Constructed: 1: Savage Roar: Deals 2 damage for each minion you control, +2, for 3 mana. That's easily Greater Pyroblast for 3 mana. I don't like the "Boardwipe or Die" approach to card game balance.
2: Big Game Hunter: Want to play Prophet Velen..? Well. You can't. Want to play a single giant? Nope. Denied.
3: Molten Giant: 8/8 for 0 mana. Seems legit. "Just don't get their health below 10 then!"Mountain Giant. 8/8 for 4. "Just put out more pressure!". Ancient Watcher. 4/10 Twilight Drake. Hellfire. Shadowflame. "Don't overinvest on the board!". "Run silence". "Just run the druid combo and win versus 15 health!". No. Just balance the giants. Seriously. Sure. They can have massive stats for wild costs -- just not 0-4 mana, when everything else 8/8+ costs 7+ mana and/or two cards.
4: Alexstrasza: "I bring life, and hope". Bullshit. You bring death and despair. Battlecry: Deal 15 damage. Sure. Shie dies to Big Game Hunter. But 15 damage for 9 mana is not fine, and Big Game Hunter is not fine, either.
5: Execute: Sure. Hunter's Mark. Equality. Hex do the same thing: They destroy hopes and dreams. And at what cost? A token, 1 damage from area of effect, giving the opponent a 0/1 token? Well. Do you guys really enjoy the "I can't play my 9-drops, because my opponent still has not played all his 1-3 mana removal yet" game? I'd like my opponents to have to deal with the cards I play, not just dismiss them with 1-3 mana spells that I have to try to bait out -- despite my opponents knowing that they can get 8 mana value out of their card later: You have to FORCE out the removal by threatening the opponent BEFORE playing your threats.
...
Honorable mentions: Ironbeak Owl: Want to play taunts versus aggro? Haha. Haha. Ha. This is the reason we play Antique Healbot over Sludge Belcher.
Arena: Flamestrike: Make Flamestrike epic or rare. "Does he have it?" and "If he has it, I can't win this game" is one of the worst feelings in the game. A common card that singlehandedly wins games, if the mage draws it versus a board no other class but could clear with one card. And unlike Twisting Nether and Equality + Consecration, it has no downsides, and cost only one card.
Mind Control Tech: Had to play a minion as answer to the opponent's overinflated board, because you have severely limited amounts of choice of resources in Arena? You lost the game. Sure. You would've lost the game if you didn't play that minion. You lost the game because you didn't get to pick a spell to deal with the minions. But, more importantly, he won the game solely because Mind Control Tech exists. 3/3 for 3, get a free 10 mana spell cast randomly on an enemy minion. in any case, it's not fun. I don't enjoy not being able to use the Shaman heropower because there's a good chance using it will outright lose the game. I don't like to HAVE TO run my 4/5 into a 5/1 because I've got Haunted Creeper and a 3/2 in play -- and popping it might cause me to outright lose the game, on turn 5. Worst case scenario for him versus a board of 4/5, 3/2 and two 1/1s is getting 4/4 worth of stats for 3 mana. Best case is outright winning the game on the back of getting the 4/5. We struggle to get board advantage, 1/1 worth of stats at the time... and... Mind Control Tech shifts the board state by -4/5 for the opponent and +7/8 for them. That's a 11/13 change in the board state for 3 mana. Trading up 1/1 board advantage per turn for 5 turns, and that one card still gives him the game by swinging out an 11/13 board advantage for 3 mana.
Big Game Hunter: Once again: Like Mind Control Tech, it can lead to a loss/loss situation. It's zero fun to lose a game because you had a card which you had to play. Shadow Word: Death at the least doesn't advance the board position by a 4/2, alone. Getting your War Golem Shadow Word: Death-ed doesn't advance his board state, costs him one card, and leaves him with 4 mana on turn 7. Big Game Hunter on a War Golem gives him the 4/2 for free, in addition to the massive tempo advantage killing a 7 mana card for 3 mana gives.
Blood Knight: You can draft around it yourself. But pop one single enemy divine shield, and you won the game unless they had the luck of being allowed to pick a silence, and had it in hand. Nerf, not because it's broken, but because it singlehandedly and randomly ruins games.
