Half of these nerfs are targetting decks that need no nerf (mech pally? Really?)
Mech pally is broken as hell. It's way better than mech mage. Radar drawing 3-4 cards on average for 2 mana is ridiculous. Leviathan wins games on it's own in tempo match-ups. How does somebody catch up to someone who puts 8 mana of stats in minions on the board and does 8 damage to the enemy while developing their hand? Bubble Bot is also insane with buffed paladin minions.
The druid nerfs completely take the edge off of a deck that is way too efficient. Aquatic Form and Moonlit Guidance have no business being as cheap as they are. They're actually balanced at 1 mana and 3 mana respectively.
Swordfish as a 3 mana 4/3 is crazy too. It's not as big an issue as other things are, but it's not really great either.
Like literally everyone acts like 1 mana nerfs to make things a little less high roll-y and maybe bring the power creep down a bit will kill the game somehow?
Mech Pally has two clear weaknesses, which is relying on the board for everything and no early comeback mechanics. You clear their board early and they are very far behind. Bubble bot doubles down on this weakness, cant play it if their board is weak/cleared.
Decks that are strong but have clear weaknesses are fine. Nerfs are only needed for decks with no weaknesses (ramp druid), or that harm the overall ladder experience (switcheroo BS and pirate warrior destroying lower ranks).
1 mana increase can be the whole reason a card is playable or not, countless examples of this happened throughout HS history. If you slow everything down by 1 mana, whatever is not as punished by this nerf will just take over the game and nothing else will be good enough to challenge it.
Paladin being board-based is offset by how crazy the boards it puts out are, and the card draw lets them refill repeatedly. Leviathan also offsets the weakness you're talking about. Paladin can completely turn the game back around with Leviathan. Which it also can tutor for (though that'll get more difficult with each expansion I guess). Like sure, Bubble Bot needs a board, but if they have a board it protects it. Meaning they're no longer vulnerable to it. Bubble Bot also has a lot of stats for a board-wide effect card.
Like the fact that Mech Paladin loses sometimes to control decks that clear it at the right time doesn't make it less broken in other match-ups.
And yes, it makes decks weaker, but that's the point. There's no reason that Druid needs better cantrip and card draw effects than every other class. They reduced the power of card draw in *every* other class -- except Druid. Druid has 5 or 6 viable card draw cards and a lot of them are extremely cheap. That's where they should hit druid, at least initially. Aquatic Form, Moonlit Guidance and Jerry-Rigged Carpenter. Like why is Aquatic Form 0 mana? The Rogue card is 1 mana, Tracking is 1 mana. Why is Aquatic Form 0?
Then if Druid is still a problem -- hit Guff for 1 mana. Then if it's STILL a problem, hit it's recovery, because Druid historically used to have the weakness that it could ramp ahead, but was vulnerable if the opponent played for board, but now it can just immediately catch up and get ahead with extra mana.
Seafloor Gateway just enables really degenerate swing turns. 3 mana for draw a card and a potentially full hand discount is a little too cheap.
I think mecha shark and quest warrior are the only real issues currently snowfall guardian is crazy but a silence counters it quite well. Ramp Druid is strong but definitely beatable guff might be a little overtuned quest hunter will overrun the meta if the aggro is needed so I’d honestly nerf it too just to be safe. I think questlines have caused a lot of issues and I can’t wait for the rotation
I would like the warrior nerf to be some combination of small nerfs to warrior pirates instead of or in addition to just slowing down the quest by one pirate. The 1/4 weapon could be a 1/3 or 1/2. Cannoneer could just hit once. The 5 damage spell should be 3 or 4. The rush guy goes back to 5 health. The deck is just 30 overstated cards put together.
Half of these nerfs are targetting decks that need no nerf (mech pally? Really?)
Mech pally is broken as hell. It's way better than mech mage. Radar drawing 3-4 cards on average for 2 mana is ridiculous. Leviathan wins games on it's own in tempo match-ups. How does somebody catch up to someone who puts 8 mana of stats in minions on the board and does 8 damage to the enemy while developing their hand? Bubble Bot is also insane with buffed paladin minions.
