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.
I am fine with most of the stuff you said except Conjurer's Calling. That card is one of the most busted cards I've ever seen in HS even after the nerf.
I am fine with most of the stuff you said except Conjurer's Calling. That card is one of the most busted cards I've ever seen in HS even after the nerf.
We are talking about WILD here. Personally, I don't think mage can reliably go the "big board control" route to a strong deck, other classes just do that much better. There are slower mage decks, but those are highlander builds with smart tech choices. Idk if Conjurer's Calling could even fit there. MAAAYBE Open the Waygate OTK decks could use it for giants, but I am not sure.
I am NOT fine with most of the stuff in your list.
Evil miscreant : ok
Keeper of the grove : ok
ancient of lore : for sure, worst nerf in hearthstone history
bonemare : ok
everything else is a no for me, almost all are aggressive and mana cheating cards, let fair cards breathe a little bit. And 5 mana Spreading plague as much as I love this card, is pure insanity. I don't mind execute, hunter's mark etc, but i'd rather have more room for expansion removals.
In the list of things you don't want, I actually wouldn't mind Fiery war axe, Corridor creeper (if no evolve in the format), naga sea witch if they hard code minion cost at 5 mana (no more giants), and 2 mana blade flurry if no face damage.
I hope Azure Drake will be in the core set though, such an iconic and balanced card, useful to all, required to none (hall of fame is a nerf to me that's why i bring this up in this thread)
I think it'd be fine to revert Mana Wyrm as well. There are so many Rush minions and cheap spells for all classes that can kill it now. It doesn't have Charge, it doesn't have Rush, it's just a solid midrange minion. The opponent has the opportunity to answer it.
Even 3/3 for 1 mana is normal in Wild. 1/3 growing minion for 1 mana might not even be that powerful by current standards. It will be useless forever as a 2 mana card.
Really good list you made there friend GOOD JOB! I've also been thinking about undertaker recently. Hunter is kind of dead in wild and I don't think that the old cancer hunter is anywhere near as crazy in the early game as the modern aggro-token druid (who proves that patches should stay as he is). I'm a bit concerned of call to arms and galakrond, but maybe such high power cards will shake up things in a nice way. Warsong commander YES PLEASE! I don't think patron warrior will be good today, but HEY we miss that old dwarf ;)
I wish they would make blade flurry a 2 mana card that only hits minions. War axe.... I don't find pirate warrior that good tbh. Last one I faced got smashed by an auto generated dragon priest deck (no shit) and the recipes I tired seem pretty bad. I don't think that war axe would have that big of an impact, other than finally being playable again.
One card I would add is starving buzzard. Obviously there are much stronger things now than classic mid-range hunter anyway ;)
EDIT: I think spreading plague is still pretty good. I don't think that I've seen any non aggro druid without it. Druid should rather be given better early game control than a 5 mana plague IMO
I imagine this is mostly gonna be evergreen cards like Equality and such that got nerfed because Blizzard just didn't want them popping up in decks all the time.
I think it'd be fine to revert Mana Wyrm as well. There are so many Rush minions and cheap spells for all classes that can kill it now. It doesn't have Charge, it doesn't have Rush, it's just a solid midrange minion. The opponent has the opportunity to answer it.
Even 3/3 for 1 mana is normal in Wild. 1/3 growing minion for 1 mana might not even be that powerful by current standards. It will be useless forever as a 2 mana card.
Mana Wyrm is an aggro and tempo minion, not really mid-range imo. The problem is you can hide a 3-3 Mana Wyrm behind a secret on turn 1 with coin, and then buff it to insanity on turn 2 already. I think it would be broken.
Bonemare should not go back to 7. Odd aggro decks do not need access to this card. If anything, they should make it +5/+5 instead to make it feel better at 8.
Flametongue Totem is another card I would be careful with. If I recall correctly, the main reason they nerfed this to 3 mana was because of how effective it was in Even Shaman. Not sure how I would fix it though.
Also, a general question. Why do people say Patches the Pirate is a strong card?
Bonemare should not go back to 7. Odd aggro decks do not need access to this card. If anything, they should make it +5/+5 instead to make it feel better at 8.
Aggro decks do NOT run 7-cost cards, nor never did they. Bonemare was always a tempo card, meant as a board snowball, following up sticky minions in the previous turns. That style of decks are basically dead in Wild because cards like Shadow Essence hit already on turn 5 or 6.
