This is just my opinion of cards I would change or nerf for wild to be a little more fun and less mana cheating or broken, so please remember this is my opinion. I play wild mostly and have played with almost all the current top decks to I have a good idea of cards I think are causing trouble/preventing fun.
DISCLAIMER: THIS IS FOR FUN PURPOSE ONLY AND MOSTLY FOR CASUAL MODE! JUST AS I KNOW PEOPLE SEE ANYONE WHO SUGGESTS CHANGING A CARD AND GET SUPER DEFENSIVE! NOT CALLING WILD UNFUN, JUST PERSONAL CHOICES! NOT MEANT TO BE A SALTY RANT
Here is my 1 or 2 choices for each class:
Demon hunter: Demon hunter is not too powerful in wild compared to How powerful it used to be With Odd Demon hunter. If I had to choose a card to nerf here is my top choice, however not too many cards which I see as being in need of a change:
Glaivebound Adept: This card feels really aggressive at 5 mana for a 6/4 with the flexibility to deal 4 damage. It works well with demon hunters 1 cost hero power and has a very Big body to deal with. I would say it to a 5/4 just to it is still a fair stated 5 drop, but a little less aggressive.
Druid: Druid plays a few different decks, but my main focus is on the mana cheating Aggro deck which has the ability to cheat out and buff a huge board on turn 1 or two. I think the issue is the high roll of this deck which can win games on turn 2-3 if they draw well. He is my top card I would change to make it a little less oppressive in some matchups:
Lightning Bloom: Too good in standard and wild. A druid now the ability to empty its hand on turn 1 and making a huge board and buff it where they have won the game unless your opponents has a card like Devolve or a coin into a 3 cost board removal. In a big deck, it cheats out HUGE beasts or minions early on and can be an issue. I am not sure How to change the card, but I feel like Having refresh 2 mana crystals (Overload 1) would be a big fairer and make it a late or mid game card instead of an early board swing or a cheat mana card.
Spreading Plague: I find it just an obnoxious card to play against. Having a board of 1/5 with taunts for 6 mana is really good and punishing your opponents to that degree and slowing them down is just really annoying. I say making the taints 1/4 is still good and makes it a little more vulnerable to cards like Flamestrike.
Hunter: Another Class which is not too powerful in wild so I am being picky and just choosing a cards which seems to make some games feel the same or a bit too aggressive and can spiral out of control if not removed.
Phase Stalker: The issue with this card is Wild has ALOT of secrets now and it is kind of hard to play around EVERYTHING. This mana cheat card is not oppressive, but spirals out of control if not being removed quickly. I say making it a 2/2 makes it a bit easier to kill as it's effect is really good.
Dinotamer Brann: King krush and a 2/4 on turn 7 is a bit mental and combos well with Kill Command for a huge amount of damage on turn 10. I say making it 8 mana feels a little better as it is still REALLY good and having King krush on turn 8 is powerful, but limits swing turns and slows down the effect a bit.
Mage: Mage has alot of decks which are too random of oppressive in Wild. Nothing is crazy Broken at the moment, but open the way gate deck and secret deck feels unfun to play against, so I will target them for changes.
Sorcerer's Apprentice: Main reason why Open the way gate is so unfun to play against and the main problem with quest Mage. Spamming 1-cost spells is pretty horrible at can complete the quest very fast. Making is so (spells can't cost less that one) keeps the flavor of the card without destroying it, but makes it less oppressive.
Arcanologist: A 2/3 that draws a Secret? If Secrets were bad I could understand why the card is overstated for a draw card, but this card is NUTS! and Helps not only control the board, but also draws a card which is heavy synergistic with the rest of the deck. Making it a 2/2 would be fairer and keep the effect.
Cloud Prince: This is a difficult call on a card, but personal choice. while the card is not broken, it is frustrating to play against in Wild. It is a 1 mana 4/4 which has battlecry: Cast fireball which seems so good in a deck which wants to burn you down as fast as possible. I say Making it deal 6 damage to a minion only rewards secrets being used in a control aspect and making sure the card stays strong. A subtle, but big chance I would say to make secret Mage a little less swingy.