Sea Giant: The turn 3/4 arena play that seals a game on that turn.
Why not have force of nature summon a 6/6 treent with charge that dies at the end of the turn. Brings combo down to 11 dmg and double combo down to 15 dmg (instead of 20+). Also keeps the spirit of the card, just makes it harder to cheese.
An alternative to nerfs would be players accepting that the game has a huge learning curve and that you will never win every match. Players will discover the most advantageous cards no matter what the nerf is - they always have. PvP has always had an aspect of unfairness and it isn't for everyone. If this seems disconcerting, it may be time for you to move on.
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Free to try and find a game, dealing cards for sorrow, cards for pain.
I'm the kind of person who is in favor of slightly nerfing a card or nerfing it just right.
Innervate- change it to the next minion you play costs two less. This would prevent it from being used with force of nature savage roar.
Tirion- make the weapon a 4/3 and him a 6/5. more minor of a nerf than innervate but one that would make him not so much of a powerhouse without a silence.
Savage Roar- your creatures get +2 attack until end of turn. Takes 2 damage away from the combo and makes it far more situational, as you could no longer use it for just removal.
Archmage Antonidas- The fireballs you get can't generate extra fireballs (like a galywix coin). Don't know how this would pan out but I think he would still be playable, you just couldn't abuse his effect for infinite value which in my opinon is too much for one card to generate.
Big Game Hunter- Destroy a minion with an attack of 8 or more instead of 7. Still the handlock counter, and probably still OP. but would allow for more creative freedom with bigger minions.
So people actually think if Force of Nature, a 6 cost card, summoned 3 2/2 minions without charge, it would be balanced? Good god, you people are terrible at this game. The card would be absolute garbage. That's 3X 2 mana 2/2 with no other effects.
To those people asking for nerfing Molten Giant,just why?
Salty because they don't know how a play around a Handlock, presumably. Lord knows when I play Handlock, 50% of my opponents expend everything they got reducing me to 10 health, and look puzzled by the double Molten GiantDefender of Argus combo.
with this we keep the cards playable but pushes the ramp idea of the druid. you need to use Emperor Thaurissan or Innervate to use this combo.
For my next "nerf" i don't if it really is one. Can't really see if it's better or worse or around the same:
Archmage Antonidas - what do you think of this effect: "Reduce the cost of your spells in hand by (1)"
Next card is Knife Juggler. My opinion is that his effect is ok but it should be a 1/2 for 2. Or make it read "After you play a minon, deal 1 damage to a random enemy.
And for the last one is no one else than Mysterious Challenger himself. Well he will get a passive nerf through naxx being cycled out but he will still be powerful in wild format. I think if they make it cost 7 it will fix him. Screws the curve and that's enough
1) Anyfin Can Happen - I just think this card is ridiculous. All the player needs to do is halfheartedly play a couple of murlocs throughout the game (easy with murloc knight) and make sure they include Murloc Warleader, and then come turn 10 there is just an insane amount of charge damage. If you knew that Anyfin was paladins only threat then sure each class could hold onto their removal cards such as lightbomb, twisting nether, brawl, etc, but unfortunately with Mysterious Challenger and Tirion Fordring you often don't have that luxury and have to play pretty reactively. If you compare it to other 10 cost cards sych as Priests Mind Control, this is massively superior.
Anyfin Pally could be the only pally in the meta and it would still be a problem. The first Anyfin maxes out at what 22 charge damage (2 Warleaders, 2 Bluegils ((2+2+2)*2 =12), Murkeye (2+2+2+4=10))? Even if you clear this first wave you will not have enough mana to do anything to prevent the second wave (which is 30+ damage) from killing you. The fact that they can do 30+ damage from hand and you can't do anything about it in my opinion is similar to why Patron was a problem. I think the card needs to go down to summon 4-5 murlocs that died this game so that it is still viable, but not completely uninteractive.
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.
Doomhammer is fine. It's easily countered by taunts and weapon removal (notice that hitting minions means your hero takes double damage too). Even with 2x Rockbiter it's at most 16 damage from hand (compare with druids' 2 cards dealing 14 which only goes up with minions on board, and is mainly from minions and not the hero allowing for "splitting" damage on taunts).
