These are just my own guesses for future upcoming nerfs. I don't expect any to come in the next few days though, but at some point Blizzard will address (a) cards and decks that are a bit too OP and (b) cards that ruin user experience/fun. So here it goes:
Druid: Based on win rates, Guardian Druid (and even more Gibberling Druid) are not even top tier decks, however it does feel frustrating to lose to them when they highroll and have the nuts in the opening hand (t3 Guardian Animals or t1 huge Gibberling combo). But so was the case with Spell Druid during the previous expansion (a huge t5 EMS followed by 4-5 spells) and nothing was done about it, people eventually accepted that sometimes this happens. However if they decide to nerf some card here is what I expect: Lightning Bloom can't be really nerfed (what can you change) without killing the card completely so I guess they will leave it as is. Overgrowth is fine, you fully five up your t4 play for future ramp, it is a fair exchange. Guardian Animals is also fine, it requires a very specific deck build to take advantage of it. That leaves only Kael'thas Sunstrider which is kind of a problematic card (Blizzard recently nerfed the Rogue Galakrond and DQA because cheating stuff for 0 mana is not so cool). Two possible nerfs would be to either (a) make her effect one-time-only per turn (your 3rd spell costs 0), which wouldn't make a big difference on Guardian Druid but would kill some Combo OTK decks (standard and wild) or (b) make every 3rd spell cost 1 (in line with what was done to Rogue Galakrond and DQA) which would still allow you to chain a big Kael'thas combo theoretically, but it won't be an infinite one. Again it would kill this combo OTK deck (which is fine as it is a totally not fun and uninteractive deck to play against). My guess would be (b)
Paladin: Paladin got some ridiculously good cards in the latest expansion. Argent Braggart is way too good for 2 mana and I expect a nerf to bump him to 3 mana. Same with Devout Pupil, I wouldn't be surprised if it moves up to 7 mana. I think these nerfs would be fair and they wouldn't affect the power level of Libram Paladin too much (it would still be t1-t2 which is fine). Blessing of Authority is also too good, but nerfing it to 'Can't attack this turn' would be too big of a nerf I believe. I think this card will not be touched. Finally High Abbess Alura is OP too but fine as it is a legendary and therefore 1-of and it requires to build your deck around it to use her effect to your advantage.
Secret Passage: Possibly the strongest card printed in this expansion, I expect a nerf in its text so that in only draws 4 cards. Nerfing the cost would be much harsher as usually you want to (1) empty your hand, (2) play it and (3) have some left-over mana to play some more cards.
Tortollan Pilgrim: I know that this 'Shudderwock Mage' is not a tier1 deck, but it is by far the most unfun and frustrating to play against. If you don't kill them by turn 8 then be prepared for 10-15 rounds of constant freeze + Boompistol Bully (+ Loatheb also in wild) where you can just sit and watch while the opponent plays alone. This is such a joy-killer that I expect the card to be nerfed just to kill this deck. All it takes is to change the text to 'Discover a spell in your deck and cast in with random targets' and problem solved
That is all, I don't think there is any other card worth mentioning
You don't play mage has given me most fun I had in the game since a long ago. I appreciate it's a pain to be on a receiving end, but the deck is not competitive (at least for now), so I hope they won't touch it.
Other than Kael, nothing really feels oppressive/like it needs to a nerf to me. However, I do agree that Argent Braggart is just insane value for 2 mana, so that wouldn't surprise me if they did nerf it.
Secret Passage getting nerfed to only draw 4 cards instead of 5 would be a fair nerf. A mana increase would effectively kill the card which would be a shame because it's a neat concept.
Seeing as it's a late game play anyways, the 1 card reduction shouldn't be too harsh as it still allows you to peak at > 20-25% of your remaining cards
Kayn: charge-> rush (2nd nerf, welcome to the club with rogue quest)
I would appreciate mage frostnova up to 4 and wild quest redesign, but i don't think mage get a hit. And it is time: coldlight seer: murlocs +1health
Jesus. You seriously just want to be able to play your own meme decks, right? Argent to 4?! Kayn gets Rush? Hand of Adal?! I don’t even know how to properly respond to these suggestions. I don’t even face Demon Hunters anymore...
Rollback Post to RevisionRollBack
Playing meme decks/characters does not entitle you to call a meta bad.