Paladin: Some small tweaks to make the class a little less crazy in certain games. Overall the class is not one of the top performing, but Has the ability to do crazy things with Mechs and Odd cost cards which could be toned down a bit.
Crystology: Hard call for a card when it comes to changing it as I know It was buffed, but 1 mana drawing 2 cards which can tutor seems a little over the top. Having the ability to draw Glow-Tron, Aldor Attendant, Flying Machine, Lynessa Sunsorrow and more can be brutal at any time of the game. I say Making it draw either one 1-attack minion or making it cost 2 mana would bring it back into line of power.
Muster for Battle: The reason why I put this card is that it just is so powerful at 3 mana and works well in almost every aggressive paladin deck. Maybe the best 3 cost card of the class every printed, I say maybe tone it down a bit, Maybe having a 1/2 weapon or it summon 2 silver hand recruits would be a little less bonkers.
Priest: Highlander, enough said.
Raza the Chained: Simple, make the hero power cost (1) again. It is a cool card, but having it cost (0) mana for the rest of the game gives incredible healing potential and combos too well with the death knight.
Mass Hysteria: Personal choice, but I feel like this card has become almost too good for 5 mana. I like good board clears, but it just seems too effective and targets everything your opponent has which can be so soul crushing to play against. Making is 6 mana kind of makes sense as flavor wise 6 is seen as an evil number so it causing "Mass Hysteria" seems more appropriate and it makes it the best 6 cost board clear which is still balanced.
Rouge: Kingsbane rouge is too aggressive in my opinion, seems like 1 or two cards in the deck should change a bit to become a little more in line.
Secret Passage: 1 mana draw 5 and always draw your Kingsbane and cheap pirates and finding lethal is annoying and unfun. I say make it draw 4 cards and not keep any cards you draw would kind of be a little more balanced and still a good card.
Cavern Shinyfinder: The issue with this card is it's attack. I know it has 1 health and can easily be killed, but It having 3 attack on a tutor card for 2 mana seems Bonkers to me. Like it is a battlecry: draw a huge weapon and summon an aggressive started 2 drop which needs to be answered. I say just make it a 2/1 which still is good and works well.
Shaman: Not a great class in Wild so Only have 1 card I would change.
Lightning Bloom: Too good in standard and wild. A card which can allow shaman to cheat out huge things which is one of it's only good decks, but still mana cheating and can be unfun to play against. Same change idea for this card as the Druid one.
Warlock: Mana chat seems to be a bit crazy in Warlock, so I think I would address 2 cards which would make this a little less mental.
Darkglare: The Darkglare warlock is WAY to Swingy in my opinion. Cheating huge giants and other creatures out has become a huge issue and warped the meta a bit. I say Making it refresh only 1 mana Crystal is a subtle, but good change.
Voidcaller: You know a card is REALLY good when it is many years old and still one of the top card in most control warlocks. Cheating out a 9 cost demon on turn 4 or 5 is too much. I say make it cost 5 mana or make it that the deathrattle only triggers if it dies on your turn which fits well into sacrifice warlock flavor. I am just bored of Warlock in Wild basically just being This card as it's main thing for the last 3 years.
Warrior: Another class with only really 1 deck in wild, so going to choose 1 card which I feel can be a bit unfun to play against
Wrenchcalibur: Cool name, but horrible design for a card. It is pretty powerful in standard and pops up in Wild and can be a bit aggressive. I am not sure how to nerf this one, maybe making the bombs deal 3/4 damage instead or making it cost 5 mana would be a bit better and slow it down.
Netural:
Common:
Ship's Cannon: I actually Hate this card, so a bit bias, but It seems like a busted version of Skybarge. Skybarge came out in 2019, but seems powerful, but not broken as a class card. Whereas Ship's cannon is a good stated 2 drop, has appeared in every pirate deck ever and can swing the early game with the amount of mana cheating Pirates that can be summoned. A simple change, make this card Pirates you PLAY! Then it is still good and weaker than the class card Skybarge.
Rare:
Voracious Reader: I just don't think a super hyper aggro deck should always be reward with this card which is just a simply better version of Jeeves. I say make it only until you have 2 cards, which makes it a little less powerful and more like a weaker and cheaper Jeeves instead of just a better Jeeves all around.
