Mana Wyrm - 1 mana 1/3, gain +1 attack this turn for each spell you cast. Give it the mana addict treatment, still lets tempo mage be a thing but doesn't snowball as hard.
Oh! I know the best nerfs to the game - who ever wins the coin flip wins the match. then there is no creativity/rng/meta/net decks/OP cards.
Sarcasm aside. The problem with any game is "opinion" in one persons opinion mana wyrm is fine, another opinion is it needs a nerf, and yet another person thinks it should have more health, and then another person thinks it shouldn't be in the game.
Every nerf is going to be ridiculed, players creativity will find a way to make card interactions powerful, and someone will inevitably get upset about something and blame Blizzard for their bad day.
I have to give credit to the OP here for taking a spin at this and asking for creativity rather than another salt thread.
They dropped the ball on Quest Rogue. People on my friendlist are appearing less and less often; people are bored with a polarized meta ruled by two speedbumps: Quest Rogue and Odd Warrior.
The nerf to Giggling Inventor certainly hurts Quest Rogue's performance against aggro, but that was a matchup they were already losing something ridiculous; the problem is it autowins against control running them out of the game and forcing you to either be combo or midrange and the changes don't affect that at all; if anything, Mana Wyrm, which was the backbone of the infamous Tempo Mage and the biggest counter to Quest Rogue, also got hit.
Quest Rogue is not going to be broken, or even necessarily tier 1; but it doesn't allow control to truly exist in the meta. Rock-Paper-Scissors meta is boring.
Psychmelon: Draw two 7 or higher mana cost minions from your deck. (In place of Aviana's nerf).
Honestly, have no clue why we need a more powerful Nourish (in terms of just looking at the draw to mana aspect). The freaking spell is the epitome of busted design limiting garbage when considering future sets.
Psychmelon: Draw two 7 or higher mana cost minions from your deck. (In place of Aviana's nerf).
Honestly, have no clue why we need a more powerful Nourish (in terms of just looking at the draw to mana aspect). The freaking spell is the epitome of busted design limiting garbage when considering future sets.
You seem to misunderstand the situation op. Sure some people are critical of the nerfs. For many though it's not about what got nerfed but rather what didn't. Giggling Inventor wasn't ruining the game for me. I don't care about wild. Mana Wyrm's change was simultaneously far too late because Tempo mage isn't exactly dominating the meta, and far too early because mage as a class is struggling to remain relevant.
So they nerfed a card in a class that is struggling and they leave druid completely untouched (no one cares about wild) even though druid has several tier 1 decks. Many of which are running the exact same cards. (Shout out to giggling inventor who was apparently in too many decks, but druid is somehow okay?)
So how about this op, you list better reasoning for their decisions. because they are not even close to okay.
easier than you might think
ex: Mana Wyrm - now has 0 attack.
they are perfectly fine
Aviana - Removed from game
The whole point of nerfing Mana Wyrm was to make it come latter in game. Snowballing cards that come out in turn 1 are bad for the game.
Giggling inventor cost to 6, attack to 0 do giggling,
spreading plague minions attack to 0
mana wyrm is fine i guess
2 out of 3 nerfs were reasonable. Giggling Inventor should have been a strong 6 drop, rather than being removed from the game.
Mana Wyrm - 1 mana 1/3, gain +1 attack this turn for each spell you cast. Give it the mana addict treatment, still lets tempo mage be a thing but doesn't snowball as hard.
6 mana Giggling inventor be problematic in even decks like warlock,shaman and paladin.
Oh! I know the best nerfs to the game - who ever wins the coin flip wins the match. then there is no creativity/rng/meta/net decks/OP cards.
Sarcasm aside. The problem with any game is "opinion" in one persons opinion mana wyrm is fine, another opinion is it needs a nerf, and yet another person thinks it should have more health, and then another person thinks it shouldn't be in the game.
Every nerf is going to be ridiculed, players creativity will find a way to make card interactions powerful, and someone will inevitably get upset about something and blame Blizzard for their bad day.
I have to give credit to the OP here for taking a spin at this and asking for creativity rather than another salt thread.
Cute, ineffective, but cute.
They dropped the ball on Quest Rogue. People on my friendlist are appearing less and less often; people are bored with a polarized meta ruled by two speedbumps: Quest Rogue and Odd Warrior.
The nerf to Giggling Inventor certainly hurts Quest Rogue's performance against aggro, but that was a matchup they were already losing something ridiculous; the problem is it autowins against control running them out of the game and forcing you to either be combo or midrange and the changes don't affect that at all; if anything, Mana Wyrm, which was the backbone of the infamous Tempo Mage and the biggest counter to Quest Rogue, also got hit.
Quest Rogue is not going to be broken, or even necessarily tier 1; but it doesn't allow control to truly exist in the meta. Rock-Paper-Scissors meta is boring.
Well I'll toss out a few other factually better nerfs then:
Literally any popular druid card in Standard that came out this expansion cycle
Fungalmamcer - now a 1/2
Vilespine Slayer - now a 3/5; now costs 6 mana.
Psychmelon: Draw two 7 or higher mana cost minions from your deck. (In place of Aviana's nerf).
Honestly, have no clue why we need a more powerful Nourish (in terms of just looking at the draw to mana aspect). The freaking spell is the epitome of busted design limiting garbage when considering future sets.
THIS
You seem to misunderstand the situation op. Sure some people are critical of the nerfs. For many though it's not about what got nerfed but rather what didn't. Giggling Inventor wasn't ruining the game for me. I don't care about wild. Mana Wyrm's change was simultaneously far too late because Tempo mage isn't exactly dominating the meta, and far too early because mage as a class is struggling to remain relevant.
So they nerfed a card in a class that is struggling and they leave druid completely untouched (no one cares about wild) even though druid has several tier 1 decks. Many of which are running the exact same cards. (Shout out to giggling inventor who was apparently in too many decks, but druid is somehow okay?)
So how about this op, you list better reasoning for their decisions. because they are not even close to okay.
Aviana, 9 mana 3/3 : Your minions cost (1). After you summon a minion, lose 1 health.
you mean this nerf in a class which has at that moment when it cass Aviana 30 health and 30 armor????
--Alfi--
Aviana would obviously be the one that lose 1 health, I know the wording might be confusing but that's pretty much the same than Crypt Lord...
No nerfs is better than exactly those nerf. Tell me if you need explanation.
As the last thread says: "The lamest nerfs ever made".
P.s: Wild mode cannot be fixed
Lightwarden and Happy Ghoul changed to priest class minions.
Not sure if hyped yet.
People learned new word; polarized. That is cute.