Kazakusan should also remplace whatever cards u have left (Up to 10 cards) with treasure. The card should not just give u 10 New cards when u r out of cards. A 40 card deck should never be a thing in HS.
More than 30 cards in a deck has been a thing for every class several times before and plenty other decks play way more than the 30 cards they start with. Kazakusan was designed to provide late game lethality and fatigue protection
Forgive me if im wrong but i dont think u understand what i meant. Yes discover effect gives u more than the initial 30 cards u Play with, however they dont just add brand New cards un ur empty deck preventing fatigue. In the past all those cards with same effect like Jade Idol or Elysia to name of few have ALL been problematic to the point that specific counter, like Geist, needed to be printed. The cnd of Kazakusan is entirely ignored and OP is right with His start of game cnd nerf.
I agree that it is a Win cnd for the deck but the card should force u to Play it before having zéro cards in ur deck is all im saying.
I would love to hear more of ur thought. I Might have over looked détails as well
Some of these I feel are overdue especially for Warrior and Druid. I'm not saying all of these nerfs need to happen but I would be happy with any combination of these
Kazakusan At the Start of the Game: if you have at least 5 dragons in your deck, Battlecry: craft a custom deck of treasures (I know this nerf is very unlikely because they don't usually change cards this drastically)
Quest Hunter:
Defend the Dwarven District All stages of the quest require dealing damage with 3 spells instead of two OR the second stage only reduces the cost of the hero power to 1 mana
Azsharan Mooncatcher / Sunken Mooncatcher make sunken mooncatcher summon another sunken mooncatcher and not a copy. This prevents Lightforged Cariel from being able to drop two heavily buffed minions for the price of one. Hearthstone has had a history of changing cards to operate this way.
Guff is the biggest problem in Druid. It should cost 8 mana at least.
Kaz should not even exist. I hate that card. It's an amazing quest reward without even needing to play a quest.
Seafloor Gateway is also a stupid card. There is a larger problem here. You may have noticed the same problems arise every expansion. Indeed, even every "fresh" Hearthstone year. Why? Because the development team is awful. They continue to go back to the same idea that ruins the game every time - mana cheating. If they just did away with it, 90% of our problems would be gone. Games would feel fair.
Instead, each class tries to figure out the biggest scam possible to win. With Priest, it's now switcheroo. With Mage, it's Gateway and the Naga that lets you basically win games on turn 5 (if you can pull it off.) In Warrior it's the early game pirates and the canoneer which are massively overvalued for their mana cost. In Hunter it's harpoon gun which can allow massive swing turns.
Prior to this it was Octobot and Incanter's Flow. Then it was the Warlock weapon. And then it was lightning bloom allow Shaman and Druid to pull off ridiculous early-game blowouts.
There is always something like this ruining the game.
Kazakusan should also remplace whatever cards u have left (Up to 10 cards) with treasure. The card should not just give u 10 New cards when u r out of cards. A 40 card deck should never be a thing in HS.
More than 30 cards in a deck has been a thing for every class several times before and plenty other decks play way more than the 30 cards they start with. Kazakusan was designed to provide late game lethality and fatigue protection
Forgive me if im wrong but i dont think u understand what i meant. Yes discover effect gives u more than the initial 30 cards u Play with, however they dont just add brand New cards un ur empty deck preventing fatigue. In the past all those cards with same effect like Jade Idol or Elysia to name of few have ALL been problematic to the point that specific counter, like Geist, needed to be printed. The cnd of Kazakusan is entirely ignored and OP is right with His start of game cnd nerf.
I agree that it is a Win cnd for the deck but the card should force u to Play it before having zéro cards in ur deck is all im saying.
