I've never thought about a Sap nerf: it's just a strong card, but every class has some
Brawl is ok: Warrior's problems lie in other cards (Boom's rush is 80% of the problem)
While I see why you want to nerf Savage Roar, changing it to 5 mana is terribly awful: you would just straight up kill the card and probably even the whole archetype. Token Druid is even fading in popularity week after week.
Archivist Elysiana may fade in popularity if Warrior gets hit, but it's a reasonable suggestion
Ofcourse you may I genuinly enjoy seeing different perspectives of what to nerf! I didn't give my reasoning behind them in my initials posts as I tried to keep it small , but I will go into them a bit deeper into my reasoning behind them, especially the 3 classic cards.
Sap, My reasoning behind this is because it is simply too good at what it does, it is one of the best single target removals in the game, and it is in the basic set. Which team 5 has mentioned they wanted to adres especially after the last batch of nerfs it made me realise that all strong basic and classic cards essentially have a target on their back, and just as you say it is a strong card and that's why I think just like other strong classic and basic cards, like equality, flametongue totem were are in danger of getting nerfed.
Brawl is one of the best AoEs in the game. I like to compare it to twistingnether which is slightly better and costs 8 mana. Now is Brawl really 3 mana worse? And the second card I like to compare it to is Psychic Scream, also one of the best AoE's in game and cost 7 mana. And again it is a classic card, so it will always be in the game.
Savage Roar, the reason why I said 5 mana is because that would bring it's cost to the same level as bloodlust which has a similar effect. In a same way Hex was bumped to 4 to be in line with Polymorph
Waggle pick and Omega Devastator are cards I can definitely being seen been dealt with differently I picked Waggle pick because of the face damage it represents, but wouldn't be surprised if raiding party got hit instead, and Omega Devastator mana bump because Team 5 always mentioned trying to keep things simple, and they might want to avoid doing something about the rush
Moreover, RoS cards are just 1 month old and that's why I think we won't see them nerfed any time soon: we'll have to play them in the next 2 years, so that's why it's more reasonable to target Classic/Basic or Year of the Raven cards.
I can definitely see your reasoning aswell especially on the new cards and wouldn't be too surprised if Raiding Party got hit over Waggle Pick. But lets not forget, this is Team 5 we are talking about, they know how to murder a card, refering to Savage roar in this case.
No nerfs yet, but once they see that their new and fancy tournament mode means 60% rogue and the rest only warrior, hunter, and druid, they will kick in nerfs super quick before the next set comes out in August.
Magic Carpet - 1-5, i m not so sure, and they can say, need more data and carpet will dodge nerfs, but i guess more likely they will nerf it than not.
Tundra Rhino - i don't know how. it's not opressive, not broken, but it's Blizz, they always want nerf some basic cards for future and last championship was full of hunters, that's mean - nerfing some hunters basic cards:D
Elysiana will dodge nerfs - i want nerf for her, but it's Blizzard, guys, and it's legendary, we can't nerf her just coz infinite games. Barnes again will dodge a bullet, it's Barnes, Bloodbloom too - need more data.
they can actually nerf 1 more warrior card, but i don't know which one, that's why, i will not write my guess:D
Wrenchcalibur might also receive a nerf, but I have no specific ideas
Rollback Post to RevisionRollBack
Custom cards : WCDC #9.20 : ZIP YELLOWCANDLE [5m 5/6 Legendary neutral minion] Your cards and powers that add cards to your hand or deck now add Bananas instead. CLASSES : NEW!Alchemist (CCC#5 | Phase V) | Chef (CCC#4) EXPANSIONS : Year of the Scorpion (Year Comp)
Archivist Elysiana - 9 mana. Will usually limit its effect to once per game.
Omega Devastator - Remove mech tag or make it a 3/4. Not seeing multiple rush copies from Dr. Boom would be great, but a simple stat reduction could also limit its rush potential without killing the card.
Dr. Boom, Mad Genius - Your first mech played each turn gains rush and armor when played and from the armor hero power reduced to 5, in line with other hero cards. This gives Dr. Boom a small nerf to sustainability while keeping him good for generating resources.
Evil Genius - 4 mana. A 5 health minion is really hard to contest on turn 3, not to mention the insane value it generates. It's high health also makes it an easy card to make trades with and then bounce back to hand.
Preparation - Spell reduction decreased to 2 mana. Prep creates some crazy spell reductions and even with this nerf I think it would still be played a ton.
Raiding Party - Remove the combo effect. It would still be a good card as you could tutor for two cards, which is often better than Arcane Intellect.
Waggle Pick - Remove the 2 mana cost reduction on the bounced card. Getting a minion bounced to your hand is almost never a downside because of the cost reduction. Removing this would slow down Leeroy burst in later turns by making it harder to cast sap or eviscerate to get the kill.
Edwin Van Cleef - Gain +2/1 for each card played. This card creates a lot of what I call "non-games" aka one sided games. Getting an early 8/8 to 12/12 Edwin is impossible for many classes to answer without a silence or taking a ton of damage. With this change Edwin could still be really big, but a bit more vulnerable to removal.
Barnes - 6 mana and effect changed to "Battlecry: Summon a minion from your deck, it becomes a 1/1." Being 6 mana would delay this cards BS a lot. And Barnes pulling the actual minion from your deck, then shrinking it would hurt a Big Priest's card advantage later in the game. Barnes is similar to Edwin, it creates a lt of non-games of Hearthstone.
Bloodbloom - Increase cost to 4 mana. This is the type of card that they will definitely need to nerf eventually. Being able to play most spells in the game for 2 mana is really unfair.
Darkest Hour - Increase to 7 mana. This slows down the card whne not played with Bloodbloom and increases the health loss a bit when combo'd with Bloodbloom. The Bloodbloom + Darkest Hour combo is very similar in function to the Naga Sea Witch + Giants combo that had to be nerfed. Both combos all but win you the game, if you have the right cards early. I'd rather not roll a dice at the start of my wild games to see who wins. There simply aren't reasonable answers to a full board of legendaries and Nerubian Unravelers on turn 5.
I'd like all of these cards to be changed, but I doubt Blizzard will change more then 5. They'd probably sit back and collect more data, then make additional changes.
When are decklists due for Grandmasters Tournaments (on May 17th)? That might provide a hint as to timing of any nerfs, and a red-line for any nerf announcements as I very much doubt they announce nerfs after deck lists are submitted.