The druid nerfs completely take the edge off of a deck that is way too efficient. Aquatic Form and Moonlit Guidance have no business being as cheap as they are. They're actually balanced at 1 mana and 3 mana respectively.
Swordfish as a 3 mana 4/3 is crazy too. It's not as big an issue as other things are, but it's not really great either.
Like literally everyone acts like 1 mana nerfs to make things a little less high roll-y and maybe bring the power creep down a bit will kill the game somehow?
Mech Pally has two clear weaknesses, which is relying on the board for everything and no early comeback mechanics. You clear their board early and they are very far behind. Bubble bot doubles down on this weakness, cant play it if their board is weak/cleared.
Decks that are strong but have clear weaknesses are fine. Nerfs are only needed for decks with no weaknesses (ramp druid), or that harm the overall ladder experience (switcheroo BS and pirate warrior destroying lower ranks).
1 mana increase can be the whole reason a card is playable or not, countless examples of this happened throughout HS history. If you slow everything down by 1 mana, whatever is not as punished by this nerf will just take over the game and nothing else will be good enough to challenge it.
Paladin being board-based is offset by how crazy the boards it puts out are, and the card draw lets them refill repeatedly. Leviathan also offsets the weakness you're talking about. Paladin can completely turn the game back around with Leviathan. Which it also can tutor for (though that'll get more difficult with each expansion I guess). Like sure, Bubble Bot needs a board, but if they have a board it protects it. Meaning they're no longer vulnerable to it. Bubble Bot also has a lot of stats for a board-wide effect card.
Like the fact that Mech Paladin loses sometimes to control decks that clear it at the right time doesn't make it less broken in other match-ups.
And yes, it makes decks weaker, but that's the point. There's no reason that Druid needs better cantrip and card draw effects than every other class. They reduced the power of card draw in *every* other class -- except Druid. Druid has 5 or 6 viable card draw cards and a lot of them are extremely cheap. That's where they should hit druid, at least initially. Aquatic Form, Moonlit Guidance and Jerry-Rigged Carpenter. Like why is Aquatic Form 0 mana? The Rogue card is 1 mana, Tracking is 1 mana. Why is Aquatic Form 0?
Then if Druid is still a problem -- hit Guff for 1 mana. Then if it's STILL a problem, hit it's recovery, because Druid historically used to have the weakness that it could ramp ahead, but was vulnerable if the opponent played for board, but now it can just immediately catch up and get ahead with extra mana.
Seafloor Gateway just enables really degenerate swing turns. 3 mana for draw a card and a potentially full hand discount is a little too cheap.
None of that is enough to nerf Mech Paladin. Again, I will repeat: decks that are strong but have weaknesses are fine.
If the deck is strong against what you're playing but loses hard to other strategies, sry but it sounds like a you problem.
Ramp Druid deserves a nerf cuz theres no clear weakness in their strategy to exploit. Earthen Scales/Scales of Onyxia counters aggro, priestess + giants + ivus counters combo and Kazakuzan counters control, not to mention they have the tutor/card draw to make it all happen every game, the deck is foolproof.
If Ramp Druid was weak to at least one other strategy itd be fine, but since its weakest matchup is the mirror, a nerf bat is the only option. A VERY different situation than mech paladin/mage.
- Switcheroo - Shelfish / naval mine - Oracle of Elune : should not work on discounted minions
Good point on Elune - it's a card that does a lot for aggro druid, it really shouldn't be exploitable for these new synergies. And it could even be modified a bit crazier like: - at the end of turn, summon copies of all minions with cost 2 or less (negates the reduced play cost, though disables any double rush strategies, which is fine by me) - after you play a minion that costs 2 or less, summon a 2/2 copy of it (shuts down Ivus as a huge minion, keeps it as a potential taunt/divine shield/ rush option, and makes for ridiculous imp or other 1/1 card shenanigans which I haven't really thought through)
I know it's sunken city. But I hate this card called kazakusan. I am sure pufferfist will be 1 health reduced and the rogue shark weapon will get a Nerf too.