I would love to hear more of ur thought. I Might have over looked détails as well
I’m not sure what you think is unfair. Having more than 30 cards is done with discover, elysiana, jades, yshaarj, evoke, kingsbane…. The list goes on because this has been a thing in HS since GvG. If preventing fatigue is the problem, several of the previously mentioned cards do that too, also the demon seed…
If I’m reading your post right, you want the effect to be like deck of lunacy, but only up to 10 cards. You’re suggestion for making Kazakusan fair is for it to be a finisher card that costs 8 mana, does nothing to the board when cast and changes whatever cards you have left. Just say delete Kazakusan because that change makes the card unplayable. Blizz gave Druid ramp and crazy draw and this is the payoff for having 20 mana. Kazakusan is working exactly how Blizz wanted it to work and designed it to work. The idea that Kazakusan would be a fatigue control tool like elysiana in Dr. Boom mirror matches ignores the increased power level and value of the treasures. This makes me think that your problem with Kazakusan is the same as 99% of people complaining on this board: it’s no fun to be killed by embers of ragnaros.
Some of these I feel are overdue especially for Warrior and Druid. I'm not saying all of these nerfs need to happen but I would be happy with any combination of these
Kazakusan At the Start of the Game: if you have at least 5 dragons in your deck, Battlecry: craft a custom deck of treasures (I know this nerf is very unlikely because they don't usually change cards this drastically)
Quest Hunter:
Defend the Dwarven District All stages of the quest require dealing damage with 3 spells instead of two OR the second stage only reduces the cost of the hero power to 1 mana
Azsharan Mooncatcher / Sunken Mooncatcher make sunken mooncatcher summon another sunken mooncatcher and not a copy. This prevents Lightforged Cariel from being able to drop two heavily buffed minions for the price of one. Hearthstone has had a history of changing cards to operate this way.
Twin-fin Fin Twin summon another Twin-fin instead of a copy. Same reasoning as the paladin card.
Such a dumb ideas
Then could you elaborate on why they are dumb or do you have any suggestions to make them better? I'm all ears, I know people have better ideas than I do in certain areas and I'd love to hear them.
It wasn't me who called the above suggestions dumb, but here is my take as to why I don't like them:
Quest Warrior is not such a great deck and no nerfs are warranted. Once other, new decks also get optimized (Quest Warrior was super easy to build the perfect 30 already on day 1) it's win rate will drop. Sure we could nerf Defias Cannoneer or something to address people's feelings, noone will be sad to see less of this stupid boring deck anyway.
Guff at 6 might be a fair adjustment actually, but Kazakusan is not a problem. Druid's ramp makes him a problem (see how fair he is in all other Kazakusan decks that have appeared at some point in time)
Mech Mage is not an OP deck either, although the play pattern of Seafloor Gateway into Mecha-Shark + a million mechs is a bit stupid and the kind of thing that should get nerfed if it is ever too good or too popular. But it's too early to tell
Mech Paladin is not even a good deck right now, I don't see why we should nerf the only mildly strong thing they have going as a deck
Scam Switcheroo Priest is a meme (in standard). It is a stupid deck, but it is not a good one so it's playrate should drop to almost 0%, no need to address anything. Also Twin-Fin is supposed to be a payoff for handbuff murloc decks (like Warlock), changing him defeats the whole point of the card.
The question isn't if Pirate Warrior gets nerfed it when...at the mid-tiers its around a 60%+ winrate but the real reason...Blizzard doesn't like "old" decks being tier 1 because that gives people a reason not to buy "new" packs for decks. Its going to happen sooner than later.
Most likely the Quest will go to 3/3/3 pirates. I don't like Mr. Smite and it should have been obvious that was a terrible designed card to begin with. The problem with smite isn't the charge from hand its the charge when cheated out. Making this a battlecry will remove this issue and will drastically reduce the win rate but I would make the above changes first and if still a problem consider a battlecry.
Other than that there isn't too many things in standard out of line. Mechs are still a bit strong because they can generate resources too much but bumping up Amalgamation to 3 will actually do wonders because its a great mana glut for these decks but also helps nerf the pirate warrior above. I wouldn't touch anything else with Mechs outside bumping Amal to 3 at the current time.