Not to mention Death's Bite is not good because of the 4/2 stats, it is good because of its Deathrattle which is unavoidable and will nuke aggro boards + trigger on-damage effects.
1) Anyfin Can Happen - I just think this card is ridiculous. All the player needs to do is halfheartedly play a couple of murlocs throughout the game (easy with murloc knight) and make sure they include Murloc Warleader, and then come turn 10 there is just an insane amount of charge damage. If you knew that Anyfin was paladins only threat then sure each class could hold onto their removal cards such as lightbomb, twisting nether, brawl, etc, but unfortunately with Mysterious Challenger and Tirion Fordring you often don't have that luxury and have to play pretty reactively. If you compare it to other 10 cost cards sych as Priests Mind Control, this is massively superior.
2) Mysterious Challenger - I really like the idea of this card but I just find one of EACH secret in addition to the 6/6 body is just too much. Maybe make it just 2 random secrets or make it cost more mana.
3) Alexstraza - feels like cheating and to a very large extent it just stabs control decks in the face. It just seems to change the game too drastically and make prior things almost inconsequential
4) Reno Jackson - I think it's quite anti-hearthstone in that a player with Jackson can be completely lazy and unthorough in the knowledge that Jackson will sort everything out. Control decks have nothing similarly powerful and therefore are often out of steam when this guy comes out. On the other hand this card will eventually be cycled out so I don't know..
5) Divine Favor - for the reasons stated by everyone else above. Maybe on its own merits this card isn't overpowered but given the class it finds itself in I think it's too much in that it's a get out against control decks.
The flipside of this is that as Priest player I'd almost say Entomb is overpowered in and of itself but because Priest is underloved in general it actually isn't too much.
Playing reno/ control decks takes a lot more skill then most agro decks. Reno is a great addition to hearthstone.
1. Mysterious Challenger -- Here's a card that plays 5 other cards for you at no cost, regardless if they're in your hand or not. Players already knew Mad Scientist was quite overpowered, and it only plays one secret from your deck. Here's a 6/6 that plays all of them. The cost of the secrets doesn't matter -- it's the number of them that matters and the fact that you're also putting a 6/6 on the board in front of the secrets.
2. Divine Favor - For its mana cost, this card draws more cards than any other card draw in the game. It is ridiculously good. At the bare minimum, you only need to have ONE more card than your opponent, before you play this, in order to draw two cards, which puts it on the same playing level as Arcane Intellect. It draws the difference between your opponent's hand size versus yours after it is played. If your opponent has five cards and you have four cards, including this, playing this will draw you two cards. If you have less or they have more, it just scales too much in power.
3. Innervate - This is a powerhouse of a card, because it allows for brutal tempo advantage of the board. No one uses this to get a spell out early -- when it's used on spells it is used late game to get a second Savage Roar in. Most often instead this is used to get a 7 mana minion out on turn five, or a 5 mana on turn 3, etc. While it is true that some classes can responded to these situations, for instance a priest killing something with Shadow Word: Death or a rogue using Sap on something that came out early, I think it is far too powerful the way it operates. However, if it only worked on spells, it would be too similar to Preparation. If it only worked on minions, it would still be just as powerful (because double savage roar is already achieved with Emperor Thaurissan. And if it only gave one mana, it would be like a Coin, which is kind of similar to a lot of Rogue cards that gave you a coin.
4. Savage Roar - I really like the concept of Force of Nature, and I think that card by itself is not the problem. The problem is actually Savage Roar. It just happens to be that Force of Nature generates 3 bodies for it. No doubt that Bloodlust is really powerful, but it also costs 5 mana, and Shamans don't generally play with the same sticking power on the board. In fact, they are quite the opposite. Where Druids ramp their mana quickly, Shamans are overloaded. Obviously shamans do have a lot of burst -- One Doomhammer + Rockbiter Weapon is 10 damage for 6 mana, vs Force of Nature + Savage Roar at 14 damage for 9 mana. Shamans only recently received some of their tools though to help build the board fast and early, cards like Tuskarr Totemic and Totem Golem. But Savage Roar works a bit different than Bloodlust, and here's why:
1 minion on the board: Savage Roar does 4 damage by itself (2 on the minion, 2 from the hero) Bloodlust does 3 damage from the minion. 2 minions on the board: Savage Roar does 6 damage. Bloodlust does 6 damage. 3 minions on the board: Savage Roar does 8 damage. Bloodlust does 9 damage. 4 minions on the board: Savage Roar does 10 damage. Bloodlust does 12 damage. For Savage Roar, that's 0.75 mana per damage at 1, then 0.5, then 0.375, then 0.3, or 3.33 damage per 1 mana. For Bloodlust, that's 1.67 mana per damage at 1, then 0.83, then 0.55, then 0.416, or 2.4 damage per 1 mana.