The Kazakuzan nerf is pretty clever. It doesnt really stop Ramp Druid from playing it, they will just take Druid of the Reef out and put Amalgam of the Deep in. If anything this hurts the aggro matchup more than the control one (cuz no DotR).
What it does do, however, is make Kaz a great option for other classes besides Druid, specially Warrior, Paladin and Priest, and THATS a game changer.
These classes are now able to play Kazakuzan faster than Druid cuz they possess better dragon support. Im very excited about Control Paladin now, the only thing holding it back was the druid matchup, now it should be 50/50. Dragon Priest could now be a thing as well, god knows the class needed something. Happy with the other changes too.
Only disappointment is the lack of buffs, warlock will remain unplayable until miniset it seems.
The Kazakuzan nerf is pretty clever. It doesnt really stop Ramp Druid from playing it, they will just take Druid of the Reef out and put Amalgam of the Deep in. If anything this hurts the aggro matchup more than the control one (cuz no DotR).
What it does do, however, is make Kaz a great option for other classes besides Druid, specially Warrior, Paladin and Priest, and THATS a game changer.
These classes are now able to play Kazakuzan faster than Druid cuz they possess better dragon support. Im very excited about Control Paladin now, the only thing holding it back was the druid matchup, now it should be 50/50. Dragon Priest could now be a thing as well, god knows the class needed something. Happy with the other changes too.
Only disappointment is the lack of buffs, warlock will remain unplayable until miniset it seems.
Im happy as well, wish they hit guff (just the refresh mana crystal part). Warlock has a history of getting toxic strategies that are too weak for a reason because when it gets more support/buffed its broken. Nobody enjoy dying to these curses no matter how bad the deck is. Bad design direction imo.
What would they have buffed in Warlock? :\ They can't buff the curse deck because it's an inevitable burn deck. Warlock already has some of the best removal in the game. Murlock is already a working deck. (Also hard to buff because it's a super snowball-y deck)
What would they have buffed in Warlock? :\ They can't buff the curse deck because it's an inevitable burn deck. Warlock already has some of the best removal in the game. Murlock is already a working deck. (Also hard to buff because it's a super snowball-y deck)
The curse spells could cost one less mana imo. Harder to justify buffing the curse minions cuz of Brann and Zola, but spells only have 3 mana Tamsin. Not to mention paying 4 mana to deal 4 dmg to a minion is WAY too pepega, dont care if it deals face dmg, it FEELS horrible.
Half of these nerfs are targetting decks that need no nerf (mech pally? Really?)
Mech pally is broken as hell. It's way better than mech mage. Radar drawing 3-4 cards on average for 2 mana is ridiculous. Leviathan wins games on it's own in tempo match-ups. How does somebody catch up to someone who puts 8 mana of stats in minions on the board and does 8 damage to the enemy while developing their hand? Bubble Bot is also insane with buffed paladin minions.
The druid nerfs completely take the edge off of a deck that is way too efficient. Aquatic Form and Moonlit Guidance have no business being as cheap as they are. They're actually balanced at 1 mana and 3 mana respectively.
Swordfish as a 3 mana 4/3 is crazy too. It's not as big an issue as other things are, but it's not really great either.
Like literally everyone acts like 1 mana nerfs to make things a little less high roll-y and maybe bring the power creep down a bit will kill the game somehow?
Mech Pally has two clear weaknesses, which is relying on the board for everything and no early comeback mechanics. You clear their board early and they are very far behind. Bubble bot doubles down on this weakness, cant play it if their board is weak/cleared.
Decks that are strong but have clear weaknesses are fine. Nerfs are only needed for decks with no weaknesses (ramp druid), or that harm the overall ladder experience (switcheroo BS and pirate warrior destroying lower ranks).
