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.
Most of these ideas are pretty bad. You wanna buff Kazakusan, really? And like crazy buff him, make him the most absurd card in the history of Hearthstone. The Smite change would kill the card and while I'd like Smite killed, there are ways of making him balanced without that (for example, your OTHER Pirates have Charge). Guff could honestly go to 7-8, or have the Mana gain/draw removed from the initial Battlecry. Mecha-shark is fine if not combined with Seafloor Gateway, and if any Mech card needs a desperate nerf, it's Security Automaton (should probably only gain Attack). The Gateway could go up a mana or just say 'to a minimum of 1'. Nothing should be removed from Discover pools for sure. Changing the stats on Defias Cannoneer is pointless - we would end up with another Bloodsworn Mercenary or Alliance Bannerman. Also there is no need to change the Mooncatcher.
My BIG nerf I don't even wanna play right now cus of this card card is Poisonous on Pufferfin in Rogue, maybe my deck gets targeted more than others by that, but it seems BROKEN to me. Making Pufferfin 3 health might even be enough, Right now very few single removal cards kill it and that's a big problem cus it's must remove.
Twin-fin should summon another a twin fin, and honestly that fixes the most degenerate thing about Switeroo.
I don't think anything else is TOO terrible honestly.
Mech Mage and Quest Hunter could use a little toning down. Mostly RNG tho. Reduce the odds to get Gorehowl and Smite for Hunter and Gaia and Mecha-Shark for mage off of random stuff and I'd be happy.
Kaz Druid could use some slowing down. I'd make that card that summons copies of low cards ignore cost reduction so they couldnt double giant or 1/1 that gets all the effects.
Most of these ideas are pretty bad. You wanna buff Kazakusan, really? And like crazy buff him, make him the most absurd card in the history of Hearthstone. The Smite change would kill the card and while I'd like Smite killed, there are ways of making him balanced without that (for example, your OTHER Pirates have Charge). Guff could honestly go to 7-8, or have the Mana gain/draw removed from the initial Battlecry. Mecha-shark is fine if not combined with Seafloor Gateway, and if any Mech card needs a desperate nerf, it's Security Automaton (should probably only gain Attack). The Gateway could go up a mana or just say 'to a minimum of 1'. Nothing should be removed from Discover pools for sure. Changing the stats on Defias Cannoneer is pointless - we would end up with another Bloodsworn Mercenary or Alliance Bannerman. Also there is no need to change the Mooncatcher.
Forgot to add the battlecry text. Not a start of game effect but a start of game condition for when it's played
Removing or reducing Mecha-Shark from the discoverable pool or removing the tag is way to heavy handed and not something they've done before. It could definitely use some tuning, but the whole Mech package in general is incredibly strong. Security Automaton gets way out of hand.
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So you're saying Blizzard needs to nerf Spammy the Pirate the card with "Battlecry: Scam People into giving you money"
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.
Removing or reducing Mecha-Shark from the discoverable pool or removing the tag is way to heavy handed and not something they've done before. It could definitely use some tuning, but the whole Mech package in general is incredibly strong. Security Automaton gets way out of hand.
They've made spells and minions that discover unable to discover themselves before. This wouldn't be much different from that. They reduced the discover rate of Archivist Elysiana to discover herself until they removed that ability completely.
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
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.
It already does that. as I've stated in an earlier comment it's a conditional effect for the battlecry to work. the card still has to be play on the board but the condition of at least 5 dragons has to be met at the start of the game.
Removing or reducing Mecha-Shark from the discoverable pool or removing the tag is way to heavy handed and not something they've done before. It could definitely use some tuning, but the whole Mech package in general is incredibly strong. Security Automaton gets way out of hand.
They've made spells and minions that discover unable to discover themselves before. This wouldn't be much different from that. They reduced the discover rate of Archivist Elysiana to discover herself until they removed that ability completely.