Epic:
Could not find any epic at the current moment which I find Busted in neutral, let me know if you have any?
Legendary:
Patches the Pirate Whenever Pirates become good, this card is in EVERY DECK. Don't know how I would change it, but It seems too good still and combos really well with Ship's Cannon. Any suggestions on this one?
This is my list, remember this is just my opinion on what I think Would make wild a little more fun/less mana cheaty! What is your opinion?
Sure you are allowed to opinions, and it's amazing that you post it so that we can wreck it :) or maybe i'm wrong and i'll be wrecked by saying NO to BORINGSTONE.
Sure you are allowed to opinions, and it's amazing that you post it so that we can wreck it :) or maybe i'm wrong and i'll be wrecked by saying NO to BORINGSTONE.
Lol not much of a discussion when you just wait for people to put opinion up and go and "wreck them" and tell them to "Quit the game". Could at least offer a more argument if you disagree :) I may be very wrong, but just my opinion like I said.
Out of all the cards you talked about, i'm only going to mention the ones that i disagree with.
Glaivebound Adept: This one is a little weird because it's certainly too strong in standard but it's not a big deal in Wild. Right now, DH is a little more tame in standard so i believe this one can wait a bit longer before another change.
Spreading Plague: This card has been nerfed already. Against most of the super fast board based aggressive decks in Wild it can win the game instantly but what allows Druid to live long enough to play this card is the insane amount of armor gain they have. Without the armor, this card would probably be too slow at 6 mana so i don't believe it needs another nerf.
Phase Stalker: You yourself said the card isn't oppressive. Just because you have a hard time playing around all the secrets available doesn't mean the card needs to be nerfed.
Dinotamer Brann: Your suggestion pretty much kills the card. The 2/4 body is irrelevant. What matters is the current 2 mana discount. At 8 mana, it's not worth restricting the deck to no duplicates just to have a 1 mana discount on King Krush. And Dragonqueen Alexstrasza became too slow for Highlander Hunter after the nerf. So, the only pay off card would be Zephrys. I don't believe it would be worth it. You might as well just run regular Krush with Beastmaster Leoroxx or Scarlet Webweaver.
Arcanologist: This is the least problematic card in Secret Mage. The issue with Secret Mage is the mana cheating. They can play way too many secrets for free and that easily enable all of their synergy cards. Arcanologist acts as a filter but it doesn't apply any discounts. The 2/3 body was really relevant when Secret Mage had a hard time fighting against opposing enemy boards but that's not the case anymore.
Cloud Prince: Again, what easily enables this card is the mana cheating (and Ice Block). Without a ton of mana cheating it wouldn't be a big deal, at all. It sees no play in standard because it's not easy to keep your secrets up to activate it on curve. What Secret Mage needs is some adjustments to their mana cheating cards.
Crystology: I would agree with this if we were talking about a limited environment like Standard but Wild has way more problematic things. The card that needs to be changed to slow down Mech Paladin is Mechwarper.
Muster for Battle: I started playing Wild only a few months ago so i haven't played enough against this card to feel it's power level. I'm listing it here mostly because i still can't feel if it's truly broken or not. I know it sees a ton of play. It's in almost all Paladin decks so it's certainly extremely powerful considering how old it is.
Raza the Chained: Raza was never the issue. It's Shadowreaper Anduin. A 0-cost hero power isn't a big deal when it only heals or add value to hand (Galakrond). But a hero power that deals damage AND can be refreshed for no cost is absolutely broken. Shadowreaper Anduin should have been the target for nerfs and not Raza.
Mass Hysteria: A 1 mana increase is devastating for a card that aims to control early/mid game boards. This card isn't reliable at all and requires a good setup or a lot of luck to fully work in your favor. Also, the 6 mana slot for Priest is already cluttered with removal spells. It doesn't need another one.
Cavern Shinyfinder: This thing can be killed with literally anything. You won't always have an immediate way to deal with it but it's not game ending or game breaking in any way.
Wrenchcalibur: The bomb mechanic isn't reliable, at all. There have been tons of times where i shuffle 5+ bombs in my opponent's deck and they don't draw any of them and i end up cornered at some point. Diminishing the damage is going to kill the archetype completely. I don't know if you will like this card costing 5 mana, either. Odd Warrior will be able to take advantage of the full package.