Flametongue Totem is another card I would be careful with. If I recall correctly, the main reason they nerfed this to 3 mana was because of how effective it was in Even Shaman. Not sure how I would fix it though.
Even shaman was strong in Wild for a long time, but is barely viable nowdays. This would not be a problem imo.
Also, a general question. Why do people say Patches the Pirate is a strong card?
Did you even play Wild much? Patches is played a lot in Rogue and Token druid in its current form. Adding charge would be broken along with Embiggen openers and others.
Demon hunter: partial revert on twinslice twinslice: 0 mana +1 attack second slice 1mana +2attack
Druid: most of the classic cards should be reverted about nourish/wild growth - only one of those. force of nature: also gives your treants rush for rest of the game to make it feel more epic. small buff to ancient of war give it full transformation like other choose one minions. some changes to savage roar- nerfs
Hunter: agree on hunters mark to 1 (equality at 2) bestial wrath gives rush
Mage: if you nerf flamewaker to be more reasonable you can bring back evocation to 1 and can print more cheap cards. flamewaker is cheaper mozaki and more efficient than her except for cram session. we need bring back torttolann pilgrim at the cost of him being 10 mana card. it was very good way to counter priest. quest should require spending mana on the spell to count progress - maybe turn it into spend 20 mana on spells that did not start in your deck.
Paladin: equality to 2 hammer of wrath to 3 truesilver champion has lifesteal but lightforged zealot: your hero cant attack enemy hero this turn - same but for minions should be on libram of justice.
Priest: Raza the chained: your hero power costs 1 less for the rest of the game.- does stack some big priest nerfs - catrina,blood,vargoth nerf these 3 and it should be more handable maybe make vargoth return 1 spell to your hand but it will not trigger him again when you play the copy - like gallywix of sorts.
Rogue: Vanish should provide stealth and bounce your minions back to our hand 4 mana ? Sap should make minions dormant for a turn. blade flurry : 2 mana your next Attack deals damage to adjacent minions aswell. leaching poison revert. kingsbane: 1 mana 1/4. after attacking hero destroy this.
Demon hunter: partial revert on twinslice twinslice: 0 mana +1 attack second slice 1mana +2attack
Druid: most of the classic cards should be reverted about nourish/wild growth - only one of those. force of nature: also gives your treants rush for rest of the game to make it feel more epic. small buff to ancient of war give it full transformation like other choose one minions. some changes to savage roar- nerfs
Hunter: agree on hunters mark to 1 (equality at 2) bestial wrath gives rush
Mage: if you nerf flamewaker to be more reasonable you can bring back evocation to 1 and can print more cheap cards. flamewaker is cheaper mozaki and more efficient than her except for cram session. we need bring back torttolann pilgrim at the cost of him being 10 mana card. it was very good way to counter priest. quest should require spending mana on the spell to count progress - maybe turn it into spend 20 mana on spells that did not start in your deck.
Paladin: equality to 2 hammer of wrath to 3 truesilver champion has lifesteal but lightforged zealot: your hero cant attack enemy hero this turn - same but for minions should be on libram of justice.
Priest: Raza the chained: your hero power costs 1 less for the rest of the game.- does stack some big priest nerfs - catrina,blood,vargoth nerf these 3 and it should be more handable maybe make vargoth return 1 spell to your hand but it will not trigger him again when you play the copy - like gallywix of sorts.
Rogue: Vanish should provide stealth and bounce your minions back to our hand 4 mana ? Sap should make minions dormant for a turn. blade flurry : 2 mana your next Attack deals damage to adjacent minions aswell. leaching poison revert. kingsbane: 1 mana 1/4. after attacking hero destroy this.
These... are not the changes they're going to be making.
These are changing cards that are in the classic set that will no longer be in the core set (like, I imagine, Hunter's Mark and Equality). And probably stuff like Bonemare that they've sort of overlooked when they did the first round of reverting nerfs.
Probably Galakrond shaman cards, come to think of it.
They're not going to be reverting nerfs on cards that are in standard most likely. Unless it's like when they unnerfed Sludge Slurper. Where they just thought they'd gone too far overall.
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..
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..
Renolock can already beat big priest with Zeprys, Kazakus and Ticatus, and can add more tech as well. I forgot about mentioning Tinkmaster Overspark, but pre nerf, it both a natural transform effect and his binary nature was problematic for a card which was meant to be a meme.
People cried NERFS!!! for months at time due to some of the cards mentioned here and now you want them back because you think they won't be OP?
