You are complaining about a boring meta two days after the card is released. Two days.
My main complain is the power creep in standard brought by bringing duel treasures into the format. If Blizzard will continue the power creep, they should perhaps consider changing the health pool to 40 (or downsize the treasures).
And I am also reacting to people saying it is just two month, then it will be better. My reaction, after two days, is that two month of this, if it continues, is boring.
Good druid cards will rotate, but druid will still have Wildheart Guff. Capture Coldtooth Mine and Innervate + some lesser ramp cards Wild Growth and Nourish... and what else druid gets in the next expansion. So it will probably get weaker, but I doubt it will stop being deck.
You are complaining about a boring meta two days after the card is released. Two days.
My main complain is the power creep in standard brought by bringing duel treasures into the format. If Blizzard will continue the power creep, they should perhaps consider changing the health pool to 40 (or downsize the treasures).
And I am also reacting to people saying it is just two month, then it will be better. My reaction, after two days, is that two month of this, if it continues, is boring.
Good druid cards will rotate, but druid will still have Wildheart Guff. Capture Coldtooth Mine and Innervate + some lesser ramp cards Wild Growth and Nourish... and what else druid gets in the next expansion. So it will probably get weaker, but I doubt it will stop being deck.
The core set for 2022 was not announced, so we have no idea if either of Innervate, Wild Growth or Nourish will stick around.
Druid will have mana generation, unless they change the druid identity. So we can be fairly certain that druid will continue to be able to get big cards out early, either with the three cards or new cards.
Druid: Attuned with nature, Druids rely on the magic of the wild, massive beasts, and swarms of woodland creatures. Their toolbox allows them the versatility to pivot from defense to aggression. However, they have limited ways to directly clear out enemy minions.
Strengths: Mana generation, giant minions, minion swarms, card draw, Beasts
The point of the card was to be a powerful buildaround for dragon decks, to encourage ppl to play dragons.. boy did they fail miserably on that one.
There has to be a bigger limitation on his requirements if they dont want to change the treasures. Requiring at least one dragon to be in deck (and no other tribe) could help, anything that forces it to be played in dragon-only decks.
There's just not a lot of dragons in rotation right now. If there were more dragons that were good and felt good to play and play against, then I feel like it'd make more sense. Once rotation hits, Druid and Priest are losing alot of what makes Kazakusan so good right now. I personally don't think it needs a nerf. It's beatable.
I do t think there will be nerfs, nor should there be. Kazakusan is a strong deck no doubt, but not without counters. Rotation is the next step and Priest and Druid will lose all the pieces that make kazakusan so strong. Lastly, it’s been two days since the expansion, let deckbuilding respond to kazakusan. Paladin has a nasty answer to all the spells, mage is durdling with Mozaki which has no early answers and warlock can burn cards from hand and aren’t doing it. I’ve already got several wins with handlock shoehorning in altar of fire and playing it as fast as possible to discard kazakusan. What should be clear though is that aggro isn’t the solution. This isn’t a deck that can be burned down before it comes online because it packs removal and reliably comes online faster than face hunter can kill.
This. We haven't got this kind of Control-ish meta for a while within the Year of the Gryphon, let give it some break like literally 2 months left before rotation, and Priest/Warrior/Druid will lose all the essential tools to control the board and will be hard to reach Kazakusan. Beginning of rotation will always be swamped of Aggro decks but towards the end of the year is where Control decks can have the tools to fight again like this.
People got used to Aggro decks for all their answers, they need to learn how to leverage different decks or other strategies such as to burn opponent's deck. Stop using Aggro decks to win everything.
Also, Kazakusan is the type of minion that Control Priest deck has been asking for years. It is not even an immediate win-condition as it is slow and carries some tricky RnG for win conditions, typical Priest card.... It has been way more fit and balanced as a Priest legendary. Kazakusan is only overpower in Druid because it came to the board too fast for Ramp Druid. Stop complaining for its nerf or else, Blizz will nerf it to the ground, and Priest will lose its "more fair and less annoying" win condition once in a life time.. If anything, nerf Druid cards, not this legendary.
Some of the nerf suggestions in here is actually fine because they work for Dragon Control Priest decks, but Im just afraid Blizz will go too far with the nerf or they make it not working for Priest.
I agree with this. It feels so good to be playing something that resembles Control again. I miss Control so much and it's been fun to play again. I'm more or less enjoying Standard again after only playing Wild for months now.
You are complaining about a boring meta two days after the card is released. Two days.
