I actually love freeze mage haha, I got my golden mage portrait almost exclusively playing freeze mage. But with Classic and Basic remaining in standard forever I'm not sure blizzard really wants that deck to be a part of the standard metagame for the foreseeable future of Hearthstone.
I like how people believe that they're master strategists and the only reason they're not reaching legend is due to mindless aggro/burst decks holding them back. Once the nerfs go through, they'll then find something else to blame it on i suppose.
1) Savage Roar - something has to give and its going to have to be the roar.
2) Freeze Mechanic (I say this because I feel it should be changed or adjusted how it works rather than picking on a few cards). Look at the cards they have made with freeze since the classic set. They have made like one minion with freeze since their first set and that was GVG which to me speaks volumes to how broken this mechanic is. They are unwilling to make more freeze effects across several adventures and another set. This to me is a good indicator that this mechanic needs to change so that they can actually put it on cards again.
3) Molten Giant - I think one of the giants needs to be adjusted for handloc and I feel like this one is perhaps more frustrating.
4) Big Game Hunter - I feel that he is going to really dictate a lot of what is playable in big mana minions and I dont know if that is necessarily healthy. I wouldn't mind him if he wasn't in a rotating set but to always have him in the non rotation list I feel he is perhaps not super healthy. The fact that a 6/8 is probably superior to a 7/7 largely because of this guy is concerning to me.
Honestly, thats where I would be. The fact that I am talking about a mechanic and not a card as my #2 makes up several cards but I have a strong feeling that the mechanic is due to change somehow given how much they will not print cards with it and it was one of the 3 focuses of mage in world of warcraft. Flavor wise the current iteration fits well with what it did in wow but unfortunately mechanically speaking its very frustrating to play against. My own suggestion thus far has been that the minion cannot be used next turn unless you pay mana to use it. That would still maintain the tempo ideals of the effect. I dont really know though to be honest but I think the fact that blizzard has not been willing to make more freeze effects kind of speaks for itself on the mechanic. If you bring the power of the mechanic down it might kill off those current cards but honestly Blizzard would still be an ok card. Keep in mind too that if the mechanic was changed it would open design space in the future while rendering a lot of the current cards much less effective.
Do you guys lose to a deck and just come here to post nerfs because most of these are absurd. I hate when entomb, Alexstraza, Doomhammer, Ice Block, Blade Flurry, etc. are played on me but those decks as a whole are balanced.
In standard, the only deck that will be overpowered will be Mid Range Druid, as it is losing no cards and has been the top deck for months.
I think BGH severely limits the long game, with Giants really limits deck building. I'm not sure how they can be fixed but at times bgh essentially made all 7+ cards not worth playing.
Do you guys lose to a deck and just come here to post nerfs because most of these are absurd. I hate when entomb, Alexstraza, Doomhammer, Ice Block, Blade Flurry, etc. are played on me but those decks as a whole are balanced.
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I think BGH severely limits the long game, with Giants really limits deck building. I'm not sure how they can be fixed but at times bgh essentially made all 7+ cards not worth playing.
While I agree with you on most of the cards you listed, Alexstrasza is bad in a similar way to Big Game Hunter being bad - while it is present in the game, you constantly have to consider it. Big Game Hunter limits deck building, and Alexstrasza limits the ability to introduce cards that may interact badly with it, or provide too much combo potential.
I can see an argument to be made in a similar vein for Blade Flurry, in that it may limit the kind of weapon buffs you can give a Rogue, but not to the extent that Alexstrasza and Big Game Hunter fuck with the game.
Entomb, Ice Block and Doomhammer are all perfectly fine though, but a lot of these are suggestions for what you'd like to see nerfed, and it's fair to say that if you mainly play a deck that does badly against one of these, you may want it nerfed.
Lol @ people saying Divine Favor. The only matchup where this card becomes unfair is against heavy control classes, a matchup where the control player is HIGHLY favored anyways. Divine Favor is there to actually give the Paladin a chance to win. Against faster decks, often you have to settle with a 3 mana draw 1 card. It is perfectly balanced.
