^Overall pretty nice changes. But BGH I don't think so, deal 4 dmg AND reduce attack to (any?) minion, just no. They'll probably just make it cost 4. Nozdormu is an interesting one - flexible and thematic and not even broken, cause if you remove freeze you also remove WF. I'd love all of that besides bgh.
Yeah, I honestly just couldn't think of a way to nerf him while keeping his theme. I don't think increasing his mana cost will actually do any good, unless you raise it to like 7 or something. (Flame Lance costs 5 and doesn't give you a body.)
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"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
People putting Molten giant and even Mountain giant on their list can you explain please ?
I dont think mountain giant will be nerfed. Molten giant will only be nerfed IF and only IF BGH is nerfed into the ground. If his mana cost is just bumped up a mana or two then i think both giants will be safe. But BGH original role was to counter how hardcore Handlock was/is. If BGH is nerfed into the ground(like something similar to Warsong Commander) then they will have no choice but nerf at least one of the giants, most likely Molten giant.
^^^ This. It's just a possibility should they decide to nerf BGH.
For my list it's because they said 2-20 cards; just to get sth more than 5 cards on it xD
1. Force of Nature. Under normal circumstances, I would assume Savage Roar would get the nerf hammer, but Ben Brode has stated his distaste for charge many times, making this more likely.
2. Knife Juggler. Pretty much confirmed, likely will only include summoned minions in its effect, much to my chagrin( I play flood/token pally :^( ).
3. Big Game Hunter. Also pretty much confirmed, but I don't know how they'll alter it. Maybe increasing the cost or raising it to 8 attack?
4. Savage Roar. From the people who warsonged Warsong Commander and buzzarded Starving Buzzard, I wouldn't be surprised if they tactical nuked the combo.
5. Ancient of Lore. Druid really likes its Classic cards, am I right? Maybe a cost increase?
6. Master of Disguise. If you need a card to cause unfathomably outrageous scenarios, accept no substitutes ( I once stealthed Mal'ganis in arena. The hate friend afterwards was hilarious) Will likely only last till next turn.
7. Ironbeak Owl. HEAR ME OUT. Blizzard always said that they disliked how unfun the silence mechanic was. If they decided that that hooting mother**ker is going down, I'd only be slightly surprised.
8. Keeper of the Grove. See number 7, but add the option to trade that in for 2 damage. Yep
9. Lepper Gnome. Aggro's poster boy, this is the first step to dealing with an aggro centric meta. Probably going to 1/1.
10. Ice Block. May i just ask, who's idea was immunity? It just begs to be broken, and freeze mage delivered.
(Dis)Honorable Mentions
1. Divine Favor. This would have been on the list, but with Eater of Secrets being revealed and muster leaving the scene, I think I can safely say paladin has been de-clawed.
2. Tirion Fordring. This card was fine before Challenger made it his wingman alongside Dr. 7. Because paladin has been suitably nerfed, I don't think that they will hit their biggest asset.
3. Archmage Antonidas. If you want to kill a weed, don't cut the plant down, remove the roots. If freeze mage is the issue, don't take the fireballs away, take away what prevents them from losing then and there, Ice Block.
1. Savage Roar (while I don't think Force will see a huge change, I would not be surprised to see a reworking of it. In any case, Savage Roar is the big target - too much damage potential for its cost).
2. Innervate (Coming from a long Mtg history, having a card based on Dark Ritual's design is simply not conducive to healthy games).
3. Knife Juggler (Should get watered down by most of its enablers leaving Standard, but it definitely needs a stat or cost change. Rather not see the ability itself change and kill it's Wild playability).
4. Big Game Hunter (Too versatile of an answerror card and stifles playability and design of large minions. I did like the idea Reynad posted of making it tribal-focused - but I would make it "Destroy a Dragon or Giant").
5. Leper Gnome (Simply too efficient on damage for a one-drop aggro card, and I would like to see class minions get more of a spotlight for those sort of decks - cards like Tunnel Trogg. I think this just becoming a 1/1 would be enough).