Making a card unable to discover itself or even reducing the chance of it is different than outright taking a card out of the pool of another discover minion. That would technically be a nerf to all cards that can discover that particular card and again, not something they've ever done. Cards not being able to discover themselves was so they couldn't go infinite, but those cards can still be discovered by discovery effects not generated by themselves.
I think Guff needs a much bigger nerf than what you suggest, OP. The card is pretty much singlehandedly limiting slower playing styles in every other class. Why play a slower deck when Druid will beat you pretty much every time? I think he should set the mana cap of both players to 20 and also cost 6 mana.
I think Guff needs a much bigger nerf than what you suggest, OP. The card is pretty much singlehandedly limiting slower playing styles in every other class. Why play a slower deck when Druid will beat you pretty much every time? I think he should set the mana cap of both players to 20 and also cost 6 mana.
Quest priest will beat every slow deck in the game it has the best win condition in a slow matchup and druid can put up great pressure but all priest has to do is control the board. This mill priest and warlock decks might also have a chance against it. I personally think giving the other player a max mana pool of 20 is ridiculous but druid would still get to 20 mana faster so i see your point.
Mecha Shark -> "enemies" changed to "enemy minions"
Smite -> pirates have rush
Switcheroo -> changed to health swap instead of both stats, this card is just always going to be degenerate blowing people out of games with cheese early game scenarios
Guff -> 12 mana max, changed to 4 mana. Big hit I know but 20 mana turns are just not possible to balance, ever
Quest warrior will still be super strong and mech mage will still have unending discover value, and I think they'd still be the top decks just a little less overwhelming. I have a feeling naga mage is just as strong as mech, but a small bit harder to pilot the deck so it's not seen much. Spitelash siren is honestly one of the most broken cards in standard rn.
Make quest warrior stages 3/2/2 but UNIQUE PIRATES. This naturally slows the deck down and gives room for a reno or control p warr which should be welcomed by the community.
Mecha Shark: Remove the mech tag and change text to “play a mech” over summon a mech.
Switcheroo: Switches mana costs and stats (Twin fin would be a 10 mana 12/12 rush that summons another 12/12 rush, deathwing 3 mana 1/1 powerful battlecry. Much better design and opens new ideas up for priests looking to cheat out impactful battlecries.
Kazakusan: If you have played 6 dragons this game. Hooktusk but for dragons basically.
Quest Hunter: cap the hero power spam to 3 per turn (they have this mechanic in BGS and maybe it can be implemented in the standard format).
Guff: Dont give full mana crystals (rn guff is basically 4 mana and the ramp option of the hero power is one mana) and make the card cost 6 to begin with.
The problem for balance changes this meta is it's hard to pinpoint precise problems. A lot of cards like mech minions wouldn't even be problems if not support from the rest of the minion type. If not for galvanizer and mechwarper in wild shark wouldn't be an issue at all. Maybe change both warper and Galvanizer to reducing the mechs cost in hand by 1 but not less than 1 would help slow things down a tad.
Pirates are a problem of course but instead of hitting the whole tribe I think nerfs to Smite and Raid the Docks (again!) would help the cause alot. Even if all 3 tiers of Raid the Docks were at 3 each it's still way to easy to complete. Maybe nerf it so first tier is 4 pirates and second two stages you have to play 3 pirates each.
Smite changes his "Charge" and other Pirates "Charge" to both "Rush" each.
I've been playing decks with Wildheart Guff for months now and I completely agree that this card is bonkers. The fact that you get ramp (which actually refunds 1 Mana when used), card draw and up to 20 Mana per turn is just insane. In Druid vs Druid matchups the Druid who draws Guff first tends to just win. The card is simply OP and polarizing.
Mr. Smite is also just terrible. As a standalone card I could deal with it at least a bit, but as a random pirate from the ship or the new colossal minion it's just become one of the most toxic cards ever. Horrible design that leads to horrible coinflip wins.
Switcheroo is a fun concept, but after facing a board with two 12/12 minions on turn 4 I have to say this is just stupid. Even if the deck has a poor winrate, this is just a terrible experience.