Patches the Pirate and Ship's Cannon: I'm listing these two here because they are usually together. Patches is still a staple of aggro decks in Wild but i don't think it's oppressive. When it could start the game chipping away at your health (when it had Charge), it was bonkers. Nowadays, it's mostly just a filter for aggro decks. And nerfing Ship's Cannon would directly affect Patches, almost an indirect nerf. I don't like aggro decks but i would be very cautious about these two cards because changing them could completely kill the pirate tribe.
I hate a lot of cards in wild, but i agree with Blizz about: if all broken - nothing is broken. Only thing i hate and think breaking wild - mage quest, it s destroyes all slow decks, you have zero chance against it, ofc not, if you super lucky and can burst your opp very fast and he was unlucky etc, but it's exception. I agree about sorc. apr. must be nerfed like Kael Thas, min 1 mana. It will not fix quest mage in wild coz of giants plus vargoth on turn 9+, but it will slow this deck.
Also, i really hate Baku, very unhealthy card. Must be deleted, but i know, it will never heppend. PS but odd sham is very fun, another aggro (what a surprise, baku broke another aggro), but has some cool mechanics, coz of it s not just +1 damage every turn.
Regarding Aggro Druid, a card that I'd like to see addressed is Mark of the Lotus. Just to see how insanely broken this card is, compare it to Storm's Wrath...poor Shaman;(
I get your point mark of the lotus is just a better storm's wrath but I guess when they designed it they thought overload synergy would make the card pretty good in shaman.
Patches the Pirate Whenever Pirates become good, this card is in EVERY DECK. Don't know how I would change it, but It seems too good still and combos really well with Ship's Cannon. Any suggestions on this one?
You think this card is bad now. You should have seen it when it was in standard, and before it got nerfed. It was REALLY unfun to play against pre-nerf.
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This is just my opinion of cards I would change or nerf for wild to be a little more fun and less mana cheating or broken, so please remember this is my opinion. I play wild mostly and have played with almost all the current top decks to I have a good idea of cards I think are causing trouble/preventing fun.
DISCLAIMER: THIS IS FOR FUN PURPOSE ONLY AND MOSTLY FOR CASUAL MODE! JUST AS I KNOW PEOPLE SEE ANYONE WHO SUGGESTS CHANGING A CARD AND GET SUPER DEFENSIVE! NOT CALLING WILD UNFUN, JUST PERSONAL CHOICES! NOT MEANT TO BE A SALTY RANT
Here is my 1 or 2 choices for each class:
Demon hunter: Demon hunter is not too powerful in wild compared to How powerful it used to be With Odd Demon hunter. If I had to choose a card to nerf here is my top choice, however not too many cards which I see as being in need of a change:
Glaivebound Adept: This card feels really aggressive at 5 mana for a 6/4 with the flexibility to deal 4 damage. It works well with demon hunters 1 cost hero power and has a very Big body to deal with. I would say it to a 5/4 just to it is still a fair stated 5 drop, but a little less aggressive.
Druid: Druid plays a few different decks, but my main focus is on the mana cheating Aggro deck which has the ability to cheat out and buff a huge board on turn 1 or two. I think the issue is the high roll of this deck which can win games on turn 2-3 if they draw well. He is my top card I would change to make it a little less oppressive in some matchups:
Lightning Bloom: Too good in standard and wild. A druid now the ability to empty its hand on turn 1 and making a huge board and buff it where they have won the game unless your opponents has a card like Devolve or a coin into a 3 cost board removal. In a big deck, it cheats out HUGE beasts or minions early on and can be an issue. I am not sure How to change the card, but I feel like Having refresh 2 mana crystals (Overload 1) would be a big fairer and make it a late or mid game card instead of an early board swing or a cheat mana card.
Spreading Plague: I find it just an obnoxious card to play against. Having a board of 1/5 with taunts for 6 mana is really good and punishing your opponents to that degree and slowing them down is just really annoying. I say making the taints 1/4 is still good and makes it a little more vulnerable to cards like Flamestrike.
Hunter: Another Class which is not too powerful in wild so I am being picky and just choosing a cards which seems to make some games feel the same or a bit too aggressive and can spiral out of control if not removed.