1 mana increase can be the whole reason a card is playable or not, countless examples of this happened throughout HS history. If you slow everything down by 1 mana, whatever is not as punished by this nerf will just take over the game and nothing else will be good enough to challenge it.
Paladin being board-based is offset by how crazy the boards it puts out are, and the card draw lets them refill repeatedly. Leviathan also offsets the weakness you're talking about. Paladin can completely turn the game back around with Leviathan. Which it also can tutor for (though that'll get more difficult with each expansion I guess). Like sure, Bubble Bot needs a board, but if they have a board it protects it. Meaning they're no longer vulnerable to it. Bubble Bot also has a lot of stats for a board-wide effect card.
Like the fact that Mech Paladin loses sometimes to control decks that clear it at the right time doesn't make it less broken in other match-ups.
And yes, it makes decks weaker, but that's the point. There's no reason that Druid needs better cantrip and card draw effects than every other class. They reduced the power of card draw in *every* other class -- except Druid. Druid has 5 or 6 viable card draw cards and a lot of them are extremely cheap. That's where they should hit druid, at least initially. Aquatic Form, Moonlit Guidance and Jerry-Rigged Carpenter. Like why is Aquatic Form 0 mana? The Rogue card is 1 mana, Tracking is 1 mana. Why is Aquatic Form 0?
Then if Druid is still a problem -- hit Guff for 1 mana. Then if it's STILL a problem, hit it's recovery, because Druid historically used to have the weakness that it could ramp ahead, but was vulnerable if the opponent played for board, but now it can just immediately catch up and get ahead with extra mana.
Seafloor Gateway just enables really degenerate swing turns. 3 mana for draw a card and a potentially full hand discount is a little too cheap.
None of that is enough to nerf Mech Paladin. Again, I will repeat: decks that are strong but have weaknesses are fine.
If the deck is strong against what you're playing but loses hard to other strategies, sry but it sounds like a you problem.
Ramp Druid deserves a nerf cuz theres no clear weakness in their strategy to exploit. Earthen Scales/Scales of Onyxia counters aggro, priestess + giants + ivus counters combo and Kazakuzan counters control, not to mention they have the tutor/card draw to make it all happen every game, the deck is foolproof.
If Ramp Druid was weak to at least one other strategy itd be fine, but since its weakest matchup is the mirror, a nerf bat is the only option. A VERY different situation than mech paladin/mage.
I literally just made the point that the cards I suggested nerfing cover the weakness that supposedly makes the deck okay. Mech Paladin is board based? It has a ton of refill. And it has a huge tempo swing card in Leviathan (8 board damage while playing 8 mana in stats, while discovering a card -- blows every other colossal out of the water). Now Holy Paladin (for a lot of the same reasons) is a problem too.
Ramp Druid is extremely weak to aggro despite earthen scales and anything that cheats out too many stats for Scale of Onyxia to handle. So maybe that's a "YOU" problem.
What would they have buffed in Warlock? :\ They can't buff the curse deck because it's an inevitable burn deck. Warlock already has some of the best removal in the game. Murlock is already a working deck. (Also hard to buff because it's a super snowball-y deck)
The curse spells could cost one less mana imo. Harder to justify buffing the curse minions cuz of Brann and Zola, but spells only have 3 mana Tamsin. Not to mention paying 4 mana to deal 4 dmg to a minion is WAY too pepega, dont care if it deals face dmg, it FEELS horrible.
A Chaos Nova with a curse attached would be an absurd card -- even Shadow Bolt with a curse attached would be crazy and that's WITHOUT taking Tamsin into account. Again, Warlock already has the most irritating play pattern in the whole game with like 10-12 removal spells. They really need to get away from this "remove everything your opponent plays 4 times in a row while doing increasingly unavoidable burn damage to their face" nonsense, it's been Warlock's thing since Stormwind. When degenerate OTKs haven't been their thing.