I like this expansion overall, but some of the cards recently are just so unbalanced, it's crazy! I dearly hope Blizzard will do something about these cards that are just way too strong. It's never healthy when cards are so polarizing.
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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
Quest Warrior:
Raid the Docks final stage of quest requires 3 pirates
Defias Canoneer change to 2/2 3 mana or 3/3 4 mana
Mr. Smite Your Pirates have Rush
Druid:
Wildheart Guff costs 6 mana up from 5
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
Mech Mage:
Mecha-Shark Reduce or remove from discoverable cards Deeprun Engineer, Amalgam of the Deep, and Gorillabot A-3 OR remove Mecha-Shark from mech tribe so Mage only gets 2 copies.
Seafloor Gateway costs 4 mana instead of 3
Mech Paladin:
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.
Switcheroo Priest:
Switcheroo costs 4 mana up from 3
Twin-fin Fin Twin summon another Twin-fin instead of a copy. Same reasoning as the paladin card.
Google search: Is Hearthstone free to play?
Most of these ideas are pretty bad. You wanna buff Kazakusan, really? And like crazy buff him, make him the most absurd card in the history of Hearthstone. The Smite change would kill the card and while I'd like Smite killed, there are ways of making him balanced without that (for example, your OTHER Pirates have Charge). Guff could honestly go to 7-8, or have the Mana gain/draw removed from the initial Battlecry. Mecha-shark is fine if not combined with Seafloor Gateway, and if any Mech card needs a desperate nerf, it's Security Automaton (should probably only gain Attack). The Gateway could go up a mana or just say 'to a minimum of 1'. Nothing should be removed from Discover pools for sure. Changing the stats on Defias Cannoneer is pointless - we would end up with another Bloodsworn Mercenary or Alliance Bannerman. Also there is no need to change the Mooncatcher.
My BIG nerf I don't even wanna play right now cus of this card card is Poisonous on Pufferfin in Rogue, maybe my deck gets targeted more than others by that, but it seems BROKEN to me. Making Pufferfin 3 health might even be enough, Right now very few single removal cards kill it and that's a big problem cus it's must remove.
Twin-fin should summon another a twin fin, and honestly that fixes the most degenerate thing about Switeroo.
I don't think anything else is TOO terrible honestly.
Mech Mage and Quest Hunter could use a little toning down. Mostly RNG tho. Reduce the odds to get Gorehowl and Smite for Hunter and Gaia and Mecha-Shark for mage off of random stuff and I'd be happy.
Kaz Druid could use some slowing down. I'd make that card that summons copies of low cards ignore cost reduction so they couldnt double giant or 1/1 that gets all the effects.
Forgot to add the battlecry text. Not a start of game effect but a start of game condition for when it's played
Google search: Is Hearthstone free to play?
Removing or reducing Mecha-Shark from the discoverable pool or removing the tag is way to heavy handed and not something they've done before. It could definitely use some tuning, but the whole Mech package in general is incredibly strong. Security Automaton gets way out of hand.
So you're saying Blizzard needs to nerf Spammy the Pirate the card with "Battlecry: Scam People into giving you money"
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.
They've made spells and minions that discover unable to discover themselves before. This wouldn't be much different from that. They reduced the discover rate of Archivist Elysiana to discover herself until they removed that ability completely.
Google search: Is Hearthstone free to play?
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
It already does that. as I've stated in an earlier comment it's a conditional effect for the battlecry to work. the card still has to be play on the board but the condition of at least 5 dragons has to be met at the start of the game.
Google search: Is Hearthstone free to play?
Making a card unable to discover itself or even reducing the chance of it is different than outright taking a card out of the pool of another discover minion. That would technically be a nerf to all cards that can discover that particular card and again, not something they've ever done. Cards not being able to discover themselves was so they couldn't go infinite, but those cards can still be discovered by discovery effects not generated by themselves.
