Maybe not nerfed, but at least changed. I cant seem to deal with her. Entomb seems to be the only answer unless you can silence.
I cut Sylvanas from my decks, too slow :( everyone just goes face in this meta and stealing a 1/1 does nothing. Even MCT is better and costs half as much! Sylvanas will only be good in a midrange-control meta and she got nerfed from 5 to 6 mana long ago.
I understand people wants to nerf Savage roar, Mysterious challanger, mad scientist, but Alexstrasza, BGH... Why !? Alexstrasza costs 9 mana and 8/8 is pretty balanced I think. It's also a really late game card, there is already reno in the game who can heal you up in case the opponent use Alex.
And then again BGH... Why? 3 mana cost card with 4-2 which can be easily destroyed and it's an epic card. I don't know what do you want to nerf on this card? Effect? Don't be silly...
The BGH singehandedly keeps a lot of big guys from seeing play in the meta.
Yup, this card is at the top of the must nerf list. Failure to nerf this means most big guys are nothing more than 400 dust.
LOL how salty are u guys ?If I hate losing to force roar combo or doomguard that does not mean that we should kill the class just cause u hate losing to it.Nerf Lore are u mad ?U clearly hate druids.
Blizzard themselves said Druid is getting nerfed hard. Better work on getting your golden Druid while you can and move on to some other class soon. Doomguard isn't on my nerf list but if we get a demon heavy expansion, he may need a nerf anyway.
I mean if you look at Mysterious Challenger and you look at other 6 drops in the game, you see that a powerful text on the card, means they heavily punish the minion with stat reduction. It is debateable whether the text on Sylvanas Windrunner is weaker than that on say Justicar Trueheart but it does appear that justicar has better value from the text, so his stats are heavily punished at -3 health, wherease Sylvanas just gets the -1/-1 treatment. Meanwhile, the mysterious challenger for some reason, has the highest value effect of all that generates 5 cards and 5 extra mana in value, yet, his stats are unchanged. This is how we use logic to show that a card is overpowered.
Why on earth would people even think about nerfing Mysterious Challenger for standard? Without Avenge and the other early paladin cards, the deck is dead.
Honestly if they just change Knife Juggler to throwing a knife each time a minion is PLAYED instead of SUMMONED, it would be a very balanced card. But throwing hella knives on muster/implosion/unleash is just stupid
I am not saying it is OP, but it restricts design space. You can't create some otherwise interesting cards just because the possibility of having it perma-stealthed breaks the game.
1.Alexstrasza: Effect-Heal yourself to 15 (or 20) hp
This will hit freeze mage to where they can't alex you then do their burst. With the effect saying 20 hp that would help control decks and compensate for the loss of Sludge Belcher and antique healbot.
2.Divine Favor: 3 mana Effect-If your opponent has 5 more cards in their hand, draw 3/4 cards.
With the increase in low mana monsters since beta, the ability to punish control decks and get so much advantage now seems to be too much. This nerf can also stop the possible flood of cancer pally since secret pally is losing a core card in avenge.
3.Savage Roar: In my opinion the real problem out of the two pieces of the PTSD-inducing druid combo is Savage Roar. While FON gives 3 2/2 chargers, Savage Roar can give 2 att to EVERY minion and to the player. I feel that FON is ok by itself since it can be used to control the board with smart trades and not just obliterate your opponents hp.Savage is the card that is the difference between 6 damage from an empty board to 14 damage from an empty board.
4.Innervate: Effect- Gain 2 mana crystals this turn only, Lose a mana crystal at the end of your turn.
With so many powerful cards in this game Innervate can offer so many power plays no matter what turn you're on (with it being a 0 cost card). Destroying a mana crystal at the end of the turn will weaken the druid's next turn and give the opponent a bit of an advantage in having more mana crystals. This could also pressure players into using wild growth to get that destroyed crystal back and not keep it for that turn 10 draw.
5.Knife Juggler: Before talking about how to nerf this card, it needs to be mentioned that it's getting a huge nerf already with the loss of cards such as muster and imp-losion. With that out of the way here are some possible nerfs for the card:
Make it a 3 mana card: A person playing aggro has such a huge advantage when they are able to coin out a juggler turn 1 and follow this play with two minions next turn. Combine this with the att that it offers and that could be a viable excuse to make this card 3 mana
Make it one hp: This play will make bring out Juggler turn 2 (or 1 with coin) a bigger risk when playing against certain matchups. This would give each class more chances to kill Juggler on thier turn 2.
Make it 2 att: With all the profit this card offers already, making Juggler a 2 att minion can decrease its punch if you can't take it out turn 2. This can also make it less effective late game making it weaker if you need to trade with one of your stronger minions.
Make the ability only affect minions: While this could make Juggler stronger at the same time, there have been many games where a knife to the face with a tauntless board has sealed my fate.
First off, loving the explanation for each nerf and the other cards that can be looked at.
in terms of the BGH nerf: I think the card has less of an impact with the departure of Dr. Balanced from the Standard format. The reason why BGH became a staple was that Dr. Boom was a staple (if you could afford it) no matter what deck you played against. Now that it's gone though, the decision to play BGH will depend on the meta that shows up once standard hits. Will Handlock rise and take over? Will Control Warrior rise with Grommash taking the helm? Will any type of Paladin show up with all its stupid buff cards? Atm people are saying that Aggro decks might make an impact so BGH probably won't be as strong once the meta changes. Now this will also depend on the expansion that enters with the standard format, but with the cards that we currently know this is just an opinion on the BGH nerf.
