Pretty self-explanatory. Beyond the shadow of a doubt, Yogg-Saron, Hope's End. At the time the nerf was fair, but at this point in time, it would be perfectly fine without it.
Fiery War Axe was way overpowered when it was nerfed but it made one of the core identity cards for warrior into the worst weapon. Especially with the raven and dragon card sets, it would be fine to have in a warrior classic set.
Honestly? All of them (except whatever ones they made where the card otherwise, truly broke the game, such as something like Warsong Commander). But, essentially, all of the cards that have been nerfed (or again, 80-90% of them) would be completely fine in their non-nerfed state, in current Hearthstone. Would Wild Growth even be played anymore, even at 2 mana? Honestly, probably not, right? So why is it 3 mana, where it 100% assuredly never sees play? Because...they wanted to print and sell the powercrept 2 mana version which also draws you a card? Cool, thanks Blizz, really with you on that one...Or classic example, Undertaker? Everyone has the ability to deal 2 damage early, now. There's tons and tons more removal than ever before. More weapons. Everyone has everything, especially the ability to deal with an early Undertaker (previously only something like Warrior, with 2 mana FWA, was able to deal with it during Naxx...FWA at 3 mana btw, lol...). So why is it kept as an utter poop card?
But yeah, they could all be reverted, aside from the special cases where they truly broke the game. Game at this point is truly broken anyway, why not bring in all the broken things to compete along the other broken things. Unfortunately, I think at this point it's clear nerfs and all that, aren't about the balance or health of the game, but about wasting more of our money/dust, wasting more of our time, and essentially, getting more money out of us. That's what it's all about...and that was the true death knell of the game for me. I still play, of course...but yeah, heavily less invested than ever before, partly because of how they nerf cards just to make more money.
Bro they didn't even try it at 3 mana, that was the real kick in the nuts. Like...from 2 to 4, really? For a class that already has a bajillion fantastic options to play for 4 mana?
Honestly? All of them (except whatever ones they made where the card otherwise, truly broke the game
And who gets to decide which cards "broke the game"? Objectively, it's down to Blizzard to make that decision. And they already did - hence the cards that have already been nerfed. They don't nerf cards for the fun of it; they only nerf cards that they believe are detrimental to the game as a whole.
Honestly? All of them (except whatever ones they made where the card otherwise, truly broke the game
And who gets to decide which cards "broke the game"? Objectively, it's down to Blizzard to make that decision. And they already did - hence the cards that have already been nerfed. They don't nerf cards for the fun of it; they only nerf cards that they believe are detrimental to the game as a whole.
Nah, you are assuming they only nerf cards which break the game. They nerf cards so they can print newer, better ones, to sell to us. It's all about the money, friend, not the balance. If it was about the balance, well...shit, we'd have a far different game at this point than the clown fiesta cluster fuck we have now. I thought I was clear about what "breaks" the game IE Warsong Commander, giving Frothing berserkers charge (or whatever) was plain and simply, broken.FWA being a real choice to include in your deck, Wild Growth being a real choice to include in your deck, these were clearly, never broken (they were balanced since day 1, Blizz chose to upset that balance for...you guessed it...money)
Bro they didn't even try it at 3 mana, that was the real kick in the nuts. Like...from 2 to 4, really? For a class that already has a bajillion fantastic options to play for 4 mana?
The nerfs from that era were all retarded because of Genn and Baku.
I don't have just 1 card I wish they reverted, but a small list, ordered by most wanted to least:
Raza the Chained: Was my absolute favourite card ever printed. I played it back when it first came out and Highlander Priest was my favourite deck ever. I was proud that I played it before Shadowreaper had a chance to ruin it. I just wished it reduced the cost by 1 instead of setting it to 1. That way you could still try bouncing it.
Extra Arms: It boggles my mind how they finally started giving Priest a powerful identity (buffing minions), and then instantly reverted it. I just wish they would've buffed another card so Priest wasn't at a deficit in comparison to other Classes.
Call of the Wild: Despite still seeing play at 9 mana, it shouldn't have been nerfed in the first place. It was the first big late game card that Hunters actually played, and they made it even later game. It was the vocal few that nerfed the card and left the majority questioning the change.