It wouldn't be completely unreasonable then for Savage Roar to cost 4 mana. It would bring it closer in line to what Bloodlust costs for the damage it gives.
5. I can't think of any other cards that are too terribly overpowered...
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Constructed:
1: Savage Roar: Deals 2 damage for each minion you control, +2, for 3 mana. That's easily Greater Pyroblast for 3 mana.
I don't like the "Boardwipe or Die" approach to card game balance.
2: Big Game Hunter: Want to play Prophet Velen..? Well. You can't. Want to play a single giant? Nope. Denied.
3: Molten Giant: 8/8 for 0 mana. Seems legit. "Just don't get their health below 10 then!"Mountain Giant. 8/8 for 4. "Just put out more pressure!". Ancient Watcher. 4/10 Twilight Drake. Hellfire. Shadowflame. "Don't overinvest on the board!". "Run silence". "Just run the druid combo and win versus 15 health!". No. Just balance the giants. Seriously. Sure. They can have massive stats for wild costs -- just not 0-4 mana, when everything else 8/8+ costs 7+ mana and/or two cards.
4: Alexstrasza: "I bring life, and hope". Bullshit. You bring death and despair. Battlecry: Deal 15 damage. Sure. Shie dies to Big Game Hunter. But 15 damage for 9 mana is not fine, and Big Game Hunter is not fine, either.
5: Execute: Sure. Hunter's Mark. Equality. Hex do the same thing: They destroy hopes and dreams. And at what cost? A token, 1 damage from area of effect, giving the opponent a 0/1 token?
Well. Do you guys really enjoy the "I can't play my 9-drops, because my opponent still has not played all his 1-3 mana removal yet" game?
I'd like my opponents to have to deal with the cards I play, not just dismiss them with 1-3 mana spells that I have to try to bait out -- despite my opponents knowing that they can get 8 mana value out of their card later: You have to FORCE out the removal by threatening the opponent BEFORE playing your threats.
...
Honorable mentions:
Ironbeak Owl: Want to play taunts versus aggro? Haha. Haha. Ha. This is the reason we play Antique Healbot over Sludge Belcher.
Arena:
Flamestrike: Make Flamestrike epic or rare. "Does he have it?" and "If he has it, I can't win this game" is one of the worst feelings in the game. A common card that singlehandedly wins games, if the mage draws it versus a board no other class but could clear with one card. And unlike Twisting Nether and Equality + Consecration, it has no downsides, and cost only one card.
Mind Control Tech: Had to play a minion as answer to the opponent's overinflated board, because you have severely limited amounts of choice of resources in Arena? You lost the game. Sure. You would've lost the game if you didn't play that minion. You lost the game because you didn't get to pick a spell to deal with the minions. But, more importantly, he won the game solely because Mind Control Tech exists. 3/3 for 3, get a free 10 mana spell cast randomly on an enemy minion.
in any case, it's not fun. I don't enjoy not being able to use the Shaman heropower because there's a good chance using it will outright lose the game. I don't like to HAVE TO run my 4/5 into a 5/1 because I've got Haunted Creeper and a 3/2 in play -- and popping it might cause me to outright lose the game, on turn 5. Worst case scenario for him versus a board of 4/5, 3/2 and two 1/1s is getting 4/4 worth of stats for 3 mana. Best case is outright winning the game on the back of getting the 4/5. We struggle to get board advantage, 1/1 worth of stats at the time... and... Mind Control Tech shifts the board state by -4/5 for the opponent and +7/8 for them.