I would nerf Mysterious Challenger Big Game Hunter Tirion Fordring Entomb and Power Overwhelming
These are cards that I feel offer far too much value in relation to their mana cost, than any other cards in the game and thus are not balanced.
Power overwhelming should add the text destroy this minion after its attacks so will lost some value there and bring a little balance
I mean if you look at Mysterious Challenger and you look at other 6 drops in the game, you see that a powerful text on the card, means they heavily punish the minion with stat reduction. It is debateable whether the text on Sylvanas Windrunner is weaker than that on say Justicar Trueheart but it does appear that justicar has better value from the text, so his stats are heavily punished at -3 health, wherease Sylvanas just gets the -1/-1 treatment. Meanwhile, the mysterious challenger for some reason, has the highest value effect of all that generates 5 cards and 5 extra mana in value, yet, his stats are unchanged. This is how we use logic to show that a card is overpowered.
Why on earth would people even think about nerfing Mysterious Challenger for standard? Without Avenge and the other early paladin cards, the deck is dead.
This is what I think needs to be nerfed for the longevity of standard.
1. Savage Roar
2. Big Game Hunter
3. Master of Disguise
4. Ancient of Lore
5. Mountain Giant/Molten Giant (because of BGH nerf)
People who refuses to play aggro out of principle are even worse than people who play exclusively aggro.
One should seek to become a complete player and play all archetypes, including ones that he despises for whatever irrational reasons.
I returned to this game much like how a recovering alcoholic can relapse.
People who refuses to play aggro out of principle are even worse than people who play exclusively aggro.
One should seek to become a complete player and play all archetypes, including ones that he despises for whatever irrational reasons.
Number 5: Nerf Combat Creatures Terradrone:
Number 4: Nerf N-Strike Elite Mega Thunder Bow:
Number 3: Nerf Doomlands Lawbringer
Number 2: Nerf N-Strike Modulus ECS-10
Number 1: Nerf N-Strike Vulcan EBF-25 Dart Blaster
In no particular order:
1.Alexstrasza: Effect-Heal yourself to 15 (or 20) hp
This will hit freeze mage to where they can't alex you then do their burst. With the effect saying 20 hp that would help control decks and compensate for the loss of Sludge Belcher and antique healbot.
2.Divine Favor: 3 mana Effect-If your opponent has 5 more cards in their hand, draw 3/4 cards.
With the increase in low mana monsters since beta, the ability to punish control decks and get so much advantage now seems to be too much. This nerf can also stop the possible flood of cancer pally since secret pally is losing a core card in avenge.
3.Savage Roar: In my opinion the real problem out of the two pieces of the PTSD-inducing druid combo is Savage Roar. While FON gives 3 2/2 chargers, Savage Roar can give 2 att to EVERY minion and to the player. I feel that FON is ok by itself since it can be used to control the board with smart trades and not just obliterate your opponents hp.Savage is the card that is the difference between 6 damage from an empty board to 14 damage from an empty board.
4.Innervate: Effect- Gain 2 mana crystals this turn only, Lose a mana crystal at the end of your turn.
With so many powerful cards in this game Innervate can offer so many power plays no matter what turn you're on (with it being a 0 cost card). Destroying a mana crystal at the end of the turn will weaken the druid's next turn and give the opponent a bit of an advantage in having more mana crystals. This could also pressure players into using wild growth to get that destroyed crystal back and not keep it for that turn 10 draw.
5.Knife Juggler: Before talking about how to nerf this card, it needs to be mentioned that it's getting a huge nerf already with the loss of cards such as muster and imp-losion. With that out of the way here are some possible nerfs for the card:
Make it a 3 mana card: A person playing aggro has such a huge advantage when they are able to coin out a juggler turn 1 and follow this play with two minions next turn. Combine this with the att that it offers and that could be a viable excuse to make this card 3 mana
Make it one hp: This play will make bring out Juggler turn 2 (or 1 with coin) a bigger risk when playing against certain matchups. This would give each class more chances to kill Juggler on thier turn 2.
Make it 2 att: With all the profit this card offers already, making Juggler a 2 att minion can decrease its punch if you can't take it out turn 2. This can also make it less effective late game making it weaker if you need to trade with one of your stronger minions.
Make the ability only affect minions: While this could make Juggler stronger at the same time, there have been many games where a knife to the face with a tauntless board has sealed my fate.
First off, loving the explanation for each nerf and the other cards that can be looked at.
in terms of the BGH nerf: I think the card has less of an impact with the departure of Dr. Balanced from the Standard format. The reason why BGH became a staple was that Dr. Boom was a staple (if you could afford it) no matter what deck you played against. Now that it's gone though, the decision to play BGH will depend on the meta that shows up once standard hits. Will Handlock rise and take over? Will Control Warrior rise with Grommash taking the helm? Will any type of Paladin show up with all its stupid buff cards? Atm people are saying that Aggro decks might make an impact so BGH probably won't be as strong once the meta changes. Now this will also depend on the expansion that enters with the standard format, but with the cards that we currently know this is just an opinion on the BGH nerf.
1. Savage Roar >>>well u know ^_^
2. Devine Favour >>>> too much unfair
3. Mysterious Challenger >>> make it deathrattle, 5,5 draw 3 secret
4. Reno Jackson >>> make it restore 10 health
5. Unstable Portal >> make it 3cost and
Just Divine Favour, I've had enough