Some interesting cards mentioned in this thread, not probable candidates for nerfs but potentially OP in the future, Cabal, Blade Flurry, Power Overwhelming, Preparation, Murloc Warleader (nerfing this kills Murlocs forever so won't happen most likely).
For all the innervate talk, that card is super iconic so it's virtually untouchable for the same reason Swipe is untouchable, if a card defines the class it can't be changed unless it's insanely broken; ditto Fireball, Shield Slam, etc. Innervate is a very annoying card to be sure especially when they have it in their opening hand, but it's also basically the appeal to Druid other than stuff that's guaranteed to be nerfed in short order. Keeper of the Grove is a better card to focus your ire on but will likely go unchanged.
If Big Game Hunter was to be nerfed I could only see it having a slight increase in mana cost and it's attack lowered. If it's effect was changed to something like an 8+ attack Minion or specific minions then it's usefulness would drop greatly whilst also giving a huge buff to cards like Dr. Boom and minions buffed by spells and effects. In the case of 8+ attack minions there are like 27 potential targets of which only 7-8 cards see consistent play and most have a useful mechanic which is activated on play meaning that BGH would become too specific of a counter as well as be out of balance against most class cards with instant removal e.g. Polymorph, Shadow Word: Death, Assassinate, Hex, Execute, Brawl, Siphon Soul, Mind Control, Deadly Shot and Naturalize.
Someone posted some really great ideas early on this post
The BGH to kill 8 Atack minions i could see that being a thing since bgh was only made to counter giants and put then in check
Aboout the FON making summon 3 treants with taunt would be good
or The Savage Roar to only buff minions would be a fair nerf since double combo would make alot less damage
Jugler a 2/2 is a must on this possible new nerf
A solution to the Murloc OTK could make the Bluegill as a 2/3 without charge so to make the otk a thing u would need to use faceless on Murk eye to try to make it work and that would make the deck more inconsistent on the long run and not as powerfull as it seem that will become on the new format
1) Force of Nature - 3 Mana All Creatures without Charge gain +2 Attack.
2) Molten Giant - May keep the base cost and effect, but make the minimum cost 5. That way you would get the full effect at 15 health, but he'd couldn't be a part of any broken combos.
3) BGH - Battlecry: Deal 3 damage to a minion with 7 or more attack. Maybe bump the damage to 4 would need testing.
4) Alexstrasza - either heal 10 or reduce cost to 8 and set your life to 15. Either way basically a giant with a defensive effect.
5) Knife Juggler - either bump cost to 3, reduce stats to 2/2, or make it trigger only on cards played, rather than summoned. Personally I like the last one the best, but I'd be fine any of them.
Someone posted some really great ideas early on this post
The BGH to kill 8 Atack minions i could see that being a thing since bgh was only made to counter giants and put then in check
Aboout the FON making summon 3 treants with taunt would be good
or The Savage Roar to only buff minions would be a fair nerf since double combo would make alot less damage
Jugler a 2/2 is a must on this possible new nerf
A solution to the Murloc OTK could make the Bluegill as a 2/3 without charge so to make the otk a thing u would need to use faceless on Murk eye to try to make it work and that would make the deck more inconsistent on the long run and not as powerfull as it seem that will become on the new format
No Big Game Hunter was made to deal with 7+ attack minions and it didn't see much play early on in Hearthstone as people were not consistently playing high damage cards that could be countered with it regularly e.g. War Golem or giants aside from Handlock making it a very deck specific and situational counter which could be replaced by other cards. Now because of the fact there's about a 75% chance a deck will contain Dr. Boom made it an auto-include card as it can consistently counter the threat Dr. Boom has.
Making Force of Nature summon three taunted treants might have the same effect of the Warsong Commander nerf meaning it goes to extremely regular play to none at all. Then again it could lead to a Control Druid Deck.
As for the double Savage Roar combo being dependant on FON or a full board, as long as FON gets a nerf Savage Roar shouldn't need one.
To those people asking for nerfing Anyfin can Happen,just why?
The Murlocadin OTK deck is not Top Tier!