6. Master of Disguise (Just change it to one-turn Stealth-granting. Besides, this change could open up potential for more interesting Rogue minions).
7. Giants (I think they should all just get a look in order to see which ones need cost increases).
8. Divine Favor (The effect itself feels like it needs to be capped, like at three cards or something, but who knows).
9. Doomhammer/Rockbiter Weapon (This combo needs a look, but I feel like the best change would be changing RBW to two mana or reducing it's buff to 2, as I feel DH is reasonable for the most part).
10. Something from Freeze Mage - Alex or Ice Block, not sure which one though.
1. Force of Nature. Under normal circumstances, I would assume Savage Roar would get the nerf hammer, but Ben Brode has stated his distaste for charge many times, making this more likely.
2. Knife Juggler. Pretty much confirmed, likely will only include summoned minions in its effect, much to my chagrin( I play flood/token pally :^( ).
3. Big Game Hunter. Also pretty much confirmed, but I don't know how they'll alter it. Maybe increasing the cost or raising it to 8 attack?
4. Savage Roar. From the people who warsonged Warsong Commander and buzzarded Starving Buzzard, I wouldn't be surprised if they tactical nuked the combo.
5. Ancient of Lore. Druid really likes its Classic cards, am I right? Maybe a cost increase?
6. Master of Disguise. If you need a card to cause unfathomably outrageous scenarios, accept no substitutes ( I once stealthed Mal'ganis in arena. The hate friend afterwards was hilarious) Will likely only last till next turn.
7. Ironbeak Owl. HEAR ME OUT. Blizzard always said that they disliked how unfun the silence mechanic was. If they decided that that hooting mother**ker is going down, I'd only be slightly surprised.
8. Keeper of the Grove. See number 7, but add the option to trade that in for 2 damage. Yep
9. Lepper Gnome. Aggro's poster boy, this is the first step to dealing with an aggro centric meta. Probably going to 1/1.
10. Ice Block. May i just ask, who's idea was immunity? It just begs to be broken, and freeze mage delivered.
(Dis)Honorable Mentions
1. Divine Favor. This would have been on the list, but with Eater of Secrets being revealed and muster leaving the scene, I think I can safely say paladin has been de-clawed.
2. Tirion Fordring. This card was fine before Challenger made it his wingman alongside Dr. 7. Because paladin has been suitably nerfed, I don't think that they will hit their biggest asset.
3. Archmage Antonidas. If you want to kill a weed, don't cut the plant down, remove the roots. If freeze mage is the issue, don't take the fireballs away, take away what prevents them from losing then and there, Ice Block.
I don't know if I counted them all right, but 8 correct predictions for nerfs for Skyblock seems the highest (at least in this thread).
Surprised by the nerf on Force of Nature, almost everyone thought it would be Savage Roar getting the nerf bat, I guess we'll see if it bites Blizzard in the ass as more tokens are released (or not because of Roar).
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You want number of cards and which cards? Tough challenge :/
Let's see:
'There is nothing more deceptive than an obvious fact'
Sherlock Holmes
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
'There is nothing more deceptive than an obvious fact'
Sherlock Holmes
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
my predictions for basic/classic cards to be nerfed, here it goes:
Innervate - will cost 3 Mana "gain +5 mana crystals this turn only"
Savage Roar - only minions get +2 attack this turn only
Ancient of Lore - healing option gets removed
Sorcerer's Apprentice - only the first spell you cast each turn gets reduced
Archmage Antonidas - increase to 8 mana
Power Overwhelming - increase to 2 mana
Leper Gnome - only a 1/1 minion with same effect
Knife Juggler - becomes a 2/2 minion with same effect
Big Game Hunter - increase to 4 mana 3/2 minion with same effect
Molten Giant - increase to 22 mana (wording is also still wrong after all this time)
Abusive Sergeant - increase to 2 mana with same effect
and this lady down below, sadly, even though i don't know how i would change it :(
They've said it will be between 10-12 cards, so anyone that has listed more or less, you lose! ;)
1. Big Game Hunter
2. Knife Juggler
3. Alexstrasza
4. Antonidas
5. Ice Block
6. Savage Roar
7. Ancient of Lore
8. Blade Flurry
9. Tirion
10. Sorcerors Apprentice
11. Equality
12. Doomguard?
Season 36 = Legend Rank 60 . ( https://playhearthstone.com/en-us/blog/20695745 )
Hmm...