My main complain is the power creep in standard brought by bringing duel treasures into the format. If Blizzard will continue the power creep, they should perhaps consider changing the health pool to 40 (or downsize the treasures).
And I am also reacting to people saying it is just two month, then it will be better. My reaction, after two days, is that two month of this, if it continues, is boring.
Good druid cards will rotate, but druid will still have Wildheart Guff. Capture Coldtooth Mine and Innervate + some lesser ramp cards Wild Growth and Nourish... and what else druid gets in the next expansion. So it will probably get weaker, but I doubt it will stop being deck.
Don't forget that we'd be getting a new Core Set as well. Innervate, Wild Growth and Nourish very well could be rotating.
The point of the card was to be a powerful buildaround for dragon decks, to encourage ppl to play dragons.. boy did they fail miserably on that one.
There has to be a bigger limitation on his requirements if they dont want to change the treasures. Requiring at least one dragon to be in deck (and no other tribe) could help, anything that forces it to be played in dragon-only decks.
There's just not a lot of dragons in rotation right now. If there were more dragons that were good and felt good to play and play against, then I feel like it'd make more sense. Once rotation hits, Druid and Priest are losing alot of what makes Kazakusan so good right now. I personally don't think it needs a nerf. It's beatable.
But thats the whole point, there has to be a trade-off! Do you want to use this powerful game-ending effect? Pay the deck-building price for it! In this case, being forced to play one tribe and only it.
Hell, even Zephris and DQ Alex forced you to nearly reach fatigue b4 you could play them in non-highlander decks, being able to play Kazakusan asap in a spell-only deck isnt even a trade-off these days, thats just rly poor design imo.
You are complaining about a boring meta two days after the card is released. Two days.
My main complain is the power creep in standard brought by bringing duel treasures into the format. If Blizzard will continue the power creep, they should perhaps consider changing the health pool to 40 (or downsize the treasures).
And I am also reacting to people saying it is just two month, then it will be better. My reaction, after two days, is that two month of this, if it continues, is boring.
Good druid cards will rotate, but druid will still have Wildheart Guff. Capture Coldtooth Mine and Innervate + some lesser ramp cards Wild Growth and Nourish... and what else druid gets in the next expansion. So it will probably get weaker, but I doubt it will stop being deck.
Don't forget that we'd be getting a new Core Set as well. Innervate, Wild Growth and Nourish very well could be rotating.
Going to repeat a post:
Druid will have mana generation, unless they change the druid identity. So we can be fairly certain that druid will continue to be able to get big cards out early, either with the three cards or new cards.
Druid: Attuned with nature, Druids rely on the magic of the wild, massive beasts, and swarms of woodland creatures. Their toolbox allows them the versatility to pivot from defense to aggression. However, they have limited ways to directly clear out enemy minions.
Strengths: Mana generation, giant minions, minion swarms, card draw, Beasts
Problem with this card imo is that it has given players one more big incentive to not play minions whatsoever and chew through their deck as fast as possible. As if there weren't enough decks out there deserting the board.
I hear a lot of people who don’t play the deck but lose to it in this thread. This isn’t solitaire, this is most definitely control, it’s just accelerated to come online turn 6 instead of turn 10.
Any class can play kazakusan, why is it only Druid and Priest that are successful? It’s not the mana cheating before everyone cries about that, it’s the specific card draw package. Without being able to consistently draw and play kazakusan, it’s a bad deck idea, hence why there isn’t warrior kaz decks. Also as far as this deck will be a good deck after rotation because druid will still get ramp, that’s just ridiculous. Druid doesn’t just have ramp, it has overgrowth and lightning bloom. If you play a kaz Druid deck right now without those two cards, it’s going to be a rough match.
So what can we do to stop kaz decks? Priest has removal for days, so aggro hunter, druid and paladins aren’t going to cut it. Priest packs a full armament of minion destruction, so what if you weren’t board focused? Poison rogue running savory deviant delight and shenanigans is kaz priests worst nightmare, followed by mage with counterspells. If priest gets insight or palm reading countered, it can set off a domino effect that at it’s most manageable means kaz turn 7, and at its worst means kaz turn 8+. Any mage should be able to burn out an uncontested board/stumbling opponent by then.