What we need is more nerfs to some secret mage and plenty of others. Reverting the nerfs won't make wild better
There are 2 very different issues here. One is balancing the current top Wild decks, the other is reverting nerfs to cards which are now unplayable. Some were nerfed because of specific issues in standard, others at a time with a much lower power level, and some depowered evergreens to open design space for new cards. In all cases, reverting the nerfs makes perfect sense IMO. The Call of the Wild revert and others turned out to be complete non-issues while Raza revert being an obvious exception.
So, a LARGE number of reverted nerfs are incoming, but which cards it be? I don't think it is worth speculating about cards which will remain in standard after the next roation.
https://www.hearthpwn.com/news/8004-around-30-cards-will-be-reverted-at-rotation
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?
Ancient of Lore - Would probably not even be played for "draw 2" with cards like Guardian Animals and Ultimate Infestation around, but why not revert it 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?
Also not problematic in Wild imo:
Bloodsworn Mercenary, Scavenger's Ingenuity, Edwin van'cleef, Frenzied Felwing, EVIL Miscreant
I am on the fence about:
Nourish, Wild Growth, Rockbiter Weapon, Force of Nature, Arcane Golem, Flare, Gadgetzan Auctioneer, Tortollan Pilgrim,Pyroblast, Big Game Hunter (maybe to 4 mana), Open the Waygate (maybe to 7 mana).
I do NOT hope for
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.
Patches the Pirate - The card is very strong even without charge.
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.
Naga Sea Witch - Just no.
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
I am fine with most of the stuff you said except Conjurer's Calling. That card is one of the most busted cards I've ever seen in HS even after the nerf.
We are talking about WILD here. Personally, I don't think mage can reliably go the "big board control" route to a strong deck, other classes just do that much better. There are slower mage decks, but those are highlander builds with smart tech choices. Idk if Conjurer's Calling could even fit there. MAAAYBE Open the Waygate OTK decks could use it for giants, but I am not sure.
Editor of the Heartpwn Legendary Crafting Guide:
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I miss Flametongue Totem, the nerf completely killed it.
It was a fair card and the nerf should be reverted.
I am NOT fine with most of the stuff in your list.
Evil miscreant : ok
Keeper of the grove : ok
ancient of lore : for sure, worst nerf in hearthstone history
bonemare : ok
everything else is a no for me, almost all are aggressive and mana cheating cards, let fair cards breathe a little bit. And 5 mana Spreading plague as much as I love this card, is pure insanity. I don't mind execute, hunter's mark etc, but i'd rather have more room for expansion removals.
In the list of things you don't want, I actually wouldn't mind Fiery war axe, Corridor creeper (if no evolve in the format), naga sea witch if they hard code minion cost at 5 mana (no more giants), and 2 mana blade flurry if no face damage.
I hope Azure Drake will be in the core set though, such an iconic and balanced card, useful to all, required to none (hall of fame is a nerf to me that's why i bring this up in this thread)
Lost me on 5 mana Spreading Plague.
I think it'd be fine to revert Mana Wyrm as well. There are so many Rush minions and cheap spells for all classes that can kill it now. It doesn't have Charge, it doesn't have Rush, it's just a solid midrange minion. The opponent has the opportunity to answer it.
Even 3/3 for 1 mana is normal in Wild. 1/3 growing minion for 1 mana might not even be that powerful by current standards. It will be useless forever as a 2 mana card.
Really good list you made there friend GOOD JOB! I've also been thinking about undertaker recently. Hunter is kind of dead in wild and I don't think that the old cancer hunter is anywhere near as crazy in the early game as the modern aggro-token druid (who proves that patches should stay as he is). I'm a bit concerned of call to arms and galakrond, but maybe such high power cards will shake up things in a nice way. Warsong commander YES PLEASE! I don't think patron warrior will be good today, but HEY we miss that old dwarf ;)
I wish they would make blade flurry a 2 mana card that only hits minions. War axe.... I don't find pirate warrior that good tbh. Last one I faced got smashed by an auto generated dragon priest deck (no shit) and the recipes I tired seem pretty bad. I don't think that war axe would have that big of an impact, other than finally being playable again.
One card I would add is starving buzzard. Obviously there are much stronger things now than classic mid-range hunter anyway ;)
I imagine this is mostly gonna be evergreen cards like Equality and such that got nerfed because Blizzard just didn't want them popping up in decks all the time.