I think Guff needs a much bigger nerf than what you suggest, OP. The card is pretty much singlehandedly limiting slower playing styles in every other class. Why play a slower deck when Druid will beat you pretty much every time? I think he should set the mana cap of both players to 20 and also cost 6 mana.
its true, extreme aggro simple decks like pirate ruin the experience for others, but thats what they want. they dont want to nerf them too hard,
Quest priest will beat every slow deck in the game it has the best win condition in a slow matchup and druid can put up great pressure but all priest has to do is control the board. This mill priest and warlock decks might also have a chance against it. I personally think giving the other player a max mana pool of 20 is ridiculous but druid would still get to 20 mana faster so i see your point.
Google search: Is Hearthstone free to play?
Mecha-Shark -> Mecha-Sharrrrck. Now it's a pirate.
Mecha Shark -> "enemies" changed to "enemy minions"
Smite -> pirates have rush
Switcheroo -> changed to health swap instead of both stats, this card is just always going to be degenerate blowing people out of games with cheese early game scenarios
Guff -> 12 mana max, changed to 4 mana. Big hit I know but 20 mana turns are just not possible to balance, ever
Quest warrior will still be super strong and mech mage will still have unending discover value, and I think they'd still be the top decks just a little less overwhelming. I have a feeling naga mage is just as strong as mech, but a small bit harder to pilot the deck so it's not seen much. Spitelash siren is honestly one of the most broken cards in standard rn.
dont let them discover Legendarys!... fixed
Make quest warrior stages 3/2/2 but UNIQUE PIRATES. This naturally slows the deck down and gives room for a reno or control p warr which should be welcomed by the community.
Mecha Shark: Remove the mech tag and change text to “play a mech” over summon a mech.
Switcheroo: Switches mana costs and stats (Twin fin would be a 10 mana 12/12 rush that summons another 12/12 rush, deathwing 3 mana 1/1 powerful battlecry. Much better design and opens new ideas up for priests looking to cheat out impactful battlecries.
Kazakusan: If you have played 6 dragons this game. Hooktusk but for dragons basically.
Quest Hunter: cap the hero power spam to 3 per turn (they have this mechanic in BGS and maybe it can be implemented in the standard format).
Guff: Dont give full mana crystals (rn guff is basically 4 mana and the ramp option of the hero power is one mana) and make the card cost 6 to begin with.
:)
https://hsreplay.net/replay/27u2NJTZZJgToJ6k6n5BTM
The problem for balance changes this meta is it's hard to pinpoint precise problems. A lot of cards like mech minions wouldn't even be problems if not support from the rest of the minion type. If not for galvanizer and mechwarper in wild shark wouldn't be an issue at all. Maybe change both warper and Galvanizer to reducing the mechs cost in hand by 1 but not less than 1 would help slow things down a tad.
Pirates are a problem of course but instead of hitting the whole tribe I think nerfs to Smite and Raid the Docks (again!) would help the cause alot. Even if all 3 tiers of Raid the Docks were at 3 each it's still way to easy to complete. Maybe nerf it so first tier is 4 pirates and second two stages you have to play 3 pirates each.
Smite changes his "Charge" and other Pirates "Charge" to both "Rush" each.
Change switcharoo so it only swaps mana costs.
I've been playing decks with Wildheart Guff for months now and I completely agree that this card is bonkers. The fact that you get ramp (which actually refunds 1 Mana when used), card draw and up to 20 Mana per turn is just insane. In Druid vs Druid matchups the Druid who draws Guff first tends to just win. The card is simply OP and polarizing.
Mr. Smite is also just terrible. As a standalone card I could deal with it at least a bit, but as a random pirate from the ship or the new colossal minion it's just become one of the most toxic cards ever. Horrible design that leads to horrible coinflip wins.
Switcheroo is a fun concept, but after facing a board with two 12/12 minions on turn 4 I have to say this is just stupid. Even if the deck has a poor winrate, this is just a terrible experience.
I like this expansion overall, but some of the cards recently are just so unbalanced, it's crazy! I dearly hope Blizzard will do something about these cards that are just way too strong. It's never healthy when cards are so polarizing.