These nerfs are just the tip of the iceberg with the "Mage problem". At least Evocation can't be discovered from Cobalt Spellkin anymore, but even at 2 mana the card will still perform exactly as intented. It will still provide value and resource generation from dead hands that the opponent has to deal with. And at 9 mana, Prime is certainly less powerful against aggro decks as it becomes a dead draw until 9 mana, but once Mage gets that 9 mana let the clown fiesta begin.... I'm not an aggro player, but trying to kill a Mage that generates 5 Ice Barriers is stupid and frustrating. And as a non-aggro player, playing against a Prime that casts Potion of Illusion or Puzzle Box of Yogg-Saron makes you want to just concede.
Cards like Mozaki, Master Duelist and Archmage Antonidas are probably the reason for their hesitation on nerfing Sorcerer's Apprentice. Mozaki can't really function without this kind of support and, although Antonidas is perfectly fine as a card, people simply doesn't care about generating Fireballs if they can't use them immediately. If Apprentice is nerfed, it is going to drag a bunch of other cards with it to limbo.
Sorcerer's Apprentice deserves a Hall of Frame, and this is a natural development along the time line of this game.
After these several years, the game pace has become so short that a survivable deck needs 22+ 1-3mana cards to open the broad. Big spells naturally become much less relevant. So the dev tends to print 1-3 mana spells for mage for this practical reason. Then the contradiction form Sorcerer's Apprentice becomes instantly obvious :- you get a 33%- inf% mana reduction efficiency gain for all these spells. This is super-OP and is unintended for small spell design.
Cards like Mozaki, Master Duelist and Archmage Antonidas are probably the reason for their hesitation on nerfing Sorcerer's Apprentice. Mozaki can't really function without this kind of support and, although Antonidas is perfectly fine as a card, people simply doesn't care about generating Fireballs if they can't use them immediately. If Apprentice is nerfed, it is going to drag a bunch of other cards with it to limbo.
Sorcerer's Apprentice deserves a Hall of Frame, and this is a natural development along the time line of this game.
After these several years, the game pace has become so short that a survivable deck needs 22+ 1-3mana cards to open the broad. Big spells naturally become much less relevant. So the dev tends to print 1-3 mana spells for mage for this practical reason. Then the contradiction form Sorcerer's Apprentice becomes instantly obvious :- you get a 33%- inf% mana reduction efficiency gain for all these spells. This is super-OP and is unintended for small spell design.
If you counted only on these two cards to play mage,you re doing it wrong.mage is still op,the prime is on the right track now ... and mage is perfectly fine in the end.hunter and pally are fking op,but .. oh well ..
Hunter is too strong because of a neutral draw card.. and pally has a 5 mana buff card that still is not getting nerfed.with next expansion maybe
<cough> Warlock </cough>
These nerfs are just the tip of the iceberg with the "Mage problem". At least Evocation can't be discovered from Cobalt Spellkin anymore, but even at 2 mana the card will still perform exactly as intented. It will still provide value and resource generation from dead hands that the opponent has to deal with. And at 9 mana, Prime is certainly less powerful against aggro decks as it becomes a dead draw until 9 mana, but once Mage gets that 9 mana let the clown fiesta begin.... I'm not an aggro player, but trying to kill a Mage that generates 5 Ice Barriers is stupid and frustrating. And as a non-aggro player, playing against a Prime that casts Potion of Illusion or Puzzle Box of Yogg-Saron makes you want to just concede.
Sorcerer's Apprentice deserves a Hall of Frame, and this is a natural development along the time line of this game.
After these several years, the game pace has become so short that a survivable deck needs 22+ 1-3mana cards to open the broad. Big spells naturally become much less relevant. So the dev tends to print 1-3 mana spells for mage for this practical reason. Then the contradiction form Sorcerer's Apprentice becomes instantly obvious :- you get a 33%- inf% mana reduction efficiency gain for all these spells. This is super-OP and is unintended for small spell design.
Hall of Frame on Sorcerer's Apprentice is a very logical choice IMO. :P~~
:P~~~
Dust your solarians boys
Uh... Rownin.
Agreed. Sorcerer’s Apprentice is the real problem and has been for 5 years... HoF it pls
If you counted only on these two cards to play mage,you re doing it wrong.mage is still op,the prime is on the right track now ... and mage is perfectly fine in the end.hunter and pally are fking op,but .. oh well ..
Hunter is too strong because of a neutral draw card.. and pally has a 5 mana buff card that still is not getting nerfed.with next expansion maybe