Mana Wyrm is an aggro and tempo minion, not really mid-range imo. The problem is you can hide a 3-3 Mana Wyrm behind a secret on turn 1 with coin, and then buff it to insanity on turn 2 already. I think it would be broken.
Editor of the Heartpwn Legendary Crafting Guide:
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I'm only hoping for one unnerf: Starving Buzzard Give non face hunters a chance goddamit
As long as they don't touch Naga Sea Witch, Patches and Open the Waygate.
I have two issues with cards you've listed.
Bonemare should not go back to 7. Odd aggro decks do not need access to this card. If anything, they should make it +5/+5 instead to make it feel better at 8.
Flametongue Totem is another card I would be careful with. If I recall correctly, the main reason they nerfed this to 3 mana was because of how effective it was in Even Shaman. Not sure how I would fix it though.
Also, a general question. Why do people say Patches the Pirate is a strong card?
Aggro decks do NOT run 7-cost cards, nor never did they. Bonemare was always a tempo card, meant as a board snowball, following up sticky minions in the previous turns. That style of decks are basically dead in Wild because cards like Shadow Essence hit already on turn 5 or 6.
Even shaman was strong in Wild for a long time, but is barely viable nowdays. This would not be a problem imo.
Did you even play Wild much? Patches is played a lot in Rogue and Token druid in its current form. Adding charge would be broken along with Embiggen openers and others.
Editor of the Heartpwn Legendary Crafting Guide:
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Demon hunter:
partial revert on twinslice twinslice: 0 mana +1 attack second slice 1mana +2attack
Druid:
most of the classic cards should be reverted about nourish/wild growth - only one of those.
force of nature: also gives your treants rush for rest of the game to make it feel more epic.
small buff to ancient of war give it full transformation like other choose one minions.
some changes to savage roar- nerfs
Hunter:
agree on hunters mark to 1 (equality at 2)
bestial wrath gives rush
Mage:
if you nerf flamewaker to be more reasonable you can bring back evocation to 1 and can print more cheap cards. flamewaker is cheaper mozaki and more efficient than her except for cram session.
we need bring back torttolann pilgrim at the cost of him being 10 mana card. it was very good way to counter priest.
quest should require spending mana on the spell to count progress - maybe turn it into spend 20 mana on spells that did not start in your deck.
Paladin:
equality to 2
hammer of wrath to 3
truesilver champion has lifesteal but
lightforged zealot: your hero cant attack enemy hero this turn - same but for minions should be on libram of justice.
Priest:
Raza the chained: your hero power costs 1 less for the rest of the game.- does stack
some big priest nerfs - catrina,blood,vargoth nerf these 3 and it should be more handable
maybe make vargoth return 1 spell to your hand but it will not trigger him again when you play the copy - like gallywix of sorts.
Rogue:
Vanish should provide stealth and bounce your minions back to our hand 4 mana ?
Sap should make minions dormant for a turn.
blade flurry : 2 mana your next Attack deals damage to adjacent minions aswell.
leaching poison revert.
kingsbane: 1 mana 1/4. after attacking hero destroy this.
These... are not the changes they're going to be making.
These are changing cards that are in the classic set that will no longer be in the core set (like, I imagine, Hunter's Mark and Equality). And probably stuff like Bonemare that they've sort of overlooked when they did the first round of reverting nerfs.
Probably Galakrond shaman cards, come to think of it.
They're not going to be reverting nerfs on cards that are in standard most likely. Unless it's like when they unnerfed Sludge Slurper. Where they just thought they'd gone too far overall.
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..
Renolock can already beat big priest with Zeprys, Kazakus and Ticatus, and can add more tech as well. I forgot about mentioning Tinkmaster Overspark, but pre nerf, it both a natural transform effect and his binary nature was problematic for a card which was meant to be a meme.
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
i simply can't believe what I'm reading...
People cried NERFS!!! for months at time due to some of the cards mentioned here and now you want them back because you think they won't be OP?
What we need is more nerfs to some secret mage and plenty of others. Reverting the nerfs won't make wild better
There are 2 very different issues here. One is balancing the current top Wild decks, the other is reverting nerfs to cards which are now unplayable. Some were nerfed because of specific issues in standard, others at a time with a much lower power level, and some depowered evergreens to open design space for new cards. In all cases, reverting the nerfs makes perfect sense IMO. The Call of the Wild revert and others turned out to be complete non-issues while Raza revert being an obvious exception.
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide