Hearthpwn! A new expansion has dropped and as usual, comes with its own set of suspects who turned out to be a little better than expected. Might be a little early but I'm curious as to who you all think might be worthy of the first set of nerfs that will hammer this new expansion. Could be older cards or any from the new sets. I want to hear your thoughts!
As a humble wild player, Malchezaar's Imp is my number one bet - if I would have to choose one.
Discolock seems really strong at first glance, I'm not sure how the meta will settle, but with a decent opener, this deck is one hell of a beast. The deck would have a harder time reloading without the cheap imp. That and Hand of Gul'dan is the most "problematic" part of the deck.
Not ironically i dont belive any of the new cards deserves a nerf. More like the Old cards are the ones that are just too good to be true. Druid being able to spend 20 mana per turn is absurd and the more tools for late game they get the more problematic this becomes. Rogue is the only class that can stick a 10/10 minion untouched on board even when your oponent has a good hand because there is not that many cards that can kill Stealth minions. Mage has an absurd amount of reach just like Demon Hunter. This 4 classes were problematic in the last patch and they are still problematic in this patch.
People Will argue that without this kind of power a class like the New Death Knight that can reach 60+ HP its very hard to beat but in all the honest if that happens, we can nerf Death Knight Blood and Death Knight Frost, like no problem with that. The fact that you run late game decks and heavy late game combo decks (without OTKs) and you still consistenly lose to Druid, Demon Hunter and Rogue only tells you how big is the different between this 3 particular classes and the rest of the standard format.
Not ironically i dont belive any of the new cards deserves a nerf.
And how about Shockspitter aka 32 face damage from hand on turn 7?
Shockspitter is only good in the right set up, and even then takes a lot to get online and work correctly. Not to mention that any kind of disruption ruins them completely. Run Theotar or Mutanus for an easy win. Add Patchwerk if you are a DK.
Armor Ramp Druid can easily outpace the OTK damage with armor (as can Control Warrior). Blood DK makes it almost unwinnable with 60-80 health.
Not ironically i dont belive any of the new cards deserves a nerf.
And how about Shockspitter aka 32 face damage from hand on turn 7?
Shockspitter is only good in the right set up, and even then takes a lot to get online and work correctly. Not to mention that any kind of disruption ruins them completely. Run Theotar or Mutanus for an easy win. Add Patchwerk if you are a DK.
Armor Ramp Druid can easily outpace the OTK damage with armor (as can Control Warrior). Blood DK makes it almost unwinnable with 60-80 health.
Disruption does not ruin it. Getting additional copies is very easy for hunter right now.
Not ironically i dont belive any of the new cards deserves a nerf.
And how about Shockspitter aka 32 face damage from hand on turn 7?
Shockspitter is only good in the right set up, and even then takes a lot to get online and work correctly. Not to mention that any kind of disruption ruins them completely. Run Theotar or Mutanus for an easy win. Add Patchwerk if you are a DK.
Armor Ramp Druid can easily outpace the OTK damage with armor (as can Control Warrior). Blood DK makes it almost unwinnable with 60-80 health.
Disruption does not ruin it. Getting additional copies is very easy for hunter right now.
The number required of them to beat health totals is high enough that disruption always works pretty well. Not to mention most aggro decks can beat them down quickly enough to easily win before they can get the cards for their combo in time.
Hearthpwn! A new expansion has dropped and as usual, comes with its own set of suspects who turned out to be a little better than expected. Might be a little early but I'm curious as to who you all think might be worthy of the first set of nerfs that will hammer this new expansion. Could be older cards or any from the new sets. I want to hear your thoughts!
As a humble wild player, Malchezaar's Imp is my number one bet - if I would have to choose one.
Discolock seems really strong at first glance, I'm not sure how the meta will settle, but with a decent opener, this deck is one hell of a beast. The deck would have a harder time reloading without the cheap imp. That and Hand of Gul'dan is the most "problematic" part of the deck.
Obey C'Thun, Praise The Darkness, Pet Hakkar, the Soulflayer, Love Yogg-Saron, Hope's End
Not ironically i dont belive any of the new cards deserves a nerf. More like the Old cards are the ones that are just too good to be true. Druid being able to spend 20 mana per turn is absurd and the more tools for late game they get the more problematic this becomes. Rogue is the only class that can stick a 10/10 minion untouched on board even when your oponent has a good hand because there is not that many cards that can kill Stealth minions. Mage has an absurd amount of reach just like Demon Hunter. This 4 classes were problematic in the last patch and they are still problematic in this patch.
People Will argue that without this kind of power a class like the New Death Knight that can reach 60+ HP its very hard to beat but in all the honest if that happens, we can nerf Death Knight Blood and Death Knight Frost, like no problem with that. The fact that you run late game decks and heavy late game combo decks (without OTKs) and you still consistenly lose to Druid, Demon Hunter and Rogue only tells you how big is the different between this 3 particular classes and the rest of the standard format.
And how about Shockspitter aka 32 face damage from hand on turn 7?
Guff Hero is the most problematic card of all time on Standard. Ban this &¨7#$
Shockspitter is only good in the right set up, and even then takes a lot to get online and work correctly.
Not to mention that any kind of disruption ruins them completely.
Run Theotar or Mutanus for an easy win.
Add Patchwerk if you are a DK.
Armor Ramp Druid can easily outpace the OTK damage with armor (as can Control Warrior).
Blood DK makes it almost unwinnable with 60-80 health.
Disruption does not ruin it. Getting additional copies is very easy for hunter right now.
The number required of them to beat health totals is high enough that disruption always works pretty well.
Not to mention most aggro decks can beat them down quickly enough to easily win before they can get the cards for their combo in time.
I easily beat Amour Ramp Druid with the Hunter deck
There is a thing called an uninstall button. Nobody cares that you are quitting Heathstone
Good for you. I easily beat Shock Hunter with Armor Ramp Druid. Guess they are a good even matchup then. :-)