Half of these nerfs are targetting decks that need no nerf (mech pally? Really?)
Mech pally is broken as hell. It's way better than mech mage. Radar drawing 3-4 cards on average for 2 mana is ridiculous. Leviathan wins games on it's own in tempo match-ups. How does somebody catch up to someone who puts 8 mana of stats in minions on the board and does 8 damage to the enemy while developing their hand? Bubble Bot is also insane with buffed paladin minions.
The druid nerfs completely take the edge off of a deck that is way too efficient. Aquatic Form and Moonlit Guidance have no business being as cheap as they are. They're actually balanced at 1 mana and 3 mana respectively.
Swordfish as a 3 mana 4/3 is crazy too. It's not as big an issue as other things are, but it's not really great either.
Like literally everyone acts like 1 mana nerfs to make things a little less high roll-y and maybe bring the power creep down a bit will kill the game somehow?
Mech Pally has two clear weaknesses, which is relying on the board for everything and no early comeback mechanics. You clear their board early and they are very far behind. Bubble bot doubles down on this weakness, cant play it if their board is weak/cleared.
Decks that are strong but have clear weaknesses are fine. Nerfs are only needed for decks with no weaknesses (ramp druid), or that harm the overall ladder experience (switcheroo BS and pirate warrior destroying lower ranks).
1 mana increase can be the whole reason a card is playable or not, countless examples of this happened throughout HS history. If you slow everything down by 1 mana, whatever is not as punished by this nerf will just take over the game and nothing else will be good enough to challenge it.
Paladin being board-based is offset by how crazy the boards it puts out are, and the card draw lets them refill repeatedly. Leviathan also offsets the weakness you're talking about. Paladin can completely turn the game back around with Leviathan. Which it also can tutor for (though that'll get more difficult with each expansion I guess). Like sure, Bubble Bot needs a board, but if they have a board it protects it. Meaning they're no longer vulnerable to it. Bubble Bot also has a lot of stats for a board-wide effect card.
Like the fact that Mech Paladin loses sometimes to control decks that clear it at the right time doesn't make it less broken in other match-ups.
And yes, it makes decks weaker, but that's the point. There's no reason that Druid needs better cantrip and card draw effects than every other class. They reduced the power of card draw in *every* other class -- except Druid. Druid has 5 or 6 viable card draw cards and a lot of them are extremely cheap. That's where they should hit druid, at least initially. Aquatic Form, Moonlit Guidance and Jerry-Rigged Carpenter. Like why is Aquatic Form 0 mana? The Rogue card is 1 mana, Tracking is 1 mana. Why is Aquatic Form 0?
Then if Druid is still a problem -- hit Guff for 1 mana. Then if it's STILL a problem, hit it's recovery, because Druid historically used to have the weakness that it could ramp ahead, but was vulnerable if the opponent played for board, but now it can just immediately catch up and get ahead with extra mana.
Seafloor Gateway just enables really degenerate swing turns. 3 mana for draw a card and a potentially full hand discount is a little too cheap.
None of that is enough to nerf Mech Paladin. Again, I will repeat: decks that are strong but have weaknesses are fine.
If the deck is strong against what you're playing but loses hard to other strategies, sry but it sounds like a you problem.
Ramp Druid deserves a nerf cuz theres no clear weakness in their strategy to exploit. Earthen Scales/Scales of Onyxia counters aggro, priestess + giants + ivus counters combo and Kazakuzan counters control, not to mention they have the tutor/card draw to make it all happen every game, the deck is foolproof.
If Ramp Druid was weak to at least one other strategy itd be fine, but since its weakest matchup is the mirror, a nerf bat is the only option. A VERY different situation than mech paladin/mage.
I literally just made the point that the cards I suggested nerfing cover the weakness that supposedly makes the deck okay. Mech Paladin is board based? It has a ton of refill. And it has a huge tempo swing card in Leviathan (8 board damage while playing 8 mana in stats, while discovering a card -- blows every other colossal out of the water). Now Holy Paladin (for a lot of the same reasons) is a problem too.