It's not Top Tier because Combo Druid and Freeze Mage beat it at the combo game, but considering Combo Druid is being nerfed and Freeze Mage is losing Mad Scientist it could easily be the premier combo deck come Standard.
Since Murkeye is not a classic or basic cards its no problem.
Was it not included in the original set upon release? I don't remember it being a promo Legendary like Mechatorque or ETC?
Making Force of Nature summon three taunted treants might have the same effect of the Warsong Commander nerf meaning it goes to extremely regular play to none at all. Then again it could lead to a Control Druid Deck.
What sort of control druid would play 6 mana for only three 2/2 taunts that can just get wiped out by any AoE spell in the game? It would be an unusable card along the lines of Ball of Spiders.
The real problem with any deck like druid, mage, etc. as I mentioned is actually Emperor Thaurissan, not even Force of Nature and definitely not Alexstrasza (though I still wouldn't mind the former getting another nerf). That is truly a design-limiting card.
Knife Juggler is a little dominant but it isn't used in every deck, so it's fine with me. Making it 2/2 would probably kill the card at this point, I'd go with making it require playing minions. If anything this thread shows that players are way too nerf happy, and it makes me respect Blizzard's cautiousness when it comes to nerfing all the more.
1) Savage Roar - I think you can keep Force of Nature as is and it's fine, but Savage Roar is the true culprit. make it 4 mana at least and Druid will be instantly changed.
2. Knife Juggler - A lot of people have said that at the very least the stats should be nerfed, like a 1/2 with the same ability would still be played but at least it wouldn't also be able to trade up as easily.
3. Keeper of the Grove - along the same lines that Druids never change because their basic cards are too good, Keeper is in almost every Druid deck for good reason, the value you get on the battlecry is just too good making it hard to make Druid cards in the future.
4. Ancient of Lore - I know it seems like we're picking on Druid cards only but it's the most unbalanced class when it comes to the basic set. Ancient of Lore has incredible value for 7 mana and is the main draw engine for Druids without needing much of anything else besides an Azure Drake possibly.
5. Doomhammer - Death's Bite which is almost universally agreed to be one of the best weapons in the game has 2 charges and costs 4. Doomhammer costs only 1 more mana and has 8 charges + windfury. Sure it has overload but that drawback does not seem nearly like enough to make it balanced. Along the same lines as the Savage + Force combo, Doomhammer's combos give Aggro Shaman such unbelievable burst that it does not seem like it's something that Blizzard wants to see around for long.
I actually love freeze mage haha, I got my golden mage portrait almost exclusively playing freeze mage. But with Classic and Basic remaining in standard forever I'm not sure blizzard really wants that deck to be a part of the standard metagame for the foreseeable future of Hearthstone.
I like how people believe that they're master strategists and the only reason they're not reaching legend is due to mindless aggro/burst decks holding them back. Once the nerfs go through, they'll then find something else to blame it on i suppose.
I think these cards and effects should get a nerf.
1. Polymorph effects to be made so they can be silenced, returning a silenced version of the original minion.
2. Freeze effects lasting for the next turn rather than lasting until the end of the opposing players following turn.
3. Force of Nature - Reduce the number of treants to two but offset the nerf by reducing the cost to 5 and the treants don't die.
4. Thoughtsteal - instead of two cards from the other player's deck, two random cards from their class.
5. Blade Flurry - affects only minions instead of all enemies.
6. Power Overwhelming - gives a minion +3/+3 now
7. Archmage Antonidas - costs 8 mana and has 8 health.
1) Savage Roar - something has to give and its going to have to be the roar.
2) Freeze Mechanic (I say this because I feel it should be changed or adjusted how it works rather than picking on a few cards). Look at the cards they have made with freeze since the classic set. They have made like one minion with freeze since their first set and that was GVG which to me speaks volumes to how broken this mechanic is. They are unwilling to make more freeze effects across several adventures and another set. This to me is a good indicator that this mechanic needs to change so that they can actually put it on cards again.
3) Molten Giant - I think one of the giants needs to be adjusted for handloc and I feel like this one is perhaps more frustrating.
