No one knows if reverting old nerfs will make Wild "better" - that likely isn't the point of the un-nerfing. What is more likely is that the devs know that the overall power-level of the format is far higher than the Standard format in which dozens of cards were formerly nerfed - given that they likely want to keep the number of "dual format" cards to a minimum once Classic format debuts, it looks like they are being very liberal with the number of old cards they are going to revert. Whether or not Wild will be "better" after the un-nerfing is pretty subjective - but it's a safe bet that plenty of folks will bitch about it, regardless . . .
Overall I like your list... U missed some cards (Elysiana a and starving buzzard for example) but u r covering most of the possibilities.
I agree with almost all of it. I just think that fiercy war axe is a very safe one to revert. It was a great card but it was nerfed not because it was OP, but bc they were having trouble designing early game weapons better than it. Now warrior have different options. I do think it is fine. On the other hand I am not sure about reverting undertaker... 1-drops that get out of control can be problematic, but I agree that maaaybe since there is not a deck to fit it the card won't be OP in wild. There r already really strong aggro decks that doesn't use deathrattle, and no deathrattle deck viable in wild atm.
From the ones u "were in the fence", arcane golem and force of nature are cards that should not be reverted. Charge is not a fun mechanic and blizzard got that. Pyro costing 8 is crazy as well. BGH should def be reverted. And I am still not sure about druid ramps and gadget an auctioneer as well.
Pagle is the top contender for nerf reverts for me. Even if he is restored to is full former glory, there's still simply BETTER draw options out there for most decks. So I think it'd be a safe bet to revert Nat Pagle at this point.
What do you think about reverting Tinkmaster Overspark? I would love to use it in my Renolock against Big Priests. Although, I'm a bit cautious that aggro decks would use it as well..
Nice, long and a detailed post. Even though I do not share same opinions for some of them, I really wish all things/changes would go accordingly as he wished for just to honor his analysis...
Pagle is the top contender for nerf reverts for me. Even if he is restored to is full former glory, there's still simply BETTER draw options out there for most decks. So I think it'd be a safe bet to revert Nat Pagle at this point.
I don't know man, if they unnerf pagle I will play him in literally every deck besides rez priest/big warrior/duel paladin style decks.
Also people will complain like crazy about the RNG.
Also, a general question. Why do people say Patches the Pirate is a strong card?
Patches the Pirate is a strong card because he comes with essentially no cost – on its face, there's no reason not to run him (in a deck with at least a handful of Pirates). He removes himself from your deck so you don't need to worry about drawing him when you wanted to draw something higher-impact, he doesn't cost mana to put into play, nor a card from your hand... the only cost of any kind to putting him in your deck is the off chance you draw him in your opening hand (or otherwise before you have a chance to play your first Pirate) and feel really sad.
I hope for: Bonemare - The nerf was questionable at the time, and now the kind of tempo decks it was used in are almost obsolete in wild. A revert still might not be enough to bring them back.
Undertaker - This might seem crazy, but the game is very different now from back when the card was OP. Even some new synergies, this card will not take over games the way it used to in its original form. Deathrattle egg hunter is a much less linear archetype that its face/hybrid/midrange cousins of the Nax era which I would not mind see getting some love.
Spreading Plague - Yes. Druid aggro with Embiggen is not the only real way to play druid in Wild. I think it is a good time to bring back this anti aggro tool to open up for more options.
Bad Luck Albatross - Highlander and recruit decks need better countertech in Wild.
Hex - Why not let shaman have a cheap transform effect? We did fine with it at 3 mana for years, let's revert if it leaves the core set anyway.
Conjurer's Calling - Why not? There are much stronger value plays around now anyway.
Extra Arms - Why not? Who buffs minions as priest anyway? That class is about cheating out big minions and Raza combos.
Preparation - Such an epic rogue card, please revert if it leaves the core set.
Flametongue Totem - Another iconic card with lots of creative uses, destroyed by the mana nerf. Has good synergies, but would probably not be broken at this point.
Hunter's Mark - 2 mana is too expensive for this effect, and with the reborn and deathrattle defensive minions out there, it does not even matter much. A revert to 1 mana is likely, to 0 is possible as well.
Equality and Execute - Too class defining cards not to be reverted imo.
Call to Arms - Mech paladin is not that great anymore, and even paladin disappeared with this nerf.
Galakrond, the Nightmare - I am not a big fan of swingy 0-mana cards, but it might not be a problem with this one.
Warsong Commander - Patron warrior would probably struggle after years of powercreep, but why not give it a shot anyway?
Keeper of the Grove - A decent flexible minion for Druid would be nice, at 2-4, it would not even be that great, even with the "choose both" cards.
Nat Pagle - Drawing or not drawing an extra card at the end of your turn used to be game deciding. Nowdays, with plays like Kabal Lackey+Rigged Faire Game in the game, it barely matters at all. If you want to play a 0-4 minion on turn 2 for that, then be my guest!
