honestly everything i'm seeing will completely obliterate both of shaman's viable archetypes which yes i know people want to see them a hell of a lot less which i find totally fair, though i enjoy one or the other not both combined, personally what i think would be fair nerfs that would make the deck less played but not annihilate it would be nerfing the quest to be 8 battlecries, or nerfing the hero power to specify minion battlecries will be doubled so it's still good but it won't work on galakrond in particular (or hell both of those nerfs), dragons pack could honestly go to being 2 4/5's instead of 5/6's and still be really good, faceless corrupter should be nerfed to 6 mana or make it a 5/3 so the minions can't survive or maybe just the base card itself has rush, on the topic of rush, removing the rush from the galakrond stuff straight up would make it unplayable due to the face the reason it's good in the first place is it's ability to sacrifice tempo and make up for it with small removal just summoning minions would make it abysmal compared to the quest also likely corrupt elementalist will get hit for a 1 mana nerf or maybe the stats but that would be fair, and honestly i don't think dragonqueen needs a nerf due to bad luck albatross existing, if highlander decks become super meta then that will become the tech card of choice and it'll go down
I hope real fat nerfs, the meta is unplayable right now. In my opinion, galakrond and all shaman invoke cards should be nerfed. I'd see the elementalist changed to 6/7 mana, and I hope they will change galakrond's battlecry and heropower.
with shaman the real problem ismaking more mana cost can be seen as a buff for evolve.
Having a 7 mana faceless cortoptur means ending with possibly two 8 mana at turn 7.
I don't think it matters that much. It would be a 9-mana play for 1 8-drop if board is empty, and evolve plays need to be faster imo.
Evolve is not really a problematic card in Wild. You know it was recently reremoved from standard, right?
I meant evolve mechanic, there are still the 0 mana card and the lackey that can evolve. pretty common scenario. maybe 100% of shaman deck use evolve (mechanic) in standard
"|do you understand how the game works? Making mogu 8 mana is a buff not a nerf... I am speechless...."
You are the one who has no clue, (rank 20 player ? )
8 mana evolve minions (like Tirion) > better than 9 mana minions.
8 mana Mogu is harder to combo.
yeah, like ysera and the other classic 8/8 dragons, not counting that quest shaman evolve twice, so i want to see you facing a colossus of moon or a big bad archmage and say...oh great thanks god is not Tirion, such a great nerf
We need a mechaical change on 'evolve' effects like mutate, similar like conjurer's calling....from now on they should take into a account the mana that they cost to play- not the face value on the card - so if you mutate your mogu that cost you 1 you get a random 1 drop, conjurer's calling a mountain giant you payed 4 mana for, you get two 4mana drops.
This should be an easy fix and has been a big source of nerfs going back to corridor creeper - they should fix this already, or it will keep causing problems in the future.
As for regular nerfs - they really must hit faceless corruptor -compares favourably to bonemare (another previous nerf) and it costs 5 mana, ridiculous.
Obviously shaman needs hitting, there are many options, i'll leave that to them.
I won't be happy if the nerfs lead to facing endless pirate warriors so they better be thinking about that.
with shaman the real problem ismaking more mana cost can be seen as a buff for evolve.
Having a 7 mana faceless cortoptur means ending with possibly two 8 mana at turn 7.
I don't think it matters that much. It would be a 9-mana play for 1 8-drop if board is empty, and evolve plays need to be faster imo.
Evolve is not really a problematic card in Wild. You know it was recently reremoved from standard, right?
I meant evolve mechanic, there are still the 0 mana card and the lackey that can evolve. pretty common scenario. maybe 100% of shaman deck use evolve (mechanic) in standard
That it is a 3-card, 8-mana combo which requires a specific lakey and minion on the board. I don't think that is a reason to not nerf it to 7 mana. 6 mana is still busted imo, remeber something similar is THE power turn for quest druid.
To be honnest what most likely would work the best if that the card you play at a certain cost, also stays that certain cost until it leaves the field. So if you play a 1 mana fleshshaper, he can max evolve to a 2 cost minion. This will in general fix a lot of the problems. Same with things that generate tokens. making them cost less will help against evolve. though it might make it weaker against bounce effects.
The new shaman legendary also works like this. You play it as a 5 cost, and even though you play a 10 cost minion, his effect will still be a 5 cost. and evolving him will give you a 6 cost. that would fix quite some in my opinion.
I believe all you have to do, is remove rush from the Galakrond summons (including the 8-8's). That will force shamans to start including removal again to protect their boards instead of relying entirely on the rush BS. No other changes are really needed. They can have the big summons and powerful spells like Dragon Pack, those arent the problem. There are plenty removal to deal with large minions. Its the rush that causes problems.
This was meant to reply to Mortoz but I didnt quote his post by mistake !
When they mutate the 8 mana Mogu Fleshshaper it becomes weaker since the minions are weaker in the 9 mana pool as opposed to the 8 mana pool which currently happens. So not only does it take more mana for the shaman to play, but its power drops from the mana increase.
That being said, do you understand how the game works ? Doesnt seem like it.
The power level of shaman is outstanding, and Shaman is my favorite class but this time the QA team was totally drunk or something.
Today, any minion that doesnt have rush or stupid stats or effect for its mana is absolute trash, thats the issue with this expansion. And shaman shines in this. The galakrond mechanic is the best to keep in check agro decks and have too much value for control decks. Even with a perfect draw in a Handlock, a 8/8 giant in turn 3 absolute crap.
5 manas 2x5/6 taunt is ridiculous and you can cheat it with 2 legendary minions to get 4x.
totems + lackeys + lots of 2/1 from invokes are too much to remove, so they can allways make a cheat move with the 5/4 rush. (this minion is a real problem not only for shamans and should be hit by the nerf). 2x favorable trades + convert a 1/1 into 5/4 is too much.
quest is not the problem anymore because the best decks doesnt have it. Thats the power level.
7 manas 2x8/8 rush + 5/2 weapon + 5 armor is the most broken card in this game since the release not counting other cards like sudderwok. What the hell were they thinking? Even if you remove the rush is astounding. I remember when people was crying for Dr.boom. Dr 7 is a baby comparing with this.
My predictions:
5 manas wolves: Change the wolves to 3/5 (+1/+2) All invokes of galakrond doesnt have rush the 5/4 rush neutral to 5/1 Galakrond needs 4 tiers instead of 3: 2/2, 4/4, 6/6 and 8/8 elementals with no rush. Weapon only if you invoked 6 times.
I can live with mogu-invoke, is a 2 card combo and like you get "edwined" in turn 3.
honestly everything i'm seeing will completely obliterate both of shaman's viable archetypes which yes i know people want to see them a hell of a lot less which i find totally fair, though i enjoy one or the other not both combined, personally what i think would be fair nerfs that would make the deck less played but not annihilate it would be nerfing the quest to be 8 battlecries, or nerfing the hero power to specify minion battlecries will be doubled so it's still good but it won't work on galakrond in particular (or hell both of those nerfs), dragons pack could honestly go to being 2 4/5's instead of 5/6's and still be really good, faceless corrupter should be nerfed to 6 mana or make it a 5/3 so the minions can't survive or maybe just the base card itself has rush, on the topic of rush, removing the rush from the galakrond stuff straight up would make it unplayable due to the face the reason it's good in the first place is it's ability to sacrifice tempo and make up for it with small removal just summoning minions would make it abysmal compared to the quest also likely corrupt elementalist will get hit for a 1 mana nerf or maybe the stats but that would be fair, and honestly i don't think dragonqueen needs a nerf due to bad luck albatross existing, if highlander decks become super meta then that will become the tech card of choice and it'll go down
I hope real fat nerfs, the meta is unplayable right now. In my opinion, galakrond and all shaman invoke cards should be nerfed. I'd see the elementalist changed to 6/7 mana, and I hope they will change galakrond's battlecry and heropower.
I meant evolve mechanic, there are still the 0 mana card and the lackey that can evolve. pretty common scenario. maybe 100% of shaman deck use evolve (mechanic) in standard
yeah, like ysera and the other classic 8/8 dragons, not counting that quest shaman evolve twice, so i want to see you facing a colossus of moon or a big bad archmage and say...oh great thanks god is not Tirion, such a great nerf
We need a mechaical change on 'evolve' effects like mutate, similar like conjurer's calling....from now on they should take into a account the mana that they cost to play- not the face value on the card - so if you mutate your mogu that cost you 1 you get a random 1 drop, conjurer's calling a mountain giant you payed 4 mana for, you get two 4mana drops.
This should be an easy fix and has been a big source of nerfs going back to corridor creeper - they should fix this already, or it will keep causing problems in the future.
As for regular nerfs - they really must hit faceless corruptor -compares favourably to bonemare (another previous nerf) and it costs 5 mana, ridiculous.
Obviously shaman needs hitting, there are many options, i'll leave that to them.
I won't be happy if the nerfs lead to facing endless pirate warriors so they better be thinking about that.
That it is a 3-card, 8-mana combo which requires a specific lakey and minion on the board. I don't think that is a reason to not nerf it to 7 mana. 6 mana is still busted imo, remeber something similar is THE power turn for quest druid.
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
Official nerfs are out.
Millhouse Manastorm casting cost increased from 2 to 3 mana.
To be honnest what most likely would work the best if that the card you play at a certain cost, also stays that certain cost until it leaves the field. So if you play a 1 mana fleshshaper, he can max evolve to a 2 cost minion. This will in general fix a lot of the problems. Same with things that generate tokens. making them cost less will help against evolve. though it might make it weaker against bounce effects.
The new shaman legendary also works like this. You play it as a 5 cost, and even though you play a 10 cost minion, his effect will still be a 5 cost. and evolving him will give you a 6 cost. that would fix quite some in my opinion.
I believe all you have to do, is remove rush from the Galakrond summons (including the 8-8's). That will force shamans to start including removal again to protect their boards instead of relying entirely on the rush BS. No other changes are really needed. They can have the big summons and powerful spells like Dragon Pack, those arent the problem. There are plenty removal to deal with large minions. Its the rush that causes problems.
Faceless Corruptor - Cost changed to (7).
Dragon's Pack - If you've Invoked twice, give them +2/+2,
Corrupt the Waters - Play 8 Battlecry cards.
How about a simple change of the 2/1 rushers going to 1/1?
Mogu Fleshshaper needs a nerf. Corrupt Elementalist invoke once not twice. Faceless Corruptor 4/3 from 5/4.
Shudderwock is in my opinion the big issue with Galakrond shaman.
Shudderwock : hall of fame
Dragon's pack : 6 mana
Faceless corruptor : 6 mana
Everything else is fine.
oops (ignore)
"There is no spoon"
About time ; )
"There is no spoon"
This was meant to reply to Mortoz but I didnt quote his post by mistake !
When they mutate the 8 mana Mogu Fleshshaper it becomes weaker since the minions are weaker in the 9 mana pool as opposed to the 8 mana pool which currently happens. So not only does it take more mana for the shaman to play, but its power drops from the mana increase.
That being said, do you understand how the game works ? Doesnt seem like it.
Hex will now cost 5 mana.
These are pretty much the exact changes I was thinking so maybe we're on to something?
This space is intentionally blank.
The power level of shaman is outstanding, and Shaman is my favorite class but this time the QA team was totally drunk or something.
Today, any minion that doesnt have rush or stupid stats or effect for its mana is absolute trash, thats the issue with this expansion. And shaman shines in this. The galakrond mechanic is the best to keep in check agro decks and have too much value for control decks. Even with a perfect draw in a Handlock, a 8/8 giant in turn 3 absolute crap.
5 manas 2x5/6 taunt is ridiculous and you can cheat it with 2 legendary minions to get 4x.
totems + lackeys + lots of 2/1 from invokes are too much to remove, so they can allways make a cheat move with the 5/4 rush. (this minion is a real problem not only for shamans and should be hit by the nerf). 2x favorable trades + convert a 1/1 into 5/4 is too much.
quest is not the problem anymore because the best decks doesnt have it. Thats the power level.
7 manas 2x8/8 rush + 5/2 weapon + 5 armor is the most broken card in this game since the release not counting other cards like sudderwok. What the hell were they thinking? Even if you remove the rush is astounding. I remember when people was crying for Dr.boom. Dr 7 is a baby comparing with this.
My predictions:
5 manas wolves: Change the wolves to 3/5 (+1/+2)
All invokes of galakrond doesnt have rush
the 5/4 rush neutral to 5/1
Galakrond needs 4 tiers instead of 3: 2/2, 4/4, 6/6 and 8/8 elementals with no rush. Weapon only if you invoked 6 times.
I can live with mogu-invoke, is a 2 card combo and like you get "edwined" in turn 3.
Prolly +2+2 for wolves and no rush for gala and/or his hero power