He needs to have a 100% chance to draw a card on his first try to make it even remotely playable.
He's getting the boot even in my druid deck which is one of the best decks for him to be in.. if he can't make it in there he needs to be disenchanted I guess. He's just awful now.
Got rid right after the nerf, not sorry. I swear people are just being stubborn hanging on to him.
The way he used to be, if you had him in your starting hand he'd usually get 2 chances to draw a card and then die. Sometimes it could snowball out of control but I don't really feel he was that overpowered when he was the way he was.
Now they eliminated a chance. He almost always just gets 1 chance to draw a card. So for 2 mana you get 0 damage, 0 board presence and a 50% chance to draw 1 card. I don't really see how that's playable.
He's still a magnet for 4 damage, removal or silence when played early. Some players like that. He also has a chance of surviving if you have taunts, etc.
Personally I'd been wanting to get my hands on him first, then Leeroy, for quite some time I got Nat in a pack the following day after the nerf and now I have Leeroy instead :D
He is going to eat 4 dmg, which creates tons of pressure on lategame comps who normally use 3 dmg spells and weapons to kill early enemies (see: druid wrath, Warrior axe). Vs rush comps, it effectively acts as a 4 HP heal, which isnt great, but its not awful. And if they ignore it, you should be running DoA with it so you can bump it to a 1/5 with taunt.
Let the dust settle.... In a month or two from now (once everyone has forgotten that they were nerfed in the first place) we will probably see the true innovators put Tink & Pagle back in their decks.
In the case of Pagle, I think you nowadays you need to create a deck that can make use of a 0/4 body, otherwise he is a two drop that has little influence on the game.
Maybe Pagle would still work in an "Inner Fire priest deck", for example.
I think that was always really the case with Nat Pagle. I still run it in most of the decks I put it in, and I still don't run it in the decks I didn't put it in.
I DID switch Nat out of a few decks. But generally, the same.
Rollback Post to RevisionRollBack
If you see a post that you find objectionable, report it, it helps keep the forum clean. But be aware people are allowed a lot of latitude.
If you find my posts to be rude, objectionable, or whatever, well, I got tired of writing polite TL; DR (Too Long, Didn't Read) posts at crybaby whiners. So now I just make it short and nasty.
If you find that funny, well and good. If you find that sad, that's even better.
Let the dust settle.... In a month or two from now (once everyone has forgotten that they were nerfed in the first place) we will probably see the true innovators put Tink & Pagle back in their decks.
I assure you, no one is going to be putting Tink in a real deck for a very long time. Not in anything resembling this meta, and probably not ever.
Let the dust settle.... In a month or two from now (once everyone has forgotten that they were nerfed in the first place) we will probably see the true innovators put Tink & Pagle back in their decks.
I assure you, no one is going to be putting Tink in a real deck for a very long time. Not in anything resembling this meta, and probably not ever.
The key word is "another minion". Ergo, if your opponent throws Rag out on an EMPTY board (when debate how likely this scenario is later) Tink works just like the old days. Only now he's been buffed from a 2/2 to a 3/3. Nice.
Again, assuming an empty board lets look at the Paladin hero power: either the 1/1 transforms into another 1/1 or it becomes a scary 5/5. People used to do this with old tink as well, only this time you get a 3/3.
Granted, I'm listing ideal situations, but nonetheless Tink can still do a thing or two.
So once again I will repeat, let the dust settle. I very much doubt we have seen the last of TInk. Its just that when he does resurface the decks you find him and the tactics people use will probably be radically different.
Tink is a terrible card now and you're grasping for straws. Sorry bro!
I'd also claim that I'm hardly grasping at straws: the two situations I listed are both realistic and have a clear potential benefit.
I reaaaally hate to be this guy, and you're right, we'll just have to wait and see- but the two scenarios that you describe happen occasionally and when they do, you have a chance to gain something. Tinkmaster used to be either at best a complete polymorph as an answer to all sorts of stuff or at worst, a weakening/silence on big guys. Now, even when you're in one of the situations that you described, he's still inconsistent. He's lost what made him good. That said, this isn't a Tinkmaster thread, so I'll try to keep it to a minimum.
Let the dust settle.... In a month or two from now (once everyone has forgotten that they were nerfed in the first place) we will probably see the true innovators put Tink & Pagle back in their decks.
I assure you, no one is going to be putting Tink in a real deck for a very long time. Not in anything resembling this meta, and probably not ever.