Spirit Claws - Ok, I am in doubt here, as this would be VERY strong in odd shaman for 1 mana, but are the archetypes where this would be played strong enough, even with that card?
Echo minions: Endless APM turns with 0-mana cards are not fun imo.
Mana Wyrm - As much as I hated the nerf at the time, it opened a lot of design space for cheap spells and spell generation for mage. It is too late to go back.
Small-Time Buccaneer - Pirates are already good enough, I don't think this health nerf needs to be reverted.
Fiery War Axe - Pirate warrior is viable, and reverting this nerf could make the deck too strong.
Twin Slice - Was more a sideways move than a nerf, but I am fine the way the card is now.
Cold Blood - Aggro rogue decks are very good in Wild, and this would bring burst the class does not need.
Blade Flurry - This with kingsbane sounds like a nightmare to play against, you could even do multiple ones per turn, fishing out the weapon from your deck.
Leeroy Jenkins - Sits nicely at 5 mana, a nerf would be a serious hit to odd decks.
Giggling Inventor - Was meant as an anti aggro card, but ended up being played in every deck. Was not fun at 5 mana.
The Caverns Below - Just not a fun style of deck imo, keep it away please, by not reverting any of the nerfs.
Corridor Creeper - Is still played at 2-5 in odd paladin, would be played too much as a 5-5, even with powercreep.
Aviana - Her combos are still doable for Druid, at 9 mana she is disaster awaiting to happen, like it did with star aligner.
Bloodbloom - Another disaster waiting to happen at 2 mana.
Ironbeak Owl - How good wasn't this card at 2 mana? Silence is just not a fun mechanic.
Soulfire - Was so good at 0 mana it was even played with anti-synergy in handlock. Sits well at 1 mana, and sees a lot of play.
Yeah, good job on getting most of em accounted for! A few missed calls, like cards with partial reverts, but u got a big chunk of em. Still missing pagle and extra arms, but maybe they plan on bringing them back to the core set at some point so they didn’t revert them. Dunno.
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No one knows if reverting old nerfs will make Wild "better" - that likely isn't the point of the un-nerfing. What is more likely is that the devs know that the overall power-level of the format is far higher than the Standard format in which dozens of cards were formerly nerfed - given that they likely want to keep the number of "dual format" cards to a minimum once Classic format debuts, it looks like they are being very liberal with the number of old cards they are going to revert. Whether or not Wild will be "better" after the un-nerfing is pretty subjective - but it's a safe bet that plenty of folks will bitch about it, regardless . . .
Also forgot to mention my boy, Nat Pagle
Overall I like your list... U missed some cards (Elysiana a and starving buzzard for example) but u r covering most of the possibilities.
I agree with almost all of it. I just think that fiercy war axe is a very safe one to revert. It was a great card but it was nerfed not because it was OP, but bc they were having trouble designing early game weapons better than it. Now warrior have different options. I do think it is fine. On the other hand I am not sure about reverting undertaker... 1-drops that get out of control can be problematic, but I agree that maaaybe since there is not a deck to fit it the card won't be OP in wild. There r already really strong aggro decks that doesn't use deathrattle, and no deathrattle deck viable in wild atm.
From the ones u "were in the fence", arcane golem and force of nature are cards that should not be reverted. Charge is not a fun mechanic and blizzard got that. Pyro costing 8 is crazy as well. BGH should def be reverted. And I am still not sure about druid ramps and gadget an auctioneer as well.
He is there;-)
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
Pagle is the top contender for nerf reverts for me. Even if he is restored to is full former glory, there's still simply BETTER draw options out there for most decks. So I think it'd be a safe bet to revert Nat Pagle at this point.
I would love to use it against warlock's demons.
Nice, long and a detailed post. Even though I do not share same opinions for some of them, I really wish all things/changes would go accordingly as he wished for just to honor his analysis...
I don't know man, if they unnerf pagle I will play him in literally every deck besides rez priest/big warrior/duel paladin style decks.
Also people will complain like crazy about the RNG.
Patches the Pirate is a strong card because he comes with essentially no cost – on its face, there's no reason not to run him (in a deck with at least a handful of Pirates). He removes himself from your deck so you don't need to worry about drawing him when you wanted to draw something higher-impact, he doesn't cost mana to put into play, nor a card from your hand... the only cost of any kind to putting him in your deck is the off chance you draw him in your opening hand (or otherwise before you have a chance to play your first Pirate) and feel really sad.
Not the worst prediction, tbh! Most were spot on, the biggest "mistake" was probably The Caverns Below. I hope they tested it well internally!
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
Yeah, good job on getting most of em accounted for! A few missed calls, like cards with partial reverts, but u got a big chunk of em. Still missing pagle and extra arms, but maybe they plan on bringing them back to the core set at some point so they didn’t revert them. Dunno.