Druid is a different deck completely, don’t focus on kaz, but how it gets there. There’s no minion control in druid, just ramp and spell generated minions to contest board. This is where paladin shines. Play troggs, play divine shields and the bridge. Druid doesn’t have the ability to stop you from snowballing, you get 5 turns no contest followed by kaz. Build a sticky board that gets bigger and bigger, turn 6 should be battlegrounds battlemaster to finish. Don’t forget well timed oh my yoggs to block overgrowth.
Hope that helps some of you, I’m playing both kaz decks but mainly priest so I know where the weaknesses are. Where both decks weaknesses aren’t though is face hunter and other aggro decks like elemental shaman. If you’re struggling now, rethink your deck play styles and tech slot choices.
I hear a lot of people who don’t play the deck but lose to it in this thread. This isn’t solitaire, this is most definitely control, it’s just accelerated to come online turn 6 instead of turn 10.
That is a big assumption, try reading through the posts again. But I do get why you would think so.
I could also assume, that a lot of people are saying it is fine, because they don't want Kazakusan and its treasures to be more balanced, because it would ruin the fun they are having playing with it.
I am playing Kazakusan and counter decks. I get why Kazakusan decks are fun, but that kind of fun belongs in duels a non competitive format. Many of the treasures are too strong for standard, imho.
I am also thinking that it could be a good business model to place an OP card in the miniset and hope people buy the whole set and not just craft the one card. Later fix it with a balance patch and offer refund for the one card = profit. (⊙.⊙(☉̃ₒ☉)⊙.⊙)
I hear a lot of people who don’t play the deck but lose to it in this thread. This isn’t solitaire, this is most definitely control, it’s just accelerated to come online turn 6 instead of turn 10.
That is a big assumption, try reading through the posts again. But I do get why you would think so.
I could also assume, that a lot of people are saying it is fine, because they don't want Kazakusan and its treasures to be more balanced, because it would ruin the fun they are having playing with it.
I am playing Kazakusan and counter decks. I get why Kazakusan decks are fun, but that kind of fun belongs in duels a non competitive format. Many of the treasures are too strong for standard, imho.
It’s balanced because it is a much bigger condition than people realize and the treasures are very powerful but not too strong. Spells that cost 8-10 mana are supposed to end games, and really, there’s only two spells that end the game right then. People think they are too strong because they are used to a meta where control decks didn’t have a consistent game changing threat at turn 6 and can close out games before turn 10. This is similar to bolner shaman if the requirements weren’t play 2 corrupted cards and have 3 cards in hand; but instead were play one corrupted card and have no other minions. You still have to survive long enough to play everything.
I’m going to reiterate, if you think the deck is unfair, re-evaluate what your decks and play styles do. This is simply a strong control deck that isn’t nearly as greedy as previous iterations. The power level isn’t near the power level of the last degenerate rogue or handlock before demon seed nerf. It’s probably about the same as owl lock before the rod nerf, but definitely weaker to interruption.
I hear a lot of people who don’t play the deck but lose to it in this thread. This isn’t solitaire, this is most definitely control, it’s just accelerated to come online turn 6 instead of turn 10.
That is a big assumption, try reading through the posts again. But I do get why you would think so.
I could also assume, that a lot of people are saying it is fine, because they don't want Kazakusan and its treasures to be more balanced, because it would ruin the fun they are having playing with it.
I am playing Kazakusan and counter decks. I get why Kazakusan decks are fun, but that kind of fun belongs in duels a non competitive format. Many of the treasures are too strong for standard, imho.
It’s balanced because it is a much bigger condition than people realize and the treasures are very powerful but not too strong. Spells that cost 8-10 mana are supposed to end games, and really, there’s only two spells that end the game right then. People think they are too strong because they are used to a meta where control decks didn’t have a consistent game changing threat at turn 6 and can close out games before turn 10. This is similar to bolner shaman if the requirements weren’t play 2 corrupted cards and have 3 cards in hand; but instead were play one corrupted card and have no other minions. You still have to survive long enough to play everything.
I’m going to reiterate, if you think the deck is unfair, re-evaluate what your decks and play styles do. This is simply a strong control deck that isn’t nearly as greedy as previous iterations. The power level isn’t near the power level of the last degenerate rogue or handlock before demon seed nerf. It’s probably about the same as owl lock before the rod nerf, but definitely weaker to interruption.
Its fine if you're having fun with the card man, but that sentence is all kinds of wrong. Playing no minions in Priest/Druid is arguably a plus cuz it makes tutoring Kaz easier, its not even a real trade-off for them. I see no problem with powerful payoffs as long as the price for them is right, and rn its far too cheap.
