust to add to my collection.Though I'm sure in months time I'll be proven wrong.
With 3/3 stats I can see tink used in aggro decks. Turn 2 tidehunter, turn 3 tinkmaster for 50% chance of instant win board with 3/3 and 5/5
Will we get the full dust amount for disenchanting the other cards affected by the update? (Ancient of War, Betrayal, and Mortal Strike) They're getting cosmetic wording changes, but their functionality won't change.
hate to say it...but i agree with these changes...
I haven't read the entire thread, but seriously, people are calling this a buff? If the card can be killed before its card text can take effect, then it is a nerf.
Poetic.
That's fine for fun decks. Not so great for competitive decks.
Poetic.
The Tinkmaster nerf was most definitely needed. A cheaper polymorph that also gives you a minion on the board has serious balance issues. The fact that it has a chance to spawn a 5/5 instead of a 1/1 is not a significant enough downside when the minion you're getting rid of is something like Ragnaros or Ysera.
It's now far worse but still probably not unplayable in my opinion. If you're against a slow deck with just 1-2 minions on board the odds are still in your favor. Praise R N Geesus.