The key word is "another minion". Ergo, if your opponent throws Rag out on an EMPTY board (when debate how likely this scenario is later) Tink works just like the old days. Only now he's been buffed from a 2/2 to a 3/3. Nice.
Again, assuming an empty board lets look at the Paladin hero power: either the 1/1 transforms into another 1/1 or it becomes a scary 5/5. People used to do this with old tink as well, only this time you get a 3/3.
Granted, I'm listing ideal situations, but nonetheless Tink can still do a thing or two.
So once again I will repeat, let the dust settle. I very much doubt we have seen the last of TInk. Its just that when he does resurface the decks you find him and the tactics people use will probably be radically different.
Tink is a terrible card now and you're grasping for straws. Sorry bro!
TInk sux now, they ruined it. The only reason it was good was because you could pick the minion you wanted to tink. Making it random for a +1/+1 buff, fail.
I'd also claim that I'm hardly grasping at straws: the two situations I listed are both realistic and have a clear potential benefit.
I think the whole point about Tink is that it's got nerfed bad. That's the frustration.
Similarly for those who argue about Pagle.
Of course you can find situations where cards work. Even the most debatable of cards like Millhouse Manastorm or the "worst" of common cards has its uses. But it doesn't take away the fact that it was a huge nerf, and that it is now way worse than before.
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He needs to have a 100% chance to draw a card on his first try to make it even remotely playable.
He's getting the boot even in my druid deck which is one of the best decks for him to be in.. if he can't make it in there he needs to be disenchanted I guess. He's just awful now.
Got rid right after the nerf, not sorry. I swear people are just being stubborn hanging on to him.
The way he used to be, if you had him in your starting hand he'd usually get 2 chances to draw a card and then die. Sometimes it could snowball out of control but I don't really feel he was that overpowered when he was the way he was.
Now they eliminated a chance. He almost always just gets 1 chance to draw a card. So for 2 mana you get 0 damage, 0 board presence and a 50% chance to draw 1 card. I don't really see how that's playable.
He's still a magnet for 4 damage, removal or silence when played early. Some players like that. He also has a chance of surviving if you have taunts, etc.
Personally I'd been wanting to get my hands on him first, then Leeroy, for quite some time I got Nat in a pack the following day after the nerf and now I have Leeroy instead :D
He is going to eat 4 dmg, which creates tons of pressure on lategame comps who normally use 3 dmg spells and weapons to kill early enemies (see: druid wrath, Warrior axe). Vs rush comps, it effectively acts as a 4 HP heal, which isnt great, but its not awful. And if they ignore it, you should be running DoA with it so you can bump it to a 1/5 with taunt.
I think that was always really the case with Nat Pagle. I still run it in most of the decks I put it in, and I still don't run it in the decks I didn't put it in.
I DID switch Nat out of a few decks. But generally, the same.
If you see a post that you find objectionable, report it, it helps keep the forum clean. But be aware people are allowed a lot of latitude.
If you find my posts to be rude, objectionable, or whatever, well, I got tired of writing polite TL; DR (Too Long, Didn't Read) posts at crybaby whiners. So now I just make it short and nasty.
If you find that funny, well and good. If you find that sad, that's even better.
Shieldbearer
I assure you, no one is going to be putting Tink in a real deck for a very long time. Not in anything resembling this meta, and probably not ever.
Tink is a terrible card now and you're grasping for straws. Sorry bro!
I reaaaally hate to be this guy, and you're right, we'll just have to wait and see- but the two scenarios that you describe happen occasionally and when they do, you have a chance to gain something. Tinkmaster used to be either at best a complete polymorph as an answer to all sorts of stuff or at worst, a weakening/silence on big guys. Now, even when you're in one of the situations that you described, he's still inconsistent. He's lost what made him good. That said, this isn't a Tinkmaster thread, so I'll try to keep it to a minimum.
Its fine, game-swinging RNG cards don't need to be competitive.
TInk sux now, they ruined it. The only reason it was good was because you could pick the minion you wanted to tink. Making it random for a +1/+1 buff, fail.
I think the whole point about Tink is that it's got nerfed bad. That's the frustration.
Similarly for those who argue about Pagle.
Of course you can find situations where cards work. Even the most debatable of cards like Millhouse Manastorm or the "worst" of common cards has its uses. But it doesn't take away the fact that it was a huge nerf, and that it is now way worse than before.