That's a 11/13 change in the board state for 3 mana. Trading up 1/1 board advantage per turn for 5 turns, and that one card still gives him the game by swinging out an 11/13 board advantage for 3 mana.
Big Game Hunter: Once again: Like Mind Control Tech, it can lead to a loss/loss situation. It's zero fun to lose a game because you had a card which you had to play. Shadow Word: Death at the least doesn't advance the board position by a 4/2, alone.
Getting your War Golem Shadow Word: Death-ed doesn't advance his board state, costs him one card, and leaves him with 4 mana on turn 7. Big Game Hunter on a War Golem gives him the 4/2 for free, in addition to the massive tempo advantage killing a 7 mana card for 3 mana gives.
Blood Knight: You can draft around it yourself. But pop one single enemy divine shield, and you won the game unless they had the luck of being allowed to pick a silence, and had it in hand. Nerf, not because it's broken, but because it singlehandedly and randomly ruins games.
Sea Giant: The turn 3/4 arena play that seals a game on that turn.
Why not have force of nature summon a 6/6 treent with charge that dies at the end of the turn. Brings combo down to 11 dmg and double combo down to 15 dmg (instead of 20+). Also keeps the spirit of the card, just makes it harder to cheese.
I've seen Ancient of Lore a few times, But I don't see anything wrong with this card. What's the problem?
I like to make cards and discuss game balance.
I enjoy when "No similar decks were found."
My latest deck: http://www.hearthpwn.com/decks/1366184-scholomance-charge-rez-priest-wild
There are extremely few other viable 5 and 7-drops, so all druids use them.
I like to make cards and discuss game balance.
I enjoy when "No similar decks were found."
My latest deck: http://www.hearthpwn.com/decks/1366184-scholomance-charge-rez-priest-wild
An alternative to nerfs would be players accepting that the game has a huge learning curve and that you will never win every match. Players will discover the most advantageous cards no matter what the nerf is - they always have. PvP has always had an aspect of unfairness and it isn't for everyone. If this seems disconcerting, it may be time for you to move on.
Free to try and find a game, dealing cards for sorrow, cards for pain.
I'm the kind of person who is in favor of slightly nerfing a card or nerfing it just right.
Innervate- change it to the next minion you play costs two less. This would prevent it from being used with force of nature savage roar.
Tirion- make the weapon a 4/3 and him a 6/5. more minor of a nerf than innervate but one that would make him not so much of a powerhouse without a silence.
Savage Roar- your creatures get +2 attack until end of turn. Takes 2 damage away from the combo and makes it far more situational, as you could no longer use it for just removal.
Archmage Antonidas- The fireballs you get can't generate extra fireballs (like a galywix coin). Don't know how this would pan out but I think he would still be playable, you just couldn't abuse his effect for infinite value which in my opinon is too much for one card to generate.
Big Game Hunter- Destroy a minion with an attack of 8 or more instead of 7. Still the handlock counter, and probably still OP. but would allow for more creative freedom with bigger minions.
1. BGH
2. Roar
3. Knifeman
4. Divine favor
5. Tirion
I made a thread with 20-30+ cards that need a nerf, but here's 5 that are top priority.
So people actually think if Force of Nature, a 6 cost card, summoned 3 2/2 minions without charge, it would be balanced? Good god, you people are terrible at this game. The card would be absolute garbage. That's 3X 2 mana 2/2 with no other effects.
Savage Roar
Dr. Boom
Big Game Hunter
Mysterious Challenger
Entomb
Top 3 Favorite Cards: 1. Emperor Thaurissan | 2.Dr. Boom | 3.Ragnaros the Firelord
I think, and many other players, that combo druid will be the most dominant class when standard hits the game. so let's start with his combo cards:
Savage Roar - it should cost 4 instead of 3
Force of Nature - it should cost 7 instead of 6
with this we keep the cards playable but pushes the ramp idea of the druid. you need to use Emperor Thaurissan or Innervate to use this combo.
For my next "nerf" i don't if it really is one. Can't really see if it's better or worse or around the same:
Archmage Antonidas - what do you think of this effect: "Reduce the cost of your spells in hand by (1)"
Next card is Knife Juggler. My opinion is that his effect is ok but it should be a 1/2 for 2. Or make it read "After you play a minon, deal 1 damage to a random enemy.