Ramp Druid is extremely weak to aggro despite earthen scales and anything that cheats out too many stats for Scale of Onyxia to handle. So maybe that's a "YOU" problem.
What would they have buffed in Warlock? :\ They can't buff the curse deck because it's an inevitable burn deck. Warlock already has some of the best removal in the game. Murlock is already a working deck. (Also hard to buff because it's a super snowball-y deck)
The curse spells could cost one less mana imo. Harder to justify buffing the curse minions cuz of Brann and Zola, but spells only have 3 mana Tamsin. Not to mention paying 4 mana to deal 4 dmg to a minion is WAY too pepega, dont care if it deals face dmg, it FEELS horrible.
A Chaos Nova with a curse attached would be an absurd card -- even Shadow Bolt with a curse attached would be crazy and that's WITHOUT taking Tamsin into account. Again, Warlock already has the most irritating play pattern in the whole game with like 10-12 removal spells. They really need to get away from this "remove everything your opponent plays 4 times in a row while doing increasingly unavoidable burn damage to their face" nonsense, it's been Warlock's thing since Stormwind. When degenerate OTKs haven't been their thing.
Thats right Curse Warlock is not soooo bad
Had a lot of fun playing that Deck. I created a lot of unfair Situations. You simply remove everythin from the Board while doing Damage.
@ShadowAldrius I will just leave my response here, the thread was getting too long.
Mech Paladin is a one-trick-pony tribal deck. Doesnt matter if they have good refill, all it does is pray their board survives a turn so they can play bubble bot, if it doesnt, esc concede.
Decks with simple play patterns and low skill ceiling like this rarely succeed once the meta gets more refined, so they're fine. Hell, it even failed at becoming a druid counter, a matchup that was supposed to be great in theory!
So how do you get rid of mech pallys opression? Getting out of silver/gold ranks does the trick :)
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@ShadowAldrius I will just leave my response here, the thread was getting too long.
Mech Paladin is a one-trick-pony tribal deck. Doesnt matter if they have good refill, all it does is pray their board survives a turn so they can play bubble bot, if it doesnt, esc concede.
Decks with simple play patterns and low skill ceiling like this rarely succeed once the meta gets more refined, so they're fine. Hell, it even failed at becoming a druid counter, a matchup that was supposed to be great in theory!
So how do you get rid of mech pallys opression? Getting out of silver/gold ranks does the trick :)
Yeah that isn't how it works. If their board gets wiped, they play another board because they just drew 3+ cards off a 2 mana card or they just pulled something off their leviathan play and they have 8 mana in stats on the board (also how does it not matter if they have good refill? The whole point of refill is to... refill. What are you even talking about?). And everything's often been hand buffed so it doesn't die to most AoE anyway. Leviathan and Radar are too strong for what they do. I doubt they'll be nerfed, because Paladin isn't flashy enough usually. But that doesn't make them not over-tuned.
Also sticking a smiley face while you're being rude doesn't make you not rude. Just an FYI.
So they will refill their board off the 1 card they drew from Leviathan? And that on turn 8? Well if your deck has neither killed them by turn 8 nor drawn an answer to the board they are about to create then I guess you deserve to lose that game.
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Paladin being board-based is offset by how crazy the boards it puts out are, and the card draw lets them refill repeatedly. Leviathan also offsets the weakness you're talking about. Paladin can completely turn the game back around with Leviathan. Which it also can tutor for (though that'll get more difficult with each expansion I guess). Like sure, Bubble Bot needs a board, but if they have a board it protects it. Meaning they're no longer vulnerable to it. Bubble Bot also has a lot of stats for a board-wide effect card.
Like the fact that Mech Paladin loses sometimes to control decks that clear it at the right time doesn't make it less broken in other match-ups.