Also wasnt the point of Kaz to make ppl start playing dragons? Why is it an Elysiana on hyper steroids? Very confusing theme and design.
Spells that cost 8-10 mana are supposed to end games...
I strongly disagree with that statement.
You can disagree, but that is sentiment from game designers at blizz. High cost spells need to be impactful and be a way to end games. This has been their design philosophy since the beginning, what is pyroblast for if not to end the game? This is on top of a restrictive, highly telegraphed and counterable deck at 8-10 mana.
I hear a lot of people who don’t play the deck but lose to it in this thread. This isn’t solitaire, this is most definitely control, it’s just accelerated to come online turn 6 instead of turn 10.
That is a big assumption, try reading through the posts again. But I do get why you would think so.
I could also assume, that a lot of people are saying it is fine, because they don't want Kazakusan and its treasures to be more balanced, because it would ruin the fun they are having playing with it.
I am playing Kazakusan and counter decks. I get why Kazakusan decks are fun, but that kind of fun belongs in duels a non competitive format. Many of the treasures are too strong for standard, imho.
It’s balanced because it is a much bigger condition than people realize and the treasures are very powerful but not too strong. Spells that cost 8-10 mana are supposed to end games, and really, there’s only two spells that end the game right then. People think they are too strong because they are used to a meta where control decks didn’t have a consistent game changing threat at turn 6 and can close out games before turn 10. This is similar to bolner shaman if the requirements weren’t play 2 corrupted cards and have 3 cards in hand; but instead were play one corrupted card and have no other minions. You still have to survive long enough to play everything.
I’m going to reiterate, if you think the deck is unfair, re-evaluate what your decks and play styles do. This is simply a strong control deck that isn’t nearly as greedy as previous iterations. The power level isn’t near the power level of the last degenerate rogue or handlock before demon seed nerf. It’s probably about the same as owl lock before the rod nerf, but definitely weaker to interruption.
Its fine if you're having fun with the card man, but that sentence is all kinds of wrong. Playing no minions in Priest/Druid is arguably a plus cuz it makes tutoring Kaz easier, its not even a real trade-off for them. I see no problem with powerful payoffs as long as the price for them is right, and rn its far too cheap.
Also wasnt the point of Kaz to make ppl start playing dragons? Why is it an Elysiana on hyper steroids? Very confusing theme and design.
If the point was to start playing dragons, there would be other, better dragons. If you are playing this like elysiana, then you are missing the point of upgraded tools and fatigue isn’t an option anymore. Control decks are no longer boom warrior elysiana. I stand by it, the treasures aren’t OP because of the conditions to meet it and their variance. Embers of rag and locusts hit like a truck, but if you let kaz decks go that far, that’s what happens. The other treasures are highly situational, with some costing a ton of mana and not winning. They shouldn’t touch this card and if you are having trouble playing against it, change your strategy. There is finally a control deck that is relevant, Hunter isn’t going to work.
If the point was to start playing dragons, there would be other, better dragons. If you are playing this like elysiana, then you are missing the point of upgraded tools and fatigue isn’t an option anymore. Control decks are no longer boom warrior elysiana. I stand by it, the treasures aren’t OP because of the conditions to meet it and their variance. Embers of rag and locusts hit like a truck, but if you let kaz decks go that far, that’s what happens. The other treasures are highly situational, with some costing a ton of mana and not winning. They shouldn’t touch this card and if you are having trouble playing against it, change your strategy. There is finally a control deck that is relevant, Hunter isn’t going to work.
The point of Elysiana was to be an anti-fatigue tech, not to prolong the game almost indefinitely (otherwise they'd not have bumped it to 9 mana).. Many times before have devs overlooked stuff and cards ended up not being used for their intended purposes, I believe Kaz is another such case.
Also the bolded sentence is just.. WTF? Bolner/Quest Shaman? Ramp Druid? Questlock? Fel DH? Those were all relevant control decks seeing play b4 the miniset..
Spells that cost 8-10 mana are supposed to end games...
I strongly disagree with that statement.
You can disagree, but that is sentiment from game designers at blizz. High cost spells need to be impactful and be a way to end games. This has been their design philosophy since the beginning, what is pyroblast for if not to end the game? This is on top of a restrictive, highly telegraphed and counterable deck at 8-10 mana.
So I don't give much for your claim that its the developers philosophy, that 8-10 mana cost spells should end games. Be impactful of course, but not gaming winning more or less on their own.