Kayn: charge-> rush (2nd nerf, welcome to the club with rogue quest)
I would appreciate mage frostnova up to 4 and wild quest redesign, but i don't think mage get a hit. And it is time: coldlight seer: murlocs +1health
Jesus. You seriously just want to be able to play your own meme decks, right? Argent to 4?! Kayn gets Rush? Hand of Adal?! I don’t even know how to properly respond to these suggestions. I don’t even face Demon Hunters anymore...
Kayn: charge-> rush (2nd nerf, welcome to the club with rogue quest)
I would appreciate mage frostnova up to 4 and wild quest redesign, but i don't think mage get a hit. And it is time: coldlight seer: murlocs +1health
Jesus. You seriously just want to be able to play your own meme decks, right? Argent to 4?! Kayn gets Rush? Hand of Adal?! I don’t even know how to properly respond to these suggestions. I don’t even face Demon Hunters anymore...
found the Paladin player
I actually agre with @xClusive, most of those nerf has not sense (if not all), i would understand a nerf to 3 mana for the agent, and hand of adal is nuts yaea, but a mana increase isnt the rigth nerf, i would reduce to a +2/+1 the buff, to make the minion easier to kill
Secret passage doesn't deserve nerf it's way overrated and useless outside agro rogue. Paladin needs a few cost tweaks, druid is barely viable. There's anti freeze tech for vs mage if that's your worst match up. I would rather have less wide nerfs. Instead better counter plays. Some buffs to underperformers.
Secret passage doesn't deserve nerf it's way overrated and useless outside agro rogue. Paladin needs a few cost tweaks, druid is barely viable. There's anti freeze tech for vs mage if that's your worst match up. I would rather have less wide nerfs. Instead better counter plays. Some buffs to underperformers.
Lightning Bloom to "Refresh two mana crystals" still with the Overload (2) that way the insane combos (I'm guessing it was intended for such) can still exist but not ramp much. Argent Braggart to 3 mana Sorcerer's Apprentice will read "Cards cannot be reduced to less than one (1)" Hand of A'dal to "+2/+1" Kael'thas Sunstrider to third spell costs (1) Secret Passage to cost 2 or 3 or reduce amount of cards to 4
Or probably bring old cards back that were considered "problematic" Spellbreaker
Or rotate some older expansions here and there similar to that event we had last year.
Lightning Bloom to "Refresh two mana crystals" still with the Overload (2) that way the insane combos (I'm guessing it was intended for such) can still exist but not ramp much. Argent Braggart to 3 mana Sorcerer's Apprentice will read "Cards cannot be reduced to less than one (1)" Hand of A'dal to "+2/+1" Kael'thas Sunstrider to third spell costs (1) Secret Passage to cost 2 or 3 or reduce amount of cards to 4
Or probably bring old cards back that were considered "problematic" Spellbreaker
Or rotate some older expansions here and there similar to that event we had last year.
I like the refresh take on Lightning Bloom. Apprentice is a new one and seems reasonable but maybe not necessary yet. Not sure if rogue is good enough to warrant a Secret Passage nerf right now, but it may 'limit design space' as Blizz would say. Spellbreaker can stay in HOF. If you wanna silence things play Priest, or now Demon Hunter I guess.
and Lightning Bloom remove overload and make it refrash mana
this will fix druid so its not feel so stupid to play vs
i know druid is not OP at all but its not fun to play vs high roll 50% of the time and you know you lost becouse you cant counter it when there get the good drew like 50%
its hard to nerf paladin becouse its not becouse of OP card its the best deck its becouse allmost all 30 card make the deck so nice we have to be carefull not to nerf it to much else we will see 0 paladin like we did in the past year lol
passage 2 mana. devout pupil is a 4/5 taunt. kaelthas : 3rd spell cost 0. - doesnt work on 6th etc. guardian animals 8 mana spawn of shadows rework. mechwarper. your first mech costs 3 less each turn. cabal crystal runner 10 mana. gibberling 2 mana voracius reader problem: on 4 is dead. on 3 abuse in odd decks. propably keep cost but intoduce drawback - like if he draws 2- 3 cards opponents get mana crystal. open the waygate : spend mana on 8 spells that did not start in your deck. arcane giant 20 mana costs 1 less for each mana spend on spells. mana giant: 12 mana leeching poison revert. sap and vanish reworked- sap undemaged. vanish 3 mana give your hero stealth draw a card.
Kayn: charge-> rush (2nd nerf, welcome to the club with rogue quest)
I would appreciate mage frostnova up to 4 and wild quest redesign, but i don't think mage get a hit. And it is time: coldlight seer: murlocs +1health
Jesus. You seriously just want to be able to play your own meme decks, right? Argent to 4?! Kayn gets Rush? Hand of Adal?! I don’t even know how to properly respond to these suggestions. I don’t even face Demon Hunters anymore...
found the Paladin player
Try more. I only run Highlander decks. Argent nerf to 3 mana, and maybe Devout to 7 are good enough nerfs. Nerfing Hand of Adal will cripple it beyond beyond being playable, as it’s literally the only draw-card Paladin has. If you can’t spot the right cards to nerf, there’s no reason for further discussion. Especially since you jump to a conclusion that I play the deck that the suggested nerfs are for, instead of considering the fact one can have an objective opinion on said suggestions.
Good day.
Rollback Post to RevisionRollBack
Playing meme decks/characters does not entitle you to call a meta bad.
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These are just my own guesses for future upcoming nerfs. I don't expect any to come in the next few days though, but at some point Blizzard will address (a) cards and decks that are a bit too OP and (b) cards that ruin user experience/fun. So here it goes:
Druid: Based on win rates, Guardian Druid (and even more Gibberling Druid) are not even top tier decks, however it does feel frustrating to lose to them when they highroll and have the nuts in the opening hand (t3 Guardian Animals or t1 huge Gibberling combo). But so was the case with Spell Druid during the previous expansion (a huge t5 EMS followed by 4-5 spells) and nothing was done about it, people eventually accepted that sometimes this happens. However if they decide to nerf some card here is what I expect: Lightning Bloom can't be really nerfed (what can you change) without killing the card completely so I guess they will leave it as is. Overgrowth is fine, you fully five up your t4 play for future ramp, it is a fair exchange. Guardian Animals is also fine, it requires a very specific deck build to take advantage of it. That leaves only Kael'thas Sunstrider which is kind of a problematic card (Blizzard recently nerfed the Rogue Galakrond and DQA because cheating stuff for 0 mana is not so cool). Two possible nerfs would be to either (a) make her effect one-time-only per turn (your 3rd spell costs 0), which wouldn't make a big difference on Guardian Druid but would kill some Combo OTK decks (standard and wild) or (b) make every 3rd spell cost 1 (in line with what was done to Rogue Galakrond and DQA) which would still allow you to chain a big Kael'thas combo theoretically, but it won't be an infinite one. Again it would kill this combo OTK deck (which is fine as it is a totally not fun and uninteractive deck to play against). My guess would be (b)
Paladin: Paladin got some ridiculously good cards in the latest expansion. Argent Braggart is way too good for 2 mana and I expect a nerf to bump him to 3 mana. Same with Devout Pupil, I wouldn't be surprised if it moves up to 7 mana. I think these nerfs would be fair and they wouldn't affect the power level of Libram Paladin too much (it would still be t1-t2 which is fine). Blessing of Authority is also too good, but nerfing it to 'Can't attack this turn' would be too big of a nerf I believe. I think this card will not be touched. Finally High Abbess Alura is OP too but fine as it is a legendary and therefore 1-of and it requires to build your deck around it to use her effect to your advantage.
Secret Passage: Possibly the strongest card printed in this expansion, I expect a nerf in its text so that in only draws 4 cards. Nerfing the cost would be much harsher as usually you want to (1) empty your hand, (2) play it and (3) have some left-over mana to play some more cards.
Tortollan Pilgrim: I know that this 'Shudderwock Mage' is not a tier1 deck, but it is by far the most unfun and frustrating to play against. If you don't kill them by turn 8 then be prepared for 10-15 rounds of constant freeze + Boompistol Bully (+ Loatheb also in wild) where you can just sit and watch while the opponent plays alone. This is such a joy-killer that I expect the card to be nerfed just to kill this deck. All it takes is to change the text to 'Discover a spell in your deck and cast in with random targets' and problem solved
That is all, I don't think there is any other card worth mentioning
You don't play mage has given me most fun I had in the game since a long ago. I appreciate it's a pain to be on a receiving end, but the deck is not competitive (at least for now), so I hope they won't touch it.
Other than Kael, nothing really feels oppressive/like it needs to a nerf to me. However, I do agree that Argent Braggart is just insane value for 2 mana, so that wouldn't surprise me if they did nerf it.
Overgrowth: 5 mana
Kaelthas: 3rd spell 1 mana
Hand of A'dal: 3 mana
Agent: 4 mana
Kayn: charge-> rush (2nd nerf, welcome to the club with rogue quest)
I would appreciate mage frostnova up to 4 and wild quest redesign, but i don't think mage get a hit. And it is time: coldlight seer: murlocs +1health
people is overlooking Secret Passage a bit, as player need to decide how to spend his hand wisely
Secret Passage getting nerfed to only draw 4 cards instead of 5 would be a fair nerf. A mana increase would effectively kill the card which would be a shame because it's a neat concept.
Seeing as it's a late game play anyways, the 1 card reduction shouldn't be too harsh as it still allows you to peak at > 20-25% of your remaining cards
Jesus. You seriously just want to be able to play your own meme decks, right? Argent to 4?! Kayn gets Rush? Hand of Adal?! I don’t even know how to properly respond to these suggestions. I don’t even face Demon Hunters anymore...
Playing meme decks/characters does not entitle you to call a meta bad.
found the Paladin player
I actually agre with @xClusive, most of those nerf has not sense (if not all), i would understand a nerf to 3 mana for the agent, and hand of adal is nuts yaea, but a mana increase isnt the rigth nerf, i would reduce to a +2/+1 the buff, to make the minion easier to kill
Secret passage doesn't deserve nerf it's way overrated and useless outside agro rogue. Paladin needs a few cost tweaks, druid is barely viable. There's anti freeze tech for vs mage if that's your worst match up. I would rather have less wide nerfs. Instead better counter plays. Some buffs to underperformers.
My prediction is kael and most of druid 0 mana stuff, is the root of most of the problems.
Lightning Bloom to "Refresh two mana crystals" still with the Overload (2) that way the insane combos (I'm guessing it was intended for such) can still exist but not ramp much.
Argent Braggart to 3 mana
Sorcerer's Apprentice will read "Cards cannot be reduced to less than one (1)"
Hand of A'dal to "+2/+1"
Kael'thas Sunstrider to third spell costs (1)
Secret Passage to cost 2 or 3 or reduce amount of cards to 4
Or probably bring old cards back that were considered "problematic"
Spellbreaker
Or rotate some older expansions here and there similar to that event we had last year.
they said we wont see nerfs soon, i think meta is ok they learned from past expansion
I'm predicting nerfs to Secret Passage, Kael'thas Sunstrider, Argent Braggart and Sorcerer's Apprentice.
Nerfing Secret Passage would be a knee-jerk reaction.
“Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
I like the refresh take on Lightning Bloom. Apprentice is a new one and seems reasonable but maybe not necessary yet. Not sure if rogue is good enough to warrant a Secret Passage nerf right now, but it may 'limit design space' as Blizz would say. Spellbreaker can stay in HOF. If you wanna silence things play Priest, or now Demon Hunter I guess.
This space is intentionally blank.
druid need to remove rush Guardian Animals
and Lightning Bloom remove overload and make it refrash mana
this will fix druid so its not feel so stupid to play vs
i know druid is not OP at all but its not fun to play vs high roll 50% of the time and you know you lost becouse you cant counter it when there get the good drew like 50%
its hard to nerf paladin becouse its not becouse of OP card its the best deck its becouse allmost all 30 card make the deck so nice we have to be carefull not to nerf it to much else we will see 0 paladin like we did in the past year lol
passage 2 mana.
devout pupil is a 4/5 taunt.
kaelthas : 3rd spell cost 0. - doesnt work on 6th etc.
guardian animals 8 mana
spawn of shadows rework.
mechwarper. your first mech costs 3 less each turn.
cabal crystal runner 10 mana.
gibberling 2 mana
voracius reader problem: on 4 is dead. on 3 abuse in odd decks. propably keep cost but intoduce drawback - like if he draws 2- 3 cards opponents get mana crystal.
open the waygate : spend mana on 8 spells that did not start in your deck.
arcane giant 20 mana costs 1 less for each mana spend on spells.
mana giant: 12 mana
leeching poison revert.
sap and vanish reworked- sap undemaged. vanish 3 mana give your hero stealth draw a card.
Try more. I only run Highlander decks. Argent nerf to 3 mana, and maybe Devout to 7 are good enough nerfs. Nerfing Hand of Adal will cripple it beyond beyond being playable, as it’s literally the only draw-card Paladin has. If you can’t spot the right cards to nerf, there’s no reason for further discussion. Especially since you jump to a conclusion that I play the deck that the suggested nerfs are for, instead of considering the fact one can have an objective opinion on said suggestions.
Good day.
Playing meme decks/characters does not entitle you to call a meta bad.