And yes, it makes decks weaker, but that's the point. There's no reason that Druid needs better cantrip and card draw effects than every other class. They reduced the power of card draw in *every* other class -- except Druid. Druid has 5 or 6 viable card draw cards and a lot of them are extremely cheap. That's where they should hit druid, at least initially. Aquatic Form, Moonlit Guidance and Jerry-Rigged Carpenter. Like why is Aquatic Form 0 mana? The Rogue card is 1 mana, Tracking is 1 mana. Why is Aquatic Form 0?
Then if Druid is still a problem -- hit Guff for 1 mana. Then if it's STILL a problem, hit it's recovery, because Druid historically used to have the weakness that it could ramp ahead, but was vulnerable if the opponent played for board, but now it can just immediately catch up and get ahead with extra mana.
Seafloor Gateway just enables really degenerate swing turns. 3 mana for draw a card and a potentially full hand discount is a little too cheap.
Right now the biggest issues are Pirate warrior and Guff ramp druid. They need to be nerfed.
I think mecha shark and quest warrior are the only real issues currently snowfall guardian is crazy but a silence counters it quite well. Ramp Druid is strong but definitely beatable guff might be a little overtuned quest hunter will overrun the meta if the aggro is needed so I’d honestly nerf it too just to be safe. I think questlines have caused a lot of issues and I can’t wait for the rotation
Switcheroo can be remade into 3 mana draw 2 set their attack equal to their health. and rename the card
And ban kaelthas from druid and make sure you cannot generate banned cards
Lastly buff thaeilin to no generate other class colossal minions only - highlander decks
I would like the warrior nerf to be some combination of small nerfs to warrior pirates instead of or in addition to just slowing down the quest by one pirate. The 1/4 weapon could be a 1/3 or 1/2. Cannoneer could just hit once. The 5 damage spell should be 3 or 4. The rush guy goes back to 5 health. The deck is just 30 overstated cards put together.
Needed changes :
- Switcheroo
- Shelfish / naval mine
- Oracle of Elune : should not work on discounted minions
Shellfish/Naval Mine???
Are you trolling?
Warlock and Priest are the two worst classes rn…
:)
https://hsreplay.net/replay/27u2NJTZZJgToJ6k6n5BTM
None of that is enough to nerf Mech Paladin. Again, I will repeat: decks that are strong but have weaknesses are fine.
If the deck is strong against what you're playing but loses hard to other strategies, sry but it sounds like a you problem.
Ramp Druid deserves a nerf cuz theres no clear weakness in their strategy to exploit. Earthen Scales/Scales of Onyxia counters aggro, priestess + giants + ivus counters combo and Kazakuzan counters control, not to mention they have the tutor/card draw to make it all happen every game, the deck is foolproof.
If Ramp Druid was weak to at least one other strategy itd be fine, but since its weakest matchup is the mirror, a nerf bat is the only option. A VERY different situation than mech paladin/mage.
So I guess it's time to stop playing around with Tess Rogue and Naga Priest and get it on with Ramp Druid while it still hasn't been nerfed :D
Good point on Elune - it's a card that does a lot for aggro druid, it really shouldn't be exploitable for these new synergies. And it could even be modified a bit crazier like:
- at the end of turn, summon copies of all minions with cost 2 or less (negates the reduced play cost, though disables any double rush strategies, which is fine by me)
- after you play a minion that costs 2 or less, summon a 2/2 copy of it (shuts down Ivus as a huge minion, keeps it as a potential taunt/divine shield/ rush option, and makes for ridiculous imp or other 1/1 card shenanigans which I haven't really thought through)
I know it's sunken city. But I hate this card called kazakusan. I am sure pufferfist will be 1 health reduced and the rogue shark weapon will get a Nerf too.
https://www.hearthpwn.com/news/9199-balance-changes-next-tuesday-kaelthas-switcheroo
Nerfs are out, nice!
The Kazakuzan nerf is pretty clever. It doesnt really stop Ramp Druid from playing it, they will just take Druid of the Reef out and put Amalgam of the Deep in. If anything this hurts the aggro matchup more than the control one (cuz no DotR).
