I think it should be: Deal 10 damage to the enemy hero, give your hero 10 health. It's stronger than lifesteal, and you can play around it with healing and armor, and not just lose whenever your opponent plays the third one
Ignore prior message, nah it either needs a MASSIVE cost increase or reducing it to 5 health. Brewmaster allows you to play it twice at 10 mana and the card costs 4. If you at least ramp up the cost you can prevent it from being played twice in a turn.
Literally just make the reward a spell so it can't be bounced. Steal 10 health from the opponent hero, summon a 5/5. I don't think people would care if it doesn't thematically line up with the other tier 4 rewards if it meant better balance. Thaddius, Monstrosity makes the deck able to OTK on even polarity (bouncers and snake are free), but eh that card breaks a lot of things anyway.
I think this is a close one, but doesn’t quite fix the problem. Zola still gets you extra copies of the Snake, so you can still Snake, Zola, bounce Zola (9 mana). Then Snake Zola Snake for a two turn kill with zero counterplay. Yes, it requires exactly Zola + any bounce card instead of any two bounce cards, but it’s still a problem.
Better would be allowing some form of counterplay. My idea would be
Battlecry: your hero steals 10 health, randomly split among all enemy characters.
You still gain 10 max health every time, but you are forced to clear the opponent’s board to guarantee stealing the enemy hero’s health. Clearing the board, playing, AND bouncing the snake is tough (rewarding though, if you can manage it). This change allows playing and bouncing Snake over and over, but so long as the enemy hero keeps playing minions, you won’t be able to win off the snake alone (you’d need the help of Sargeras or some other consistent threat to end the game - making games feel more like a board based battle than a suck-your-face-dry slugfest).
It would still be very strong. But allowing any amount of counterplay is far better than just lowing a number on a card with no counterplay. Huge boards (drum circle, etc) would completely counter the snake, instead of being useless against it.
Calling for nerfs less than 24 hours after the expansion is never a good look. Try a deck that looks to win before the opponent can play and bounce a card 3 times. Dragon Druid is a much scarier deck and eats excavate warlocks.
Calling for nerfs less than 24 hours after the expansion is never a good look. Try a deck that looks to win before the opponent can play and bounce a card 3 times. Dragon Druid is a much scarier deck and eats excavate warlocks.
This time it's reasonable, bc the snake doesn't have any counterplay, you are forced to kill the warlock asap, there are no diverse tools to regain health(not heal). This kills all control or slow decks, which is unacceptable.
Calling for nerfs less than 24 hours after the expansion is never a good look. Try a deck that looks to win before the opponent can play and bounce a card 3 times. Dragon Druid is a much scarier deck and eats excavate warlocks.
This time it's reasonable, bc the snake doesn't have any counterplay, you are forced to kill the warlock asap, there are no diverse tools to regain health(not heal). This kills all control or slow decks, which is unacceptable.
That was the same thin said about at least one card that ended up not being the meta tyrant scourge. If you think there is no counter play, you’re doing it wrong. Why are you letting the warlock excavate 4 times, play a card, return it to hand and play it again? Do something different.
Calling for nerfs less than 24 hours after the expansion is never a good look. Try a deck that looks to win before the opponent can play and bounce a card 3 times. Dragon Druid is a much scarier deck and eats excavate warlocks.
This time it's reasonable, bc the snake doesn't have any counterplay, you are forced to kill the warlock asap, there are no diverse tools to regain health(not heal). This kills all control or slow decks, which is unacceptable.
That was the same thin said about at least one card that ended up not being the meta tyrant scourge. If you think there is no counter play, you’re doing it wrong. Why are you letting the warlock excavate 4 times, play a card, return it to hand and play it again? Do something different.
You know, I usualy tend to side with the "just adapt crowd", but on this one... what's the counter big guy?
Dirty rat has probably a below 25% chance of hitting the right target on average. 25% chance to win the match-up isn't exactly great odds.
You'll probably reply "Just play aggro", but it's still the control warlock's core. That deck still had plenty of removals to even out the match-up vs aggro. At the moment, mining warlock's worse match-up is aggro paladin and enrage warrior... and it's still 45% winrate
That's praticaly even.
