Ice Block "Secret: If you are playing on a map with snow, turn it into ice." Antique Healbot 5 Cost 3/3"Battlecry: HEeal both heroes for 8 health." Big Game Hunter 3 Cost 4/2 "Battlecry: Remove any cards that can destroy minions with 7 damage or higher from both decks.Heal all minions with 7 damage or higher to full health." Vaporize "Secret: When your opponent attacks with a creature, add another creature that is a copy of that creature to their board." Alexstrasza 8 Cost 8/8 "Battlecry: Heal your opponent 15 health"
Remove hero powers.
Make heroes invunerable until turn 10.
Paladins can't have minions.
All hunters minions cost 3 more.
Druids have 15 health.
Mages don't have spells.
PRiests can only heal themselves and play minions taht cost less than 3.
Warriors can only uses weapons and not creatures.
No secrets.
No card draw.
No spells.
No emotes.
No aggro.
No cotnrol.
No midrange
EVerybody is legend so it's fair. lip coins to see who wins at the start of game.
Any classic card that is a staple needs to be nerfed, no questions asked. Standard is supposed to highlight new cards, but when Midrange Druid, Freeze mage, face Hunter, ect. are always in the format, theres an issue.
What I would nerf: (this is very extensive)
Abusive, Innervate, wild growth, swipe, savage roar, animal companion, kill command, frostbolt, fireball, truesilver, consecration, cleric, all of rogues OP spells, hellfire, war axe, juggler, owl, doomsayer, acolyte, BGH, argus, twilight drake, azure, Giants, all the rest of classic druid cards, highmane, unleash, mana Wurm, antonidus, Aldor, tirion, cabal, SI-7, Power Overwhelming, flame imp, shadow flame, armorsmith, Grom, Brawl, sylvanas, Alex, rag, and more
I'd turn Bloodlust into a different effect and have Savage Roar get the exact same effect. Five mana, doesn't buff face.
Other than Combo though I don't really want to see anything nerfed personally. More for cards "like" Warsong if Team 5 thinks they really hurt design space, and can't think of "neutral 2-attack minion" without having it be underpowered enough for Warsong to break it...
Yeah, keep calling that with Alex. What's making that such a thorn in everyone's side? Personally as a Dragon player I would LOVE it to set a life total to 20. Sounds like the perfect lategame heal :D
I look at it like this: the high-ladder, competitive HS community is probably best of anyone here at finding something OP and abusing it. Therefore, I'm looking to high ladder ranks to see what's most common up there. From what I can tell, these are my suggestions:
Savage Roar: Combo druid is essentially the best druid out there by SO MUCH that nearly every druid deck except the very most aggressive runs Force of Nature, and nearly every deck except the most controlly runs Savage Roar. Honestly, Blizzard hates huge burst, and this card has more than Force of Nature when we consider the entirety of the class.
Alexstrazza: A semi-gimmicky card that essentially runs freeze mage, and honestly, Blizzard hates OTK.
Knife Juggler: Broken as heck. Most aggro or midrange decks tun it, and it SHOULD be competing with a very competitive 2-slot more than it is.
Flamewaker: I know, it's probably not at the VERY TOP of the kill list... BUT it's one of the most powerful class cards out there, and I would NOT be suprised if it was nerfed for class balance reasons.
Big Game Hunter: This is just a no-fun card. Blizzard wants the players to play big minions so we can feel their effects in full force, and this just kills it.
Rollback Post to RevisionRollBack
FreezeMage never dies, it just sleeps from time to time. Also, in game, I'm just DrPyro, just sayin'.
Flamewaker: I know, it's probably not at the VERY TOP of the kill list... BUT it's one of the most powerful class cards out there, and I would NOT be suprised if it was nerfed for class balance reasons.
Flamewaker isn't from the classic or base sets to I wouldn't get your hopes up. Personally I think he is good, but not broken enough to need a nerf.
Flamewaker: I know, it's probably not at the VERY TOP of the kill list... BUT it's one of the most powerful class cards out there, and I would NOT be suprised if it was nerfed for class balance reasons.
If they haven't nerfed it yet, they never will, given that now it will cycle out of Standard next era, anyway.
I foresee them changing knife juggler back to how he was before. Where he only activated on minions PLAYED not summoned. With more cards that summon minions its just gets out of hand. Despite implosion and and muster being rotated out it will still limit design space of future cards that summon minions if it remains unchanged.
But number one for me and I don't care if they don't change anything else if they do this but I really hope (and it really seems like) they are going to nerf savage roar. Its an annoying, much too easy to pull off and ludicrous damage combo. Too many games have I been completely decimating a druid, then just for the one turn I can't kill one of his drops. BOOM. Force of nature savage roar (maybe more) DEAD. Even without force of nature it is completely busted. They just play a lot of token or sticky minions. Next turn win. Doesn't matter if your at full health or not. Its unfun to play against and its just sad that every druid deck has to run it. I hope the next expansion gives druids some love to help tide things over. Or at the very least make ramp more viable. Possibly by nerfing Big game hunter? Its not like the game needs the neutral removal minion anymore with all the removal it has gained over time so now its just over kill.
