I'm going to be playing solely wild, and yep, now with BGH nerfed, the good doctor will be staple in most ever deck there is.
Isn't it already in most decks? I don't see how the BGH nerf changed anything for him. I'm actually hoping that nerf would open up a little variety in the late game. Though with Owl still mostly intact expensive drops still need to still 'do something now' to effect the board/game. So maybe not much has changed.
Boom is a big card with instant value, he is so popular because he is one of the few cards with these properties, and because of it he always has and always will be popular. Even at 5 mana, BGH is still going to discourage things like Gruul, while cards like Ragnaros will occasionaly still be seen because of the instant impact, and especially Dr. Boom. Boom will not be played any more than he already was in wild simply because of the instant impact & pure value of stats/DMG.
I anticipate most decks that had BGH will continue to run BGH. You're not playing him until turn 7+ anyway so it really isn't that big of a nerf. Definitely a nerf, but he will still be played in many decks.
With BGH being nerfed, Boom's big advantage, that he still leaves 2 bodies and damage on the board if he gets removed immediately, becomes less important. He's still powerful and he'll see play a lot, but he's no longer an auto-pick over other huge minions that only put one body on the board. If Boom sees less play, it's because other big minions take his place that work better within the context of a specific deck.
BGH still counters most forms of 7+ attack minions. It just makes dealing with his Boom Bots a little more irritating, and you won't get a HUGE tempo swing any more. Same deck that would use BGH will *shocking* still use it.
What part of the "We can't balance 1000 cards (or even more)" you didn't got it from Blizzard? They made it very clear why they introduced this rotation system. They will not bother balancing Wild Mode because IT'S IMPOSSIBLE.
Yes, they will balance an eventual absolutely OP combo (like turn 2 - 30 damage combo), but 5 mana BGH is nothing to be considered as a problem in this mode.
It's not only a huge buff to Priest (we normally don't use bgh), it's also a buff to all 7+ attack minions. Like above said: Dr. Boom was the only 7+ attack minion played because BGH was so strong, and it leaves 2 boom bot behing, whatever happens. With the nerf, many 7+ attack minions now got more viable like Prophet Velen in Priest for example. Also Ragnaros the Firelord might see play again.
As Priest i'm looking forward for this changes in wild; even with 5 mana BGH is still strong, but now it doesn't provide as much tempo as before. At 10 mana you could bgh the enemy dr. boom and play it yourself. But it isn't now an auto-include in every deck even in aggro and midrange anymore, because a 4/2 for 3 mana was simply far too strong, simply because the body alone is worth 2 1/2 mana.
They actually said it. Not directly, but indirectly. When standard mode was introduced, Blizzard said that the main reason is the possibility to release new cards and have a chance to balance them. You don't have to be Einstein to understand that balancing 1000 cards is almost impossible. But what about 2000? 3000? And so on...
It's called "Wild" for a reason and expecting to see "balanced combos" in that mode is ridiculous :)