1. Force of Nature. Under normal circumstances, I would assume Savage Roar would get the nerf hammer, but Ben Brode has stated his distaste for charge many times, making this more likely.
2. Knife Juggler. Pretty much confirmed, likely will only include summoned minions in its effect, much to my chagrin( I play flood/token pally :^( ).
3. Big Game Hunter. Also pretty much confirmed, but I don't know how they'll alter it. Maybe increasing the cost or raising it to 8 attack?
4. Savage Roar. From the people who warsonged Warsong Commander and buzzarded Starving Buzzard, I wouldn't be surprised if they tactical nuked the combo.
5. Ancient of Lore. Druid really likes its Classic cards, am I right? Maybe a cost increase?
6. Master of Disguise. If you need a card to cause unfathomably outrageous scenarios, accept no substitutes ( I once stealthed Mal'ganis in arena. The hate friend afterwards was hilarious) Will likely only last till next turn.
7. Ironbeak Owl. HEAR ME OUT. Blizzard always said that they disliked how unfun the silence mechanic was. If they decided that that hooting mother**ker is going down, I'd only be slightly surprised.
8. Keeper of the Grove. See number 7, but add the option to trade that in for 2 damage. Yep
9. Lepper Gnome. Aggro's poster boy, this is the first step to dealing with an aggro centric meta. Probably going to 1/1.
10. Ice Block. May i just ask, who's idea was immunity? It just begs to be broken, and freeze mage delivered.
(Dis)Honorable Mentions
1. Divine Favor. This would have been on the list, but with Eater of Secrets being revealed and muster leaving the scene, I think I can safely say paladin has been de-clawed.
2. Tirion Fordring. This card was fine before Challenger made it his wingman alongside Dr. 7. Because paladin has been suitably nerfed, I don't think that they will hit their biggest asset.
3. Archmage Antonidas. If you want to kill a weed, don't cut the plant down, remove the roots. If freeze mage is the issue, don't take the fireballs away, take away what prevents them from losing then and there, Ice Block.
Might as well post a quick list:
1. Savage Roar (while I don't think Force will see a huge change, I would not be surprised to see a reworking of it. In any case, Savage Roar is the big target - too much damage potential for its cost).
2. Innervate (Coming from a long Mtg history, having a card based on Dark Ritual's design is simply not conducive to healthy games).
3. Knife Juggler (Should get watered down by most of its enablers leaving Standard, but it definitely needs a stat or cost change. Rather not see the ability itself change and kill it's Wild playability).
4. Big Game Hunter (Too versatile of an answerror card and stifles playability and design of large minions. I did like the idea Reynad posted of making it tribal-focused - but I would make it "Destroy a Dragon or Giant").
5. Leper Gnome (Simply too efficient on damage for a one-drop aggro card, and I would like to see class minions get more of a spotlight for those sort of decks - cards like Tunnel Trogg. I think this just becoming a 1/1 would be enough).
6. Master of Disguise (Just change it to one-turn Stealth-granting. Besides, this change could open up potential for more interesting Rogue minions).
7. Giants (I think they should all just get a look in order to see which ones need cost increases).
8. Divine Favor (The effect itself feels like it needs to be capped, like at three cards or something, but who knows).
9. Doomhammer/Rockbiter Weapon (This combo needs a look, but I feel like the best change would be changing RBW to two mana or reducing it's buff to 2, as I feel DH is reasonable for the most part).
10. Something from Freeze Mage - Alex or Ice Block, not sure which one though.
Ok, here's my 12 cents!
Savage Roar
Big Game Hunter
Alexstrasza
Knife Juggler
Molten Giant
Ancient of Lore
Mountain Giant
Keeper of the Grove
Leper Gnome
Ice Block
Divine Favor
Master of Disguise