What it does do, however, is make Kaz a great option for other classes besides Druid, specially Warrior, Paladin and Priest, and THATS a game changer.
These classes are now able to play Kazakuzan faster than Druid cuz they possess better dragon support. Im very excited about Control Paladin now, the only thing holding it back was the druid matchup, now it should be 50/50. Dragon Priest could now be a thing as well, god knows the class needed something. Happy with the other changes too.
Only disappointment is the lack of buffs, warlock will remain unplayable until miniset it seems.
Im happy as well, wish they hit guff (just the refresh mana crystal part). Warlock has a history of getting toxic strategies that are too weak for a reason because when it gets more support/buffed its broken. Nobody enjoy dying to these curses no matter how bad the deck is. Bad design direction imo.
:)
https://hsreplay.net/replay/27u2NJTZZJgToJ6k6n5BTM
What would they have buffed in Warlock? :\ They can't buff the curse deck because it's an inevitable burn deck. Warlock already has some of the best removal in the game. Murlock is already a working deck. (Also hard to buff because it's a super snowball-y deck)
The curse spells could cost one less mana imo. Harder to justify buffing the curse minions cuz of Brann and Zola, but spells only have 3 mana Tamsin. Not to mention paying 4 mana to deal 4 dmg to a minion is WAY too pepega, dont care if it deals face dmg, it FEELS horrible.
I literally just made the point that the cards I suggested nerfing cover the weakness that supposedly makes the deck okay. Mech Paladin is board based? It has a ton of refill. And it has a huge tempo swing card in Leviathan (8 board damage while playing 8 mana in stats, while discovering a card -- blows every other colossal out of the water). Now Holy Paladin (for a lot of the same reasons) is a problem too.
Ramp Druid is extremely weak to aggro despite earthen scales and anything that cheats out too many stats for Scale of Onyxia to handle. So maybe that's a "YOU" problem.
smh
A Chaos Nova with a curse attached would be an absurd card -- even Shadow Bolt with a curse attached would be crazy and that's WITHOUT taking Tamsin into account. Again, Warlock already has the most irritating play pattern in the whole game with like 10-12 removal spells. They really need to get away from this "remove everything your opponent plays 4 times in a row while doing increasingly unavoidable burn damage to their face" nonsense, it's been Warlock's thing since Stormwind. When degenerate OTKs haven't been their thing.
Thats right Curse Warlock is not soooo bad
Had a lot of fun playing that Deck. I created a lot of unfair Situations.
You simply remove everythin from the Board while doing Damage.
@ShadowAldrius I will just leave my response here, the thread was getting too long.
Mech Paladin is a one-trick-pony tribal deck. Doesnt matter if they have good refill, all it does is pray their board survives a turn so they can play bubble bot, if it doesnt, esc concede.
Decks with simple play patterns and low skill ceiling like this rarely succeed once the meta gets more refined, so they're fine. Hell, it even failed at becoming a druid counter, a matchup that was supposed to be great in theory!
So how do you get rid of mech pallys opression? Getting out of silver/gold ranks does the trick :)
Yeah that isn't how it works. If their board gets wiped, they play another board because they just drew 3+ cards off a 2 mana card or they just pulled something off their leviathan play and they have 8 mana in stats on the board (also how does it not matter if they have good refill? The whole point of refill is to... refill. What are you even talking about?). And everything's often been hand buffed so it doesn't die to most AoE anyway. Leviathan and Radar are too strong for what they do. I doubt they'll be nerfed, because Paladin isn't flashy enough usually. But that doesn't make them not over-tuned.
Also sticking a smiley face while you're being rude doesn't make you not rude. Just an FYI.
So they will refill their board off the 1 card they drew from Leviathan? And that on turn 8? Well if your deck has neither killed them by turn 8 nor drawn an answer to the board they are about to create then I guess you deserve to lose that game.