IMO one of the best ways to deal with pirate warrior making the card unplayable in aggro but this just barely makes it weaker for control
I think it'd still be run in aggro decks, because it's just THAT good for early board control. I've played pirate warrior before, and very often I use up my axe clearing away early targets and buffing my Bloodsail Corsairs instead of just going face. Although it might be dropped to a 1-card status, since it doesn't offer any burst damage any more.
IMO one of the best ways to deal with pirate warrior making the card unplayable in aggro but this just barely makes it weaker for control
Wouldn't make sense only on the Axe but I would like to try a playmode where nothing but minions can attack face, no weapons or spells. Maybe in a brawl.
And regarding to Molten Giant should cost from 40 to 50 but the effect should work correctly and before it is drawn or cost 22 and change the card text to "Reduce the cost of this minion by the amount of lifepoint missing".
On the first change, it would be a Reno or a priest only card since you would have to take 40 damage for it to become playable
On the second one, just make it so the warlock (because other clases can't run molten except for mage, but she will probably have 1 healt and iceblock anyways) can survive a Kill Command+ Hero Power
Warrior (the entire class) - "Sorry, this class is not playable in Standard or Wild."
Fiery Bat - 1/1 stats
Alley Cat - summoned minion isn't a beast
Kill Command - can't target face
Every Priest minion - increase stats by +1/+1
Holy Nova - deal 3 damage and heal 2
Cabal Shadow Priest - cost 1 less, OR when the battlecry doesn't have a target it should get +1/+1 instead.
Shellraiser - 3/5 stats, not 2/6
Move Win Axe, Frothing, and Kor'Kron to HoF.
Caverns Below - Summon 7 minions (not 4) with the same name.
Sulfuras - Hero power goes back to the original form when Sulfuras runs out of charges, and is a 4/3 weapon.
I, for one, don't want to deal with priests dropping a 1 mana 2/4 that gives them infinite draw value
And I don't want to deal with a 1 mana 2/1 that contends with every 2 drop in the game and has deck synergy with...literally every other card in the deck.
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Life before death. Strength before weakness. Journey before destination.
Warrior (the entire class) - "Sorry, this class is not playable in Standard or Wild."
Fiery Bat - 1/1 stats
Alley Cat - summoned minion isn't a beast
Kill Command - can't target face
Every Priest minion - increase stats by +1/+1
Holy Nova - deal 3 damage and heal 2
Cabal Shadow Priest - cost 1 less, OR when the battlecry doesn't have a target it should get +1/+1 instead.
Shellraiser - 3/5 stats, not 2/6
Move Win Axe, Frothing, and Kor'Kron to HoF.
Caverns Below - Summon 7 minions (not 4) with the same name.
Sulfuras - Hero power goes back to the original form when Sulfuras runs out of charges, and is a 4/3 weapon.
Warrior is supposed to be a tank or a burst DPS, the problem is that it should not have hand damage
Firey Bat is okay, if you nerf it, it would become a worse Lepper gnome
Kill Command is Hunter's most representative class card, its supposed to do a lot of damage maybe "If you control a beast,target a character deal 2 damage and 3 damagade at the start of your turn"
Priest minions are ok, they should be low atack high health
Priest spells that damage and heal should be "...and heal for the damage dealt", not "...and heal for X" (x being a number)
Shellraiser is already a 3/7 with the deathrattle
I don't thing korkon elite is op, its just 4 damage with 3 health. A 2 mana minion can kill it
Caverns below should be 5 minions (2 shadowsteps and a brewmaster). I think the quest was intended to be completed around turn 7 and miracle on turn 8
That would make it either more OP or Ooze meta. Anyways, 8 damage is a lot. I agree with you in this one
Warrior (the entire class) - "Sorry, this class is not playable in Standard or Wild."
Fiery Bat - 1/1 stats
Alley Cat - summoned minion isn't a beast
Kill Command - can't target face
Every Priest minion - increase stats by +1/+1
Holy Nova - deal 3 damage and heal 2
Cabal Shadow Priest - cost 1 less, OR when the battlecry doesn't have a target it should get +1/+1 instead.