One that isn't overvalue or OP but should be nerfed due to it being the class card that prevents blizzard from giving them cooler cards. Master of disguise. Giving permanent stealth was never a good idea and just makes it so blizzard has to always ask themselves, is this broken if they put master of disguise on it? That is why with it rogue will never see a card like Malganis that gives you immune or other super potent active effect while on the field. Its not like its being played anyway so it might as well be changed.
Doomhammer. Why does it have 8 durability? 6 seems like the good number to me. If you didn't even consider the windfury effect which gets better with buffs but just assumed they would always attack twice (why wouldn't you) then its kind of a 4 attack weapon with for 4 durability for 5 mana. Which is kind of nuts. Sure you could argue that you are attacking the same target twice. Effectively taking double damage. But people don't use it for clearing. That the problem. Its best for face damage which makes it obscene the amount of damage they can get out with it in just 4 or less turns. 16 over the course of 4 turns at the very least without rockbiter. Thats a pretty good deal for 5 mana. I know there are weapon destroying effects but still. None of the other weapons are even close to this in burst.
Its not critical that it needs a nerf. Just something I've always thought (now with aggro more than ever) was a bit too good for what it costed. Even with overload.
Should've made a poll.
Ice Block "Secret: If you are playing on a map with snow, turn it into ice."
Antique Healbot 5 Cost 3/3"Battlecry: HEeal both heroes for 8 health."
Big Game Hunter 3 Cost 4/2 "Battlecry: Remove any cards that can destroy minions with 7 damage or higher from both decks.Heal all minions with 7 damage or higher to full health."
Vaporize "Secret: When your opponent attacks with a creature, add another creature that is a copy of that creature to their board."
Alexstrasza 8 Cost 8/8 "Battlecry: Heal your opponent 15 health"
Remove hero powers.
Make heroes invunerable until turn 10.
Paladins can't have minions.
All hunters minions cost 3 more.
Druids have 15 health.
Mages don't have spells.
PRiests can only heal themselves and play minions taht cost less than 3.
Warriors can only uses weapons and not creatures.
No secrets.
No card draw.
No spells.
No emotes.
No aggro.
No cotnrol.
No midrange
EVerybody is legend so it's fair. lip coins to see who wins at the start of game.
Blizz just needs to remove all keywords and abilities from the game so all minions are vanilla. That will make the game so much more balanced and fun.
Also, Spells are very unfair, they can get an effect and you can't even stop it so spells should be removed.
Its fangs are in your flesh before its hiss leaves your ears.
Golden Heroes: Druid -> Rogue -> Shaman -> Hunter -> Warlock
I particularly dislike when spells like Pyroblast are played when you only have 10 health left. Can we say no spels after 10 health?
Any classic card that is a staple needs to be nerfed, no questions asked. Standard is supposed to highlight new cards, but when Midrange Druid, Freeze mage, face Hunter, ect. are always in the format, theres an issue.
What I would nerf: (this is very extensive)
Abusive, Innervate, wild growth, swipe, savage roar, animal companion, kill command, frostbolt, fireball, truesilver, consecration, cleric, all of rogues OP spells, hellfire, war axe, juggler, owl, doomsayer, acolyte, BGH, argus, twilight drake, azure, Giants, all the rest of classic druid cards, highmane, unleash, mana Wurm, antonidus, Aldor, tirion, cabal, SI-7, Power Overwhelming, flame imp, shadow flame, armorsmith, Grom, Brawl, sylvanas, Alex, rag, and more
this isn't a joke
I can feel all these druid's fear hahahah
Savage roar nerf is long overdue.
As for the other 4:
- Knife Jugler
- Big Game Hunter
- Innervate
- Divine Favor
I think pretty much these 5 is the most desired ones.
my top 5
1) fon
2) sr
3) knife juggler
4) equality
5) shadowflame
Flamewalker
And that's it.
I like my competition extraSalty.
1. Equality
2. Tirion Fordring
3. Savage Roar
4. Alexstrasza
5. Knife Juggler
I'd turn Bloodlust into a different effect and have Savage Roar get the exact same effect. Five mana, doesn't buff face.
Other than Combo though I don't really want to see anything nerfed personally.
More for cards "like" Warsong if Team 5 thinks they really hurt design space, and can't think of "neutral 2-attack minion" without having it be underpowered enough for Warsong to break it...