And for the last one is no one else than Mysterious Challenger himself. Well he will get a passive nerf through naxx being cycled out but he will still be powerful in wild format. I think if they make it cost 7 it will fix him. Screws the curve and that's enough
f2p btw
1: big game hunter
2: savage roar only on beast and force of nature or something like that
3: schield slam and execute to cheap more mana would be fine
4: divine favor it's just stuppid
5: knife juggler nerf the shit out of it please
This is why the much-derided nerf to Bluegill Warrior is a lot more sensible than some would suggest.
Anyfin Can Happen would be fine if Murlocs offered only one Charge outlet, rather than 3.
Instead, Bluegill Warrior could offer a different ability such as Windfury or a 2/2 Icehowl for 2 mana.
'There is nothing more deceptive than an obvious fact'
Sherlock Holmes
1. Mysterious Challenger -- Here's a card that plays 5 other cards for you at no cost, regardless if they're in your hand or not. Players already knew Mad Scientist was quite overpowered, and it only plays one secret from your deck. Here's a 6/6 that plays all of them. The cost of the secrets doesn't matter -- it's the number of them that matters and the fact that you're also putting a 6/6 on the board in front of the secrets.
2. Divine Favor - For its mana cost, this card draws more cards than any other card draw in the game. It is ridiculously good. At the bare minimum, you only need to have ONE more card than your opponent, before you play this, in order to draw two cards, which puts it on the same playing level as Arcane Intellect. It draws the difference between your opponent's hand size versus yours after it is played. If your opponent has five cards and you have four cards, including this, playing this will draw you two cards. If you have less or they have more, it just scales too much in power.
3. Innervate - This is a powerhouse of a card, because it allows for brutal tempo advantage of the board. No one uses this to get a spell out early -- when it's used on spells it is used late game to get a second Savage Roar in. Most often instead this is used to get a 7 mana minion out on turn five, or a 5 mana on turn 3, etc. While it is true that some classes can responded to these situations, for instance a priest killing something with Shadow Word: Death or a rogue using Sap on something that came out early, I think it is far too powerful the way it operates. However, if it only worked on spells, it would be too similar to Preparation. If it only worked on minions, it would still be just as powerful (because double savage roar is already achieved with Emperor Thaurissan. And if it only gave one mana, it would be like a Coin, which is kind of similar to a lot of Rogue cards that gave you a coin.
4. Savage Roar - I really like the concept of Force of Nature, and I think that card by itself is not the problem. The problem is actually Savage Roar. It just happens to be that Force of Nature generates 3 bodies for it. No doubt that Bloodlust is really powerful, but it also costs 5 mana, and Shamans don't generally play with the same sticking power on the board. In fact, they are quite the opposite. Where Druids ramp their mana quickly, Shamans are overloaded. Obviously shamans do have a lot of burst -- One Doomhammer + Rockbiter Weapon is 10 damage for 6 mana, vs Force of Nature + Savage Roar at 14 damage for 9 mana. Shamans only recently received some of their tools though to help build the board fast and early, cards like Tuskarr Totemic and Totem Golem. But Savage Roar works a bit different than Bloodlust, and here's why:
1 minion on the board: Savage Roar does 4 damage by itself (2 on the minion, 2 from the hero) Bloodlust does 3 damage from the minion. 2 minions on the board: Savage Roar does 6 damage. Bloodlust does 6 damage. 3 minions on the board: Savage Roar does 8 damage. Bloodlust does 9 damage. 4 minions on the board: Savage Roar does 10 damage. Bloodlust does 12 damage. For Savage Roar, that's 0.75 mana per damage at 1, then 0.5, then 0.375, then 0.3, or 3.33 damage per 1 mana. For Bloodlust, that's 1.67 mana per damage at 1, then 0.83, then 0.55, then 0.416, or 2.4 damage per 1 mana.
It wouldn't be completely unreasonable then for Savage Roar to cost 4 mana. It would bring it closer in line to what Bloodlust costs for the damage it gives.
5. I can't think of any other cards that are too terribly overpowered...