But increasing a 1-mana minion's cost at all completely guts it and renders it unplayable. It puts the card at straight-up trash tier, no matter what it did. RIP Mana Wyrm.
No one is going to play Mana Wyrm seriously ever again, unless a Mage deck chock full of 0-cost cantrip spells ever becomes a thing.
Less health would have made it easier to remove. 0 attack would leave it vulnerable without spells and would slow down its threat a bit. "Until end of turn" would have also been an actual nerf.
Blizzard just straight-up deleted a card that was in the classic set since its inception from the game and it wasn't even worthwhile in every Mage deck. I can't not call that bad game design. Good luck making up for that one, Team 5.
inb4 in the next expansion epic rarity MANA WYRM 2 ELECTRIC BOOGALOO
Blizzard just straight-up deleted a card that was in the classic set since its inception from the game and it wasn't even worthwhile in every Mage deck. I can't not call that bad game design. Good luck making up for that one, Team 5.
Interesting. I can still see it in my collection, so I dont think you're correct on that. Maybe you just dusted it without realising... :-)
This is similar to the Winaxe nerf, with one key difference.
The Winaxe had become universally used and mulliganned for in practically every warrior deck. Mana Wyrm on the other hand is a card only used in aggressive mage decks.
This nerf has one of two meanings in my mind. Either Blizzard wants to give mages more cheap burn in the next sets and were afraid of Mana Wyrm, or they just want to kill the aggro mage archetype, because it does not evolve a lot with set rotations.
If they wanted the card to not be trash (as it will be now), they could implement nerfs such as an "up to X" cap on it's power, making it a good but fair 1-drop.
We have dedicated threads for discussing the nerf of each card and there is a couple general "nerf" threads already, no need to make another one. If you have something of value to add, do it there, thanks.
But increasing a 1-mana minion's cost at all completely guts it and renders it unplayable. It puts the card at straight-up trash tier, no matter what it did. RIP Mana Wyrm.
No one is going to play Mana Wyrm seriously ever again, unless a Mage deck chock full of 0-cost cantrip spells ever becomes a thing.
Less health would have made it easier to remove. 0 attack would leave it vulnerable without spells and would slow down its threat a bit. "Until end of turn" would have also been an actual nerf.
Blizzard just straight-up deleted a card that was in the classic set since its inception from the game and it wasn't even worthwhile in every Mage deck. I can't not call that bad game design. Good luck making up for that one, Team 5.
inb4 in the next expansion epic rarity MANA WYRM 2 ELECTRIC BOOGALOO
This has never happened before, and now again
Welcome to Blizzard's concept of 'pendulum nerfs', brought to you T5 since Undertaker & Warsong Commander.
"Why weaken a card & still leave it playable when you can just smash it? Smash, smash, smash!"
Be careful saying this (speaking the truth) there are a lot of Braindead Mage Haters on this Forum.
Interesting. I can still see it in my collection, so I dont think you're correct on that.
Maybe you just dusted it without realising... :-)
Classic? Dont whine. Warrior even have 2 vital BASIC card heavily nerf. FIERY Waraxe and Warsong anyone?
It can now be played in even mage! It’s a buff
found the burn mage player, what will you aim at opponent hero now? :(
Even mage will be a thing now... maybe...
This is similar to the Winaxe nerf, with one key difference.
The Winaxe had become universally used and mulliganned for in practically every warrior deck. Mana Wyrm on the other hand is a card only used in aggressive mage decks.
This nerf has one of two meanings in my mind. Either Blizzard wants to give mages more cheap burn in the next sets and were afraid of Mana Wyrm, or they just want to kill the aggro mage archetype, because it does not evolve a lot with set rotations.
If they wanted the card to not be trash (as it will be now), they could implement nerfs such as an "up to X" cap on it's power, making it a good but fair 1-drop.
We have dedicated threads for discussing the nerf of each card and there is a couple general "nerf" threads already, no need to make another one. If you have something of value to add, do it there, thanks.
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