4) Big Game Hunter - I feel that he is going to really dictate a lot of what is playable in big mana minions and I dont know if that is necessarily healthy. I wouldn't mind him if he wasn't in a rotating set but to always have him in the non rotation list I feel he is perhaps not super healthy. The fact that a 6/8 is probably superior to a 7/7 largely because of this guy is concerning to me.
Honestly, thats where I would be. The fact that I am talking about a mechanic and not a card as my #2 makes up several cards but I have a strong feeling that the mechanic is due to change somehow given how much they will not print cards with it and it was one of the 3 focuses of mage in world of warcraft. Flavor wise the current iteration fits well with what it did in wow but unfortunately mechanically speaking its very frustrating to play against. My own suggestion thus far has been that the minion cannot be used next turn unless you pay mana to use it. That would still maintain the tempo ideals of the effect. I dont really know though to be honest but I think the fact that blizzard has not been willing to make more freeze effects kind of speaks for itself on the mechanic. If you bring the power of the mechanic down it might kill off those current cards but honestly Blizzard would still be an ok card. Keep in mind too that if the mechanic was changed it would open design space in the future while rendering a lot of the current cards much less effective.
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Do you guys lose to a deck and just come here to post nerfs because most of these are absurd. I hate when entomb, Alexstraza, Doomhammer, Ice Block, Blade Flurry, etc. are played on me but those decks as a whole are balanced.
In standard, the only deck that will be overpowered will be Mid Range Druid, as it is losing no cards and has been the top deck for months.
Savage Roar - +2 only to minions
Force of Nature - Summon 3 treats with Taunt
Knife Juggler - up to 3 mana
Big Game Hunter - Up cost to 4 or 'Destroy a minion with 8 or more attack'
Divine Favor - Maximum of 3 cards
I think BGH severely limits the long game, with Giants really limits deck building. I'm not sure how they can be fixed but at times bgh essentially made all 7+ cards not worth playing.
Savage Roar because its broken as f#ck.
BGH because he makes all big minions pointless unless they immediately impacts the board.
Alexstrasza because too big impact for a battlecry
Force of Nature because charge is a bad bad mechanic.
I can see an argument to be made in a similar vein for Blade Flurry, in that it may limit the kind of weapon buffs you can give a Rogue, but not to the extent that Alexstrasza and Big Game Hunter fuck with the game.
You can find me here! Good luck everyone!
This thread is funny.
Lol @ people saying Divine Favor. The only matchup where this card becomes unfair is against heavy control classes, a matchup where the control player is HIGHLY favored anyways. Divine Favor is there to actually give the Paladin a chance to win. Against faster decks, often you have to settle with a 3 mana draw 1 card. It is perfectly balanced.
OnT:
1. Savage Roar
2. Druid of the Claw
3. Keeper of the Grove
4. Ancient of Lore
5. Savannah Highmane
6. Doomguard
7. Molten Giant
8. Alexstrasza
The pioneers used to ride these babies for miles
Some interesting cards mentioned in this thread, not probable candidates for nerfs but potentially OP in the future, Cabal, Blade Flurry, Power Overwhelming, Preparation, Murloc Warleader (nerfing this kills Murlocs forever so won't happen most likely).
For all the innervate talk, that card is super iconic so it's virtually untouchable for the same reason Swipe is untouchable, if a card defines the class it can't be changed unless it's insanely broken; ditto Fireball, Shield Slam, etc. Innervate is a very annoying card to be sure especially when they have it in their opening hand, but it's also basically the appeal to Druid other than stuff that's guaranteed to be nerfed in short order. Keeper of the Grove is a better card to focus your ire on but will likely go unchanged.
I really like the bgh solution, looks nice
If Big Game Hunter was to be nerfed I could only see it having a slight increase in mana cost and it's attack lowered. If it's effect was changed to something like an 8+ attack Minion or specific minions then it's usefulness would drop greatly whilst also giving a huge buff to cards like Dr. Boom and minions buffed by spells and effects. In the case of 8+ attack minions there are like 27 potential targets of which only 7-8 cards see consistent play and most have a useful mechanic which is activated on play meaning that BGH would become too specific of a counter as well as be out of balance against most class cards with instant removal e.g. Polymorph, Shadow Word: Death, Assassinate, Hex, Execute, Brawl, Siphon Soul, Mind Control, Deadly Shot and Naturalize.