My main complain is the power creep in standard brought by bringing duel treasures into the format. If Blizzard will continue the power creep, they should perhaps consider changing the health pool to 40 (or downsize the treasures).
And I am also reacting to people saying it is just two month, then it will be better. My reaction, after two days, is that two month of this, if it continues, is boring.
Good druid cards will rotate, but druid will still have Wildheart Guff. Capture Coldtooth Mine and Innervate + some lesser ramp cards Wild Growth and Nourish... and what else druid gets in the next expansion. So it will probably get weaker, but I doubt it will stop being deck.
The core set for 2022 was not announced, so we have no idea if either of Innervate, Wild Growth or Nourish will stick around.
Druid will have mana generation, unless they change the druid identity. So we can be fairly certain that druid will continue to be able to get big cards out early, either with the three cards or new cards.
Druid: Attuned with nature, Druids rely on the magic of the wild, massive beasts, and swarms of woodland creatures. Their toolbox allows them the versatility to pivot from defense to aggression. However, they have limited ways to directly clear out enemy minions.
https://playhearthstone.com/en-us/news/23014810
There's just not a lot of dragons in rotation right now. If there were more dragons that were good and felt good to play and play against, then I feel like it'd make more sense. Once rotation hits, Druid and Priest are losing alot of what makes Kazakusan so good right now. I personally don't think it needs a nerf. It's beatable.
I agree with this. It feels so good to be playing something that resembles Control again. I miss Control so much and it's been fun to play again. I'm more or less enjoying Standard again after only playing Wild for months now.
Don't forget that we'd be getting a new Core Set as well. Innervate, Wild Growth and Nourish very well could be rotating.
But thats the whole point, there has to be a trade-off! Do you want to use this powerful game-ending effect? Pay the deck-building price for it! In this case, being forced to play one tribe and only it.
Hell, even Zephris and DQ Alex forced you to nearly reach fatigue b4 you could play them in non-highlander decks, being able to play Kazakusan asap in a spell-only deck isnt even a trade-off these days, thats just rly poor design imo.
Going to repeat a post:
Druid will have mana generation, unless they change the druid identity. So we can be fairly certain that druid will continue to be able to get big cards out early, either with the three cards or new cards.
Druid: Attuned with nature, Druids rely on the magic of the wild, massive beasts, and swarms of woodland creatures. Their toolbox allows them the versatility to pivot from defense to aggression. However, they have limited ways to directly clear out enemy minions.
https://playhearthstone.com/en-us/news/23014810
Yes, nothing screams control more than using 3 8-damage fireballs to control the enemy face
Lol this is not a control meta. Its solitaire all over again. Who draws Kazakusan 1st wins. Rotation will sort it out. 2 months of druid-stone though.
Problem with this card imo is that it has given players one more big incentive to not play minions whatsoever and chew through their deck as fast as possible. As if there weren't enough decks out there deserting the board.
I hear a lot of people who don’t play the deck but lose to it in this thread. This isn’t solitaire, this is most definitely control, it’s just accelerated to come online turn 6 instead of turn 10.
Any class can play kazakusan, why is it only Druid and Priest that are successful? It’s not the mana cheating before everyone cries about that, it’s the specific card draw package. Without being able to consistently draw and play kazakusan, it’s a bad deck idea, hence why there isn’t warrior kaz decks. Also as far as this deck will be a good deck after rotation because druid will still get ramp, that’s just ridiculous. Druid doesn’t just have ramp, it has overgrowth and lightning bloom. If you play a kaz Druid deck right now without those two cards, it’s going to be a rough match.
So what can we do to stop kaz decks? Priest has removal for days, so aggro hunter, druid and paladins aren’t going to cut it. Priest packs a full armament of minion destruction, so what if you weren’t board focused? Poison rogue running savory deviant delight and shenanigans is kaz priests worst nightmare, followed by mage with counterspells. If priest gets insight or palm reading countered, it can set off a domino effect that at it’s most manageable means kaz turn 7, and at its worst means kaz turn 8+. Any mage should be able to burn out an uncontested board/stumbling opponent by then.
Druid is a different deck completely, don’t focus on kaz, but how it gets there. There’s no minion control in druid, just ramp and spell generated minions to contest board. This is where paladin shines. Play troggs, play divine shields and the bridge. Druid doesn’t have the ability to stop you from snowballing, you get 5 turns no contest followed by kaz. Build a sticky board that gets bigger and bigger, turn 6 should be battlegrounds battlemaster to finish. Don’t forget well timed oh my yoggs to block overgrowth.