Phase Stalker: The issue with this card is Wild has ALOT of secrets now and it is kind of hard to play around EVERYTHING. This mana cheat card is not oppressive, but spirals out of control if not being removed quickly. I say making it a 2/2 makes it a bit easier to kill as it's effect is really good.
Dinotamer Brann: King krush and a 2/4 on turn 7 is a bit mental and combos well with Kill Command for a huge amount of damage on turn 10. I say making it 8 mana feels a little better as it is still REALLY good and having King krush on turn 8 is powerful, but limits swing turns and slows down the effect a bit.
Mage: Mage has alot of decks which are too random of oppressive in Wild. Nothing is crazy Broken at the moment, but open the way gate deck and secret deck feels unfun to play against, so I will target them for changes.
Sorcerer's Apprentice: Main reason why Open the way gate is so unfun to play against and the main problem with quest Mage. Spamming 1-cost spells is pretty horrible at can complete the quest very fast. Making is so (spells can't cost less that one) keeps the flavor of the card without destroying it, but makes it less oppressive.
Arcanologist: A 2/3 that draws a Secret? If Secrets were bad I could understand why the card is overstated for a draw card, but this card is NUTS! and Helps not only control the board, but also draws a card which is heavy synergistic with the rest of the deck. Making it a 2/2 would be fairer and keep the effect.
Cloud Prince: This is a difficult call on a card, but personal choice. while the card is not broken, it is frustrating to play against in Wild. It is a 1 mana 4/4 which has battlecry: Cast fireball which seems so good in a deck which wants to burn you down as fast as possible. I say Making it deal 6 damage to a minion only rewards secrets being used in a control aspect and making sure the card stays strong. A subtle, but big chance I would say to make secret Mage a little less swingy.
Paladin: Some small tweaks to make the class a little less crazy in certain games. Overall the class is not one of the top performing, but Has the ability to do crazy things with Mechs and Odd cost cards which could be toned down a bit.
Crystology: Hard call for a card when it comes to changing it as I know It was buffed, but 1 mana drawing 2 cards which can tutor seems a little over the top. Having the ability to draw Glow-Tron, Aldor Attendant, Flying Machine, Lynessa Sunsorrow and more can be brutal at any time of the game. I say Making it draw either one 1-attack minion or making it cost 2 mana would bring it back into line of power.
Muster for Battle: The reason why I put this card is that it just is so powerful at 3 mana and works well in almost every aggressive paladin deck. Maybe the best 3 cost card of the class every printed, I say maybe tone it down a bit, Maybe having a 1/2 weapon or it summon 2 silver hand recruits would be a little less bonkers.
Priest: Highlander, enough said.
Raza the Chained: Simple, make the hero power cost (1) again. It is a cool card, but having it cost (0) mana for the rest of the game gives incredible healing potential and combos too well with the death knight.
Mass Hysteria: Personal choice, but I feel like this card has become almost too good for 5 mana. I like good board clears, but it just seems too effective and targets everything your opponent has which can be so soul crushing to play against. Making is 6 mana kind of makes sense as flavor wise 6 is seen as an evil number so it causing "Mass Hysteria" seems more appropriate and it makes it the best 6 cost board clear which is still balanced.
Rouge: Kingsbane rouge is too aggressive in my opinion, seems like 1 or two cards in the deck should change a bit to become a little more in line.
Secret Passage: 1 mana draw 5 and always draw your Kingsbane and cheap pirates and finding lethal is annoying and unfun. I say make it draw 4 cards and not keep any cards you draw would kind of be a little more balanced and still a good card.
Cavern Shinyfinder: The issue with this card is it's attack. I know it has 1 health and can easily be killed, but It having 3 attack on a tutor card for 2 mana seems Bonkers to me. Like it is a battlecry: draw a huge weapon and summon an aggressive started 2 drop which needs to be answered. I say just make it a 2/1 which still is good and works well.
Shaman: Not a great class in Wild so Only have 1 card I would change.
Lightning Bloom: Too good in standard and wild. A card which can allow shaman to cheat out huge things which is one of it's only good decks, but still mana cheating and can be unfun to play against. Same change idea for this card as the Druid one.
Warlock: Mana chat seems to be a bit crazy in Warlock, so I think I would address 2 cards which would make this a little less mental.
Darkglare: The Darkglare warlock is WAY to Swingy in my opinion. Cheating huge giants and other creatures out has become a huge issue and warped the meta a bit. I say Making it refresh only 1 mana Crystal is a subtle, but good change.
Voidcaller: You know a card is REALLY good when it is many years old and still one of the top card in most control warlocks. Cheating out a 9 cost demon on turn 4 or 5 is too much. I say make it cost 5 mana or make it that the deathrattle only triggers if it dies on your turn which fits well into sacrifice warlock flavor. I am just bored of Warlock in Wild basically just being This card as it's main thing for the last 3 years.
Warrior: Another class with only really 1 deck in wild, so going to choose 1 card which I feel can be a bit unfun to play against
Wrenchcalibur: Cool name, but horrible design for a card. It is pretty powerful in standard and pops up in Wild and can be a bit aggressive. I am not sure how to nerf this one, maybe making the bombs deal 3/4 damage instead or making it cost 5 mana would be a bit better and slow it down.
Netural:
Common:
Ship's Cannon: I actually Hate this card, so a bit bias, but It seems like a busted version of Skybarge. Skybarge came out in 2019, but seems powerful, but not broken as a class card. Whereas Ship's cannon is a good stated 2 drop, has appeared in every pirate deck ever and can swing the early game with the amount of mana cheating Pirates that can be summoned. A simple change, make this card Pirates you PLAY! Then it is still good and weaker than the class card Skybarge.
Rare:
Voracious Reader: I just don't think a super hyper aggro deck should always be reward with this card which is just a simply better version of Jeeves. I say make it only until you have 2 cards, which makes it a little less powerful and more like a weaker and cheaper Jeeves instead of just a better Jeeves all around.
Epic:
Could not find any epic at the current moment which I find Busted in neutral, let me know if you have any?
Legendary:
Patches the Pirate Whenever Pirates become good, this card is in EVERY DECK. Don't know how I would change it, but It seems too good still and combos really well with Ship's Cannon. Any suggestions on this one?
This is my list, remember this is just my opinion on what I think Would make wild a little more fun/less mana cheaty! What is your opinion?
KEKW, you might as well quit the game, wild is perfect, it's you that are not adapting. Or keep playing standard or arena curvestone
The 1st step towards a better game is firing Mike Donais! We had enough of his "skillful" balances!
#FireMikeDonais
Wow, I am not allowed an opinion? I never said Wild it not perfect, I just listed cards I thought I would change To make wild a bit more fun in casal.
Maybe read the post before you comment as I said "Opinion" like 8 times.
Sure you are allowed to opinions, and it's amazing that you post it so that we can wreck it :) or maybe i'm wrong and i'll be wrecked by saying NO to BORINGSTONE.
The 1st step towards a better game is firing Mike Donais! We had enough of his "skillful" balances!
#FireMikeDonais
Lol not much of a discussion when you just wait for people to put opinion up and go and "wreck them" and tell them to "Quit the game". Could at least offer a more argument if you disagree :) I may be very wrong, but just my opinion like I said.
Out of all the cards you talked about, i'm only going to mention the ones that i disagree with.
Glaivebound Adept: This one is a little weird because it's certainly too strong in standard but it's not a big deal in Wild. Right now, DH is a little more tame in standard so i believe this one can wait a bit longer before another change.
Spreading Plague: This card has been nerfed already. Against most of the super fast board based aggressive decks in Wild it can win the game instantly but what allows Druid to live long enough to play this card is the insane amount of armor gain they have. Without the armor, this card would probably be too slow at 6 mana so i don't believe it needs another nerf.
Phase Stalker: You yourself said the card isn't oppressive. Just because you have a hard time playing around all the secrets available doesn't mean the card needs to be nerfed.
Dinotamer Brann: Your suggestion pretty much kills the card. The 2/4 body is irrelevant. What matters is the current 2 mana discount. At 8 mana, it's not worth restricting the deck to no duplicates just to have a 1 mana discount on King Krush. And Dragonqueen Alexstrasza became too slow for Highlander Hunter after the nerf. So, the only pay off card would be Zephrys. I don't believe it would be worth it. You might as well just run regular Krush with Beastmaster Leoroxx or Scarlet Webweaver.