1. Innervate. This game is so tempo-based that this card snowball too much.
2. Preparation. Same reason as above but not that strong but i agree with Lothar and this card may become a problem.
3. Divine favor. This card rewards the player for brainless play.
4. BGH. You can't play a +6 attack minion because this guy exists.
5. Knife juggler. Allows ridiculous combos with tokens cards and can decide games on the spot if you are a "good knife juggler player"
ALSO NERF KEEPER OF ULDAMAN FOR GOD SAKE, DISGUTING AS HELL
Someone posted some really great ideas early on this post
The BGH to kill 8 Atack minions i could see that being a thing since bgh was only made to counter giants and put then in check
Aboout the FON making summon 3 treants with taunt would be good
or The Savage Roar to only buff minions would be a fair nerf since double combo would make alot less damage
Jugler a 2/2 is a must on this possible new nerf
A solution to the Murloc OTK could make the Bluegill as a 2/3 without charge so to make the otk a thing u would need to use faceless on Murk eye to try to make it work and that would make the deck more inconsistent on the long run and not as powerfull as it seem that will become on the new format
1) Force of Nature - 3 Mana All Creatures without Charge gain +2 Attack.
2) Molten Giant - May keep the base cost and effect, but make the minimum cost 5. That way you would get the full effect at 15 health, but he'd couldn't be a part of any broken combos.
3) BGH - Battlecry: Deal 3 damage to a minion with 7 or more attack. Maybe bump the damage to 4 would need testing.
4) Alexstrasza - either heal 10 or reduce cost to 8 and set your life to 15. Either way basically a giant with a defensive effect.
5) Knife Juggler - either bump cost to 3, reduce stats to 2/2, or make it trigger only on cards played, rather than summoned. Personally I like the last one the best, but I'd be fine any of them.
What sort of control druid would play 6 mana for only three 2/2 taunts that can just get wiped out by any AoE spell in the game? It would be an unusable card along the lines of Ball of Spiders.
The real problem with any deck like druid, mage, etc. as I mentioned is actually Emperor Thaurissan, not even Force of Nature and definitely not Alexstrasza (though I still wouldn't mind the former getting another nerf). That is truly a design-limiting card.
Knife Juggler is a little dominant but it isn't used in every deck, so it's fine with me. Making it 2/2 would probably kill the card at this point, I'd go with making it require playing minions. If anything this thread shows that players are way too nerf happy, and it makes me respect Blizzard's cautiousness when it comes to nerfing all the more.
1) Savage Roar - I think you can keep Force of Nature as is and it's fine, but Savage Roar is the true culprit. make it 4 mana at least and Druid will be instantly changed.
2. Knife Juggler - A lot of people have said that at the very least the stats should be nerfed, like a 1/2 with the same ability would still be played but at least it wouldn't also be able to trade up as easily.
3. Keeper of the Grove - along the same lines that Druids never change because their basic cards are too good, Keeper is in almost every Druid deck for good reason, the value you get on the battlecry is just too good making it hard to make Druid cards in the future.
4. Ancient of Lore - I know it seems like we're picking on Druid cards only but it's the most unbalanced class when it comes to the basic set. Ancient of Lore has incredible value for 7 mana and is the main draw engine for Druids without needing much of anything else besides an Azure Drake possibly.
5. Doomhammer - Death's Bite which is almost universally agreed to be one of the best weapons in the game has 2 charges and costs 4. Doomhammer costs only 1 more mana and has 8 charges + windfury. Sure it has overload but that drawback does not seem nearly like enough to make it balanced. Along the same lines as the Savage + Force combo, Doomhammer's combos give Aggro Shaman such unbelievable burst that it does not seem like it's something that Blizzard wants to see around for long.
Sylvanas anAlex totally unfun