Shellraiser - 3/5 stats, not 2/6
Move Win Axe, Frothing, and Kor'Kron to HoF.
Caverns Below - Summon 7 minions (not 4) with the same name.
Sulfuras - Hero power goes back to the original form when Sulfuras runs out of charges, and is a 4/3 weapon.
Lol, and people say we has a bad dev team. Seeing shit like this makes me realize how much worse the game would be if the average community member had literally any say. "My favorite class isn't the best class, fix ur game blizz"
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Here you can say what you think would change Hearthstone for the better, whether it be a nerf or a nice buff to an unnecessarily bad card.
Have fun and don't be afraid of criticism and explain your reasoning if you like!
I would like to start out by saying that Molten Giant should have been nerfed to 23 mana, not 25. There, I said it.
I love Zootopia and anthropomorphic animals. Deal with it <3
| Nick Wilde is bae |
(Oh yeah, and I'm gay)
...hey, that rhymed...
I'm spontaneous, which is pretty much another word for impulsive.
i always thought the reason they made it 25 mana is because it is more rounded then 23 mana
I love Zootopia and anthropomorphic animals. Deal with it <3
| Nick Wilde is bae |
(Oh yeah, and I'm gay)
...hey, that rhymed...
I'm spontaneous, which is pretty much another word for impulsive.
they also just destroy cards for no reason so either way its still stupid
IMO one of the best ways to deal with pirate warrior making the card unplayable in aggro but this just barely makes it weaker for control
Why Rogue is my favourite class:
My submission for this week's card design competition.
Milhouse should be a 5/5
Ragers should sinergize with each other
Yogg should be a 7/7 or a 5/7 to survive fireball
Flamewreth faceless sould be 5 mana
10 mana Pyros should shuffle a 2 mana Pyros in your deck
Now with mechanics: Mage's discovered cards should show by rarity (this fixes the iceblock problem)
Ive been thinking about this a lot lately, whenever i can i will post more changes
Fiery War Axe
2 Mana 3/2
Rogue Weapon
Battlecry: Fuck you.
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
And regarding to Molten Giant should cost from 40 to 50 but the effect should work correctly and before it is drawn or cost 22 and change the card text to "Reduce the cost of this minion by the amount of lifepoint missing".
On the first change, it would be a Reno or a priest only card since you would have to take 40 damage for it to become playable
On the second one, just make it so the warlock (because other clases can't run molten except for mage, but she will probably have 1 healt and iceblock anyways) can survive a Kill Command+ Hero Power
I think it would be better as a 2/2 or a 3/1 since Upgrade! is a thing
Warrior (the entire class) - "Sorry, this class is not playable in Standard or Wild."
Fiery Bat - 1/1 stats
Alley Cat - summoned minion isn't a beast
Kill Command - can't target face
Every Priest minion - increase stats by +1/+1
Holy Nova - deal 3 damage and heal 2
Cabal Shadow Priest - cost 1 less, OR when the battlecry doesn't have a target it should get +1/+1 instead.
Shellraiser - 3/5 stats, not 2/6
Move Win Axe, Frothing, and Kor'Kron to HoF.
Caverns Below - Summon 7 minions (not 4) with the same name.
Sulfuras - Hero power goes back to the original form when Sulfuras runs out of charges, and is a 4/3 weapon.
Kaladin's RoS Set Review
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Playing since 1 June 2014.
Review on Every Card: http://goo.gl/RTz806
Cards That Will Be Missed in Standart Next Year: http://goo.gl/adNMnn
I think this might already be a slight solution to Quest Rogue.
Let me change your mind ~ Cabal Shadow Priest
Kaladin's RoS Set Review
Join me at Out of Cards!
Shellraiser is a 2/6, not a 3/7. The only time it can be a 3/7 is when it hits itself when you have Umbra on board.
Kaladin's RoS Set Review
Join me at Out of Cards!
I counted the deathrattle as value to the card too. Also, most times 6 health and give +1/+1 is better that 7 health except against mages
Also, Nether Portal should give 2 3/3 demons or every turn summon a random demon (counting rarity as a factor)