Yeah, keep calling that with Alex. What's making that such a thorn in everyone's side? Personally as a Dragon player I would LOVE it to set a life total to 20. Sounds like the perfect lategame heal :D
I look at it like this: the high-ladder, competitive HS community is probably best of anyone here at finding something OP and abusing it. Therefore, I'm looking to high ladder ranks to see what's most common up there. From what I can tell, these are my suggestions:
Savage Roar: Combo druid is essentially the best druid out there by SO MUCH that nearly every druid deck except the very most aggressive runs Force of Nature, and nearly every deck except the most controlly runs Savage Roar. Honestly, Blizzard hates huge burst, and this card has more than Force of Nature when we consider the entirety of the class.
Alexstrazza: A semi-gimmicky card that essentially runs freeze mage, and honestly, Blizzard hates OTK.
Knife Juggler: Broken as heck. Most aggro or midrange decks tun it, and it SHOULD be competing with a very competitive 2-slot more than it is.
Flamewaker: I know, it's probably not at the VERY TOP of the kill list... BUT it's one of the most powerful class cards out there, and I would NOT be suprised if it was nerfed for class balance reasons.
Big Game Hunter: This is just a no-fun card. Blizzard wants the players to play big minions so we can feel their effects in full force, and this just kills it.
FreezeMage never dies, it just sleeps from time to time. Also, in game, I'm just DrPyro, just sayin'.
Most likely in order to open up the design space:
1) Savage Roar
2) Master of Disguise
3) Alexstrasza
4) Divine Spirit
5) Shield Slam
1. Kidnapper
2. Savagery
3.Magma Rager
4.Wisp
5.Blood Imp
1. Savage Roar (Obvious...)
2. Alexstrasza (They mentioned hitting Freeze Mage...)
3. Big Game Hunter (Makes all 7+ mana minions bad)
4. Knife Juggler (Lets aggro be un-interactive, which Blizzard hates)
5. Master of Disguise (Limits design space for cards they might want to release)
Shaku, the Collector gave me the Plague
I foresee them changing knife juggler back to how he was before. Where he only activated on minions PLAYED not summoned. With more cards that summon minions its just gets out of hand. Despite implosion and and muster being rotated out it will still limit design space of future cards that summon minions if it remains unchanged.
But number one for me and I don't care if they don't change anything else if they do this but I really hope (and it really seems like) they are going to nerf savage roar. Its an annoying, much too easy to pull off and ludicrous damage combo. Too many games have I been completely decimating a druid, then just for the one turn I can't kill one of his drops. BOOM. Force of nature savage roar (maybe more) DEAD. Even without force of nature it is completely busted. They just play a lot of token or sticky minions. Next turn win. Doesn't matter if your at full health or not. Its unfun to play against and its just sad that every druid deck has to run it. I hope the next expansion gives druids some love to help tide things over. Or at the very least make ramp more viable. Possibly by nerfing Big game hunter? Its not like the game needs the neutral removal minion anymore with all the removal it has gained over time so now its just over kill.
One that isn't overvalue or OP but should be nerfed due to it being the class card that prevents blizzard from giving them cooler cards. Master of disguise. Giving permanent stealth was never a good idea and just makes it so blizzard has to always ask themselves, is this broken if they put master of disguise on it? That is why with it rogue will never see a card like Malganis that gives you immune or other super potent active effect while on the field. Its not like its being played anyway so it might as well be changed.
high priest of shenanigans!
Just thought of one I didn't put in before.
Doomhammer. Why does it have 8 durability? 6 seems like the good number to me. If you didn't even consider the windfury effect which gets better with buffs but just assumed they would always attack twice (why wouldn't you) then its kind of a 4 attack weapon with for 4 durability for 5 mana. Which is kind of nuts. Sure you could argue that you are attacking the same target twice. Effectively taking double damage. But people don't use it for clearing. That the problem. Its best for face damage which makes it obscene the amount of damage they can get out with it in just 4 or less turns. 16 over the course of 4 turns at the very least without rockbiter. Thats a pretty good deal for 5 mana. I know there are weapon destroying effects but still. None of the other weapons are even close to this in burst.
Its not critical that it needs a nerf. Just something I've always thought (now with aggro more than ever) was a bit too good for what it costed. Even with overload.
high priest of shenanigans!
My top 5 for balance
Savage Roar to 4 mana (ridiculous mass buff as it is and unfair to Shaman's buff)
Knife Juggler a 2/2 for 2 mana (ridiculous neutral 2 drop/way better than class ones)
Fireball deal 5 damage (pretty crazy as it is now and unfair to Lava Burst + Mortal Strike)
Tirion Fordring decrease the stats or take away taunt (makes other Paladin legs useless)
Alexstrasza make it 18 health (the effect is cool but half the life is too much)
Cards on thought: Big Game Hunter, Blade Flurry, Innervate, Molten Giant
'There is nothing more deceptive than an obvious fact'
Sherlock Holmes