Arcanologist: This is the least problematic card in Secret Mage. The issue with Secret Mage is the mana cheating. They can play way too many secrets for free and that easily enable all of their synergy cards. Arcanologist acts as a filter but it doesn't apply any discounts. The 2/3 body was really relevant when Secret Mage had a hard time fighting against opposing enemy boards but that's not the case anymore.
Cloud Prince: Again, what easily enables this card is the mana cheating (and Ice Block). Without a ton of mana cheating it wouldn't be a big deal, at all. It sees no play in standard because it's not easy to keep your secrets up to activate it on curve. What Secret Mage needs is some adjustments to their mana cheating cards.
Crystology: I would agree with this if we were talking about a limited environment like Standard but Wild has way more problematic things. The card that needs to be changed to slow down Mech Paladin is Mechwarper.
Muster for Battle: I started playing Wild only a few months ago so i haven't played enough against this card to feel it's power level. I'm listing it here mostly because i still can't feel if it's truly broken or not. I know it sees a ton of play. It's in almost all Paladin decks so it's certainly extremely powerful considering how old it is.
Raza the Chained: Raza was never the issue. It's Shadowreaper Anduin. A 0-cost hero power isn't a big deal when it only heals or add value to hand (Galakrond). But a hero power that deals damage AND can be refreshed for no cost is absolutely broken. Shadowreaper Anduin should have been the target for nerfs and not Raza.
Mass Hysteria: A 1 mana increase is devastating for a card that aims to control early/mid game boards. This card isn't reliable at all and requires a good setup or a lot of luck to fully work in your favor. Also, the 6 mana slot for Priest is already cluttered with removal spells. It doesn't need another one.
Cavern Shinyfinder: This thing can be killed with literally anything. You won't always have an immediate way to deal with it but it's not game ending or game breaking in any way.
Wrenchcalibur: The bomb mechanic isn't reliable, at all. There have been tons of times where i shuffle 5+ bombs in my opponent's deck and they don't draw any of them and i end up cornered at some point. Diminishing the damage is going to kill the archetype completely. I don't know if you will like this card costing 5 mana, either. Odd Warrior will be able to take advantage of the full package.
Patches the Pirate and Ship's Cannon: I'm listing these two here because they are usually together. Patches is still a staple of aggro decks in Wild but i don't think it's oppressive. When it could start the game chipping away at your health (when it had Charge), it was bonkers. Nowadays, it's mostly just a filter for aggro decks. And nerfing Ship's Cannon would directly affect Patches, almost an indirect nerf. I don't like aggro decks but i would be very cautious about these two cards because changing them could completely kill the pirate tribe.
I hate a lot of cards in wild, but i agree with Blizz about: if all broken - nothing is broken. Only thing i hate and think breaking wild - mage quest, it s destroyes all slow decks, you have zero chance against it, ofc not, if you super lucky and can burst your opp very fast and he was unlucky etc, but it's exception. I agree about sorc. apr. must be nerfed like Kael Thas, min 1 mana. It will not fix quest mage in wild coz of giants plus vargoth on turn 9+, but it will slow this deck.
Also, i really hate Baku, very unhealthy card. Must be deleted, but i know, it will never heppend.
PS but odd sham is very fun, another aggro (what a surprise, baku broke another aggro), but has some cool mechanics, coz of it s not just +1 damage every turn.
Regarding Aggro Druid, a card that I'd like to see addressed is Mark of the Lotus. Just to see how insanely broken this card is, compare it to Storm's Wrath...poor Shaman;(
I mean I kinda wish there was a middleground between standard and wild. More of an extended format than a true wild one.
I get your point mark of the lotus is just a better storm's wrath but I guess when they designed it they thought overload synergy would make the card pretty good in shaman.
You think this card is bad now. You should have seen it when it was in standard, and before it got nerfed. It was REALLY unfun to play against pre-nerf.
"The world outside is so big, but it's safe in my domain
Because to you I'm just a number and a clever screen name..."
I THINK FOR MYSELF, THEREFORE.... I'M AN ATHEIST !!!