Still its not a "good" deck but I am concerned with Switcharoo. Its a terribly designed card to where its basically a coin flip if your combo works or not. I am not saying nerf it (for wild they just need to remove boar) but I just want to say this was a dumb designed card and going to hurt priest in the long run because its going to limit their design space and the class is already having some issues outside gimmick decks. This card really needs to be re-evaluated because its going to end up hurting the class more in the long run
Switcheroo is one of my favorite designed cards. It is great targeted draw and it rewards having diverse stats and silencing. The gimmick decks are bad and not a good card to build a deck around. However, drawing Valishj and shellfish off it, then silencing shellfish back to a 7/7 and dropping valishj is so satisfying. This card gives the deck plasticity as valishj can be a combo piece for the finisher or just good tempo. Nerfing switcheroo would hurt this deck and future decks that use a similar amount of priest trickery, and it’s not worth it because of a troll deck that hardly anyone plays and rarely wins.
Guff - up the mana cost and reduce max crystals to 15 (as has been said I don't feel Kazakusan is the issue, having the ability to draw and play everything is, which is what Guff allows you to do)
Cannoneer - 2 to 1 damage
Mr Smite - Rush
Mech Shark - minions only
Switcheroo - same effect, but minions that cost (3) or less
One of those strategies leads to a decent win rate control deck that stomps all over druids. The other strategy has the lowest win rate of decks right now and is hard countered by silence, removal or even taunts. Wild is wild, but deathwing surfer twins is just bad and people will stop playing bad decks eventually. If switcheroo gets a nerf, prepare for unmitigated druidstone because switcheroo is a key piece in shutting down Kazakusan and the highest power, meta-shaping deck right now.
Forgive me if im wrong but i dont think u understand what i meant. Yes discover effect gives u more than the initial 30 cards u Play with, however they dont just add brand New cards un ur empty deck preventing fatigue. In the past all those cards with same effect like Jade Idol or Elysia to name of few have ALL been problematic to the point that specific counter, like Geist, needed to be printed. The cnd of Kazakusan is entirely ignored and OP is right with His start of game cnd nerf.
I agree that it is a Win cnd for the deck but the card should force u to Play it before having zéro cards in ur deck is all im saying.
I would love to hear more of ur thought. I Might have over looked détails as well
Wait so you think Kaz's biggest issue is that he extends fatigue? Are you for real?
Such a dumb ideas
Defias Cannoneer and Stormind Freebooter are long due. I don’t know why Blizzard refuses to touch these cars
Kazakusan: If all minions in your deck are dragons, select 10 treasures and shuffle them into your deck.
Oh so now we are BUFFING Kaz? This thread is pure gold.
Guff is the biggest problem in Druid. It should cost 8 mana at least.
Kaz should not even exist. I hate that card. It's an amazing quest reward without even needing to play a quest.
Seafloor Gateway is also a stupid card. There is a larger problem here. You may have noticed the same problems arise every expansion. Indeed, even every "fresh" Hearthstone year. Why? Because the development team is awful. They continue to go back to the same idea that ruins the game every time - mana cheating. If they just did away with it, 90% of our problems would be gone. Games would feel fair.
Instead, each class tries to figure out the biggest scam possible to win. With Priest, it's now switcheroo. With Mage, it's Gateway and the Naga that lets you basically win games on turn 5 (if you can pull it off.) In Warrior it's the early game pirates and the canoneer which are massively overvalued for their mana cost. In Hunter it's harpoon gun which can allow massive swing turns.
Prior to this it was Octobot and Incanter's Flow. Then it was the Warlock weapon. And then it was lightning bloom allow Shaman and Druid to pull off ridiculous early-game blowouts.
There is always something like this ruining the game.