Hope that helps some of you, I’m playing both kaz decks but mainly priest so I know where the weaknesses are. Where both decks weaknesses aren’t though is face hunter and other aggro decks like elemental shaman. If you’re struggling now, rethink your deck play styles and tech slot choices.
That is a big assumption, try reading through the posts again. But I do get why you would think so.
I could also assume, that a lot of people are saying it is fine, because they don't want Kazakusan and its treasures to be more balanced, because it would ruin the fun they are having playing with it.
I am playing Kazakusan and counter decks. I get why Kazakusan decks are fun, but that kind of fun belongs in duels a non competitive format. Many of the treasures are too strong for standard, imho.
I am also thinking that it could be a good business model to place an OP card in the miniset and hope people buy the whole set and not just craft the one card. Later fix it with a balance patch and offer refund for the one card = profit. (⊙.⊙(☉̃ₒ☉)⊙.⊙)
It’s balanced because it is a much bigger condition than people realize and the treasures are very powerful but not too strong. Spells that cost 8-10 mana are supposed to end games, and really, there’s only two spells that end the game right then. People think they are too strong because they are used to a meta where control decks didn’t have a consistent game changing threat at turn 6 and can close out games before turn 10. This is similar to bolner shaman if the requirements weren’t play 2 corrupted cards and have 3 cards in hand; but instead were play one corrupted card and have no other minions. You still have to survive long enough to play everything.
I’m going to reiterate, if you think the deck is unfair, re-evaluate what your decks and play styles do. This is simply a strong control deck that isn’t nearly as greedy as previous iterations. The power level isn’t near the power level of the last degenerate rogue or handlock before demon seed nerf. It’s probably about the same as owl lock before the rod nerf, but definitely weaker to interruption.
We disagree..
I strongly disagree with that statement.
Its fine if you're having fun with the card man, but that sentence is all kinds of wrong. Playing no minions in Priest/Druid is arguably a plus cuz it makes tutoring Kaz easier, its not even a real trade-off for them. I see no problem with powerful payoffs as long as the price for them is right, and rn its far too cheap.
Also wasnt the point of Kaz to make ppl start playing dragons? Why is it an Elysiana on hyper steroids? Very confusing theme and design.
You can disagree, but that is sentiment from game designers at blizz. High cost spells need to be impactful and be a way to end games. This has been their design philosophy since the beginning, what is pyroblast for if not to end the game? This is on top of a restrictive, highly telegraphed and counterable deck at 8-10 mana.
If the point was to start playing dragons, there would be other, better dragons. If you are playing this like elysiana, then you are missing the point of upgraded tools and fatigue isn’t an option anymore. Control decks are no longer boom warrior elysiana. I stand by it, the treasures aren’t OP because of the conditions to meet it and their variance. Embers of rag and locusts hit like a truck, but if you let kaz decks go that far, that’s what happens. The other treasures are highly situational, with some costing a ton of mana and not winning. They shouldn’t touch this card and if you are having trouble playing against it, change your strategy. There is finally a control deck that is relevant, Hunter isn’t going to work.
The point of Elysiana was to be an anti-fatigue tech, not to prolong the game almost indefinitely (otherwise they'd not have bumped it to 9 mana).. Many times before have devs overlooked stuff and cards ended up not being used for their intended purposes, I believe Kaz is another such case.
Also the bolded sentence is just.. WTF? Bolner/Quest Shaman? Ramp Druid? Questlock? Fel DH? Those were all relevant control decks seeing play b4 the miniset..
Plenty of 8-10 mana spells, that does not end games, but merely resets the board/game DOOM! Shield Shatter Plague of Death Tree of Life and Twisting Nether.
Void Contract Tidal Wave Power Word: Fortitude Glacial Mysteries Demonbolt are pretty far from being game ending.
And the impact of Mind Control Puzzle Box of Yogg-Saron Rune of the Archmage Zerek's Cloning Gallery Cenarion Ward Deep Freeze Free From Amber Guardian Animals is debatable and random.
Spells that has a good potential to win you the game when cast within that mana range is limited to Nagrand Slam Pyroblast Survival of the Fittest and Gift of the Wild (if you have a board) Dinosize (if you have a minion) Inner Demon Power of Creation and to be nice we can include Call of the Wild
So I don't give much for your claim that its the developers philosophy, that 8-10 mana cost spells should end games. Be impactful of course, but not gaming winning more or less on their own.