Blade Flurry: I never played much Rogue, but they absolutely gutted the card. This was back when Blizzard balancing meant destroying cards completely (e.g Warsong Commander). At the very least it should've been 3 mana so Rogue could still have some form of AoE. Or it could've eventually joined Vanish in the HoF.
Keeper of the Grove: An example of how impactful stats can be. The 2 health changed the card from an auto pick, to a terrible option. Spellbreaker sees more play as a silence tech in Druid than their own silence tech card. Hilariously enough, Druid was still a powerhouse after losing Force of Nature and Ancient of Lore in the same patch. I just wished the cards didn't become completely irrelevant.
Master of Disguise: The change from permanent to temporary stealth took a lot away from its combo ability. I think a higher mana cost for permanent stealth would be cool, but I understand how restrictive the card is.
I'm sorry for the long post, but these are some of my top picks for reverts/reworks. :)
Bro they didn't even try it at 3 mana, that was the real kick in the nuts. Like...from 2 to 4, really? For a class that already has a bajillion fantastic options to play for 4 mana?
I don't have just 1 card I wish they reverted, but a small list, ordered by most wanted to least:
Raza the Chained: Was my absolute favourite card ever printed. I played it back when it first came out and Highlander Priest was my favourite deck ever. I was proud that I played it before Shadowreaper had a chance to ruin it. I just wished it reduced the cost by 1 instead of setting it to 1. That way you could still try bouncing it.
Extra Arms: It boggles my mind how they finally started giving Priest a powerful identity (buffing minions), and then instantly reverted it. I just wish they would've buffed another card so Priest wasn't at a deficit in comparison to other Classes.
Call of the Wild: Despite still seeing play at 9 mana, it shouldn't have been nerfed in the first place. It was the first big late game card that Hunters actually played, and they made it even later game. It was the vocal few that nerfed the card and left the majority questioning the change.
Blade Flurry: I never played much Rogue, but they absolutely gutted the card. This was back when Blizzard balancing meant destroying cards completely (e.g Warsong Commander). At the very least it should've been 3 mana so Rogue could still have some form of AoE. Or it could've eventually joined Vanish in the HoF.
Keeper of the Grove: An example of how impactful stats can be. The 2 health changed the card from an auto pick, to a terrible option. Spellbreaker sees more play as a silence tech in Druid than their own silence tech card. Hilariously enough, Druid was still a powerhouse after losing Force of Nature and Ancient of Lore in the same patch. I just wished the cards didn't become completely irrelevant.
Master of Disguise: The change from permanent to temporary stealth took a lot away from its combo ability. I think a higher mana cost for permanent stealth would be cool, but I understand how restrictive the card is.
I'm sorry for the long post, but these are some of my top picks for reverts/reworks. :)
I agree with everything on this list except for Blade Flurry and Master of Disguise. Kingsbane Rogue would be way too powerful with a prenerf Blade Flurry, and there are way too many combos or powerful cards that would benefit from permanent Stealth, like you mentioned. However, I strongly agree with all of your other choices. Call of the Wild was never broken. It was pretty successful, but it was by no means overpowered.
Pretty self-explanatory. Beyond the shadow of a doubt, Yogg-Saron, Hope's End. At the time the nerf was fair, but at this point in time, it would be perfectly fine without it.
Fiery War Axe was way overpowered when it was nerfed but it made one of the core identity cards for warrior into the worst weapon. Especially with the raven and dragon card sets, it would be fine to have in a warrior classic set.
Equality..
Sad Paladin player 😟
Mana wyrm back from 2 mana to 1 :)
Honestly? All of them (except whatever ones they made where the card otherwise, truly broke the game, such as something like Warsong Commander). But, essentially, all of the cards that have been nerfed (or again, 80-90% of them) would be completely fine in their non-nerfed state, in current Hearthstone. Would Wild Growth even be played anymore, even at 2 mana? Honestly, probably not, right? So why is it 3 mana, where it 100% assuredly never sees play? Because...they wanted to print and sell the powercrept 2 mana version which also draws you a card? Cool, thanks Blizz, really with you on that one...Or classic example, Undertaker? Everyone has the ability to deal 2 damage early, now. There's tons and tons more removal than ever before. More weapons. Everyone has everything, especially the ability to deal with an early Undertaker (previously only something like Warrior, with 2 mana FWA, was able to deal with it during Naxx...FWA at 3 mana btw, lol...). So why is it kept as an utter poop card?
But yeah, they could all be reverted, aside from the special cases where they truly broke the game. Game at this point is truly broken anyway, why not bring in all the broken things to compete along the other broken things. Unfortunately, I think at this point it's clear nerfs and all that, aren't about the balance or health of the game, but about wasting more of our money/dust, wasting more of our time, and essentially, getting more money out of us. That's what it's all about...and that was the true death knell of the game for me. I still play, of course...but yeah, heavily less invested than ever before, partly because of how they nerf cards just to make more money.
Yogg-Saron, Hope's End for 100% most fun carde ever in hs for me, when it came out i immediately crafted golden version
Bro they didn't even try it at 3 mana, that was the real kick in the nuts. Like...from 2 to 4, really? For a class that already has a bajillion fantastic options to play for 4 mana?
And who gets to decide which cards "broke the game"?
Objectively, it's down to Blizzard to make that decision. And they already did - hence the cards that have already been nerfed. They don't nerf cards for the fun of it; they only nerf cards that they believe are detrimental to the game as a whole.
Nah, you are assuming they only nerf cards which break the game. They nerf cards so they can print newer, better ones, to sell to us. It's all about the money, friend, not the balance. If it was about the balance, well...shit, we'd have a far different game at this point than the clown fiesta cluster fuck we have now. I thought I was clear about what "breaks" the game IE Warsong Commander, giving Frothing berserkers charge (or whatever) was plain and simply, broken.FWA being a real choice to include in your deck, Wild Growth being a real choice to include in your deck, these were clearly, never broken (they were balanced since day 1, Blizz chose to upset that balance for...you guessed it...money)
The nerfs from that era were all retarded because of Genn and Baku.
Patches. The poor bastard didn't even get Rush.
Sludge slurper. Such a retarded nerf F U BLIZZARD
IM IN CHARGE!!!!
I don't have just 1 card I wish they reverted, but a small list, ordered by most wanted to least:
Raza the Chained: Was my absolute favourite card ever printed. I played it back when it first came out and Highlander Priest was my favourite deck ever. I was proud that I played it before Shadowreaper had a chance to ruin it. I just wished it reduced the cost by 1 instead of setting it to 1. That way you could still try bouncing it.
Extra Arms: It boggles my mind how they finally started giving Priest a powerful identity (buffing minions), and then instantly reverted it. I just wish they would've buffed another card so Priest wasn't at a deficit in comparison to other Classes.
Call of the Wild: Despite still seeing play at 9 mana, it shouldn't have been nerfed in the first place. It was the first big late game card that Hunters actually played, and they made it even later game. It was the vocal few that nerfed the card and left the majority questioning the change.
Blade Flurry: I never played much Rogue, but they absolutely gutted the card. This was back when Blizzard balancing meant destroying cards completely (e.g Warsong Commander). At the very least it should've been 3 mana so Rogue could still have some form of AoE. Or it could've eventually joined Vanish in the HoF.
Keeper of the Grove: An example of how impactful stats can be. The 2 health changed the card from an auto pick, to a terrible option. Spellbreaker sees more play as a silence tech in Druid than their own silence tech card. Hilariously enough, Druid was still a powerhouse after losing Force of Nature and Ancient of Lore in the same patch. I just wished the cards didn't become completely irrelevant.
Master of Disguise: The change from permanent to temporary stealth took a lot away from its combo ability. I think a higher mana cost for permanent stealth would be cool, but I understand how restrictive the card is.
I'm sorry for the long post, but these are some of my top picks for reverts/reworks. :)
Molten Giant
I could change the world, but it is not open sourced.
Raza the chained. There are so many crazy owerpowered combos in wild, one more won't break the game
And giving odd paladin equality: surely not.
Jaina Proudmoore
I agree with everything on this list except for Blade Flurry and Master of Disguise. Kingsbane Rogue would be way too powerful with a prenerf Blade Flurry, and there are way too many combos or powerful cards that would benefit from permanent Stealth, like you mentioned. However, I strongly agree with all of your other choices. Call of the Wild was never broken. It was pretty successful, but it was by no means overpowered.
That is probably cause of Baku in wild. At 3 mana it would be played in every odd pala I guess