I’m not sure what you think is unfair. Having more than 30 cards is done with discover, elysiana, jades, yshaarj, evoke, kingsbane…. The list goes on because this has been a thing in HS since GvG. If preventing fatigue is the problem, several of the previously mentioned cards do that too, also the demon seed…
If I’m reading your post right, you want the effect to be like deck of lunacy, but only up to 10 cards. You’re suggestion for making Kazakusan fair is for it to be a finisher card that costs 8 mana, does nothing to the board when cast and changes whatever cards you have left. Just say delete Kazakusan because that change makes the card unplayable. Blizz gave Druid ramp and crazy draw and this is the payoff for having 20 mana. Kazakusan is working exactly how Blizz wanted it to work and designed it to work. The idea that Kazakusan would be a fatigue control tool like elysiana in Dr. Boom mirror matches ignores the increased power level and value of the treasures. This makes me think that your problem with Kazakusan is the same as 99% of people complaining on this board: it’s no fun to be killed by embers of ragnaros.
Then could you elaborate on why they are dumb or do you have any suggestions to make them better? I'm all ears, I know people have better ideas than I do in certain areas and I'd love to hear them.
Google search: Is Hearthstone free to play?
It wasn't me who called the above suggestions dumb, but here is my take as to why I don't like them:
That comment wasn't directed at you in the quote box it was someone with the name user-#######
Google search: Is Hearthstone free to play?
I know, I just took the opportunity to express my view on the nerf suggestions
The question isn't if Pirate Warrior gets nerfed it when...at the mid-tiers its around a 60%+ winrate but the real reason...Blizzard doesn't like "old" decks being tier 1 because that gives people a reason not to buy "new" packs for decks. Its going to happen sooner than later.
Most likely the Quest will go to 3/3/3 pirates. I don't like Mr. Smite and it should have been obvious that was a terrible designed card to begin with. The problem with smite isn't the charge from hand its the charge when cheated out. Making this a battlecry will remove this issue and will drastically reduce the win rate but I would make the above changes first and if still a problem consider a battlecry.
Other than that there isn't too many things in standard out of line. Mechs are still a bit strong because they can generate resources too much but bumping up Amalgamation to 3 will actually do wonders because its a great mana glut for these decks but also helps nerf the pirate warrior above. I wouldn't touch anything else with Mechs outside bumping Amal to 3 at the current time.
Still its not a "good" deck but I am concerned with Switcharoo. Its a terribly designed card to where its basically a coin flip if your combo works or not. I am not saying nerf it (for wild they just need to remove boar) but I just want to say this was a dumb designed card and going to hurt priest in the long run because its going to limit their design space and the class is already having some issues outside gimmick decks. This card really needs to be re-evaluated because its going to end up hurting the class more in the long run
Switcheroo is one of my favorite designed cards. It is great targeted draw and it rewards having diverse stats and silencing. The gimmick decks are bad and not a good card to build a deck around. However, drawing Valishj and shellfish off it, then silencing shellfish back to a 7/7 and dropping valishj is so satisfying. This card gives the deck plasticity as valishj can be a combo piece for the finisher or just good tempo. Nerfing switcheroo would hurt this deck and future decks that use a similar amount of priest trickery, and it’s not worth it because of a troll deck that hardly anyone plays and rarely wins.
Hunter and Warrior quest - banned in Wild
Guff - up the mana cost and reduce max crystals to 15 (as has been said I don't feel Kazakusan is the issue, having the ability to draw and play everything is, which is what Guff allows you to do)
Cannoneer - 2 to 1 damage
Mr Smite - Rush
Mech Shark - minions only
Switcheroo - same effect, but minions that cost (3) or less
what the card is actually used for:
One of those strategies leads to a decent win rate control deck that stomps all over druids. The other strategy has the lowest win rate of decks right now and is hard countered by silence, removal or even taunts. Wild is wild, but deathwing surfer twins is just bad and people will stop playing bad decks eventually. If switcheroo gets a nerf, prepare for unmitigated druidstone because switcheroo is a key piece in shutting down Kazakusan and the highest power, meta-shaping deck right now.
None of the smart people that I follow are calling for a Mecha Shark nerf.