Armor doesn't protect from it, neither does solid alibi. Renethal forces them to use one more bounce, but you probably gave them that one more bounce needed by playing a 40 cards decks.
The only times I won vs mining warlock as a non aggro deck is when the warlock misplayed. (for exemple when they forgot they wouldn't be able to bounce the snake when reno's been played).
This card literaly has no effective counterplay. Sure you can try copying it with stuff like Cold Storage or priest, but if the warlock plays right he will win regardless.
Haha, I just came to the forum to vent about this card :D
I played this expansion for 3 standard games and then saw this card not only bypass my armor but also delete my health. And get bounced back. What an f*in joke. I might copy meta decks to fulfill my quests, but I won't take this game seriously until this card is nerfed.
Rollback Post to RevisionRollBack
"Unless you do your best, the day will come when, tired and hungry, you will halt just short of the goal you were ordered to reach." - Patton
Killing it is fine. They really need better QA. Everyone said this card was terrible design, not at all a fun concept, and probably busted. Everyone was right.
Calling for nerfs less than 24 hours after the expansion is never a good look. Try a deck that looks to win before the opponent can play and bounce a card 3 times. Dragon Druid is a much scarier deck and eats excavate warlocks.
This time it's reasonable, bc the snake doesn't have any counterplay, you are forced to kill the warlock asap, there are no diverse tools to regain health(not heal). This kills all control or slow decks, which is unacceptable.
That was the same thin said about at least one card that ended up not being the meta tyrant scourge. If you think there is no counter play, you’re doing it wrong. Why are you letting the warlock excavate 4 times, play a card, return it to hand and play it again? Do something different.
You know, I usualy tend to side with the "just adapt crowd", but on this one... what's the counter big guy?
Dirty rat has probably a below 25% chance of hitting the right target on average. 25% chance to win the match-up isn't exactly great odds.
You'll probably reply "Just play aggro", but it's still the control warlock's core. That deck still had plenty of removals to even out the match-up vs aggro. At the moment, mining warlock's worse match-up is aggro paladin and enrage warrior... and it's still 45% winrate
That's praticaly even.
Armor doesn't protect from it, neither does solid alibi. Renethal forces them to use one more bounce, but you probably gave them that one more bounce needed by playing a 40 cards decks.
The only times I won vs mining warlock as a non aggro deck is when the warlock misplayed. (for exemple when they forgot they wouldn't be able to bounce the snake when reno's been played).
This card literaly has no effective counterplay. Sure you can try copying it with stuff like Cold Storage or priest, but if the warlock plays right he will win regardless.
I’m not going to say just play aggro, you already said it. I’ve got a pretty good record against it with dragon Druid. The point is it’s barely a day out and I think “nerf for feels” is a very bad policy. Half the complaints are that this kills control and slower decks, which is ludicrous. Priest and warrior can eliminate the card in hand at least with six different cards. If you want to play control that is a pile of removal, discovery and no real wincon, expect a 40% winrate against any deck. People are playing junk and “experimenting” and this deck that has a clear strategy and wincon is reaping the benefits. I don’t think it’s going to be that strong once everyone stops trying to make Highlander priest and excavate rainbow DK work.
Haha, I just came to the forum to vent about this card :D
I think it should be: Deal 10 damage to the enemy hero, give your hero 10 health. It's stronger than lifesteal, and you can play around it with healing and armor, and not just lose whenever your opponent plays the third one
Ignore prior message, nah it either needs a MASSIVE cost increase or reducing it to 5 health. Brewmaster allows you to play it twice at 10 mana and the card costs 4. If you at least ramp up the cost you can prevent it from being played twice in a turn.
Literally just make the reward a spell so it can't be bounced. Steal 10 health from the opponent hero, summon a 5/5. I don't think people would care if it doesn't thematically line up with the other tier 4 rewards if it meant better balance. Thaddius, Monstrosity makes the deck able to OTK on even polarity (bouncers and snake are free), but eh that card breaks a lot of things anyway.
I think this is a close one, but doesn’t quite fix the problem. Zola still gets you extra copies of the Snake, so you can still Snake, Zola, bounce Zola (9 mana). Then Snake Zola Snake for a two turn kill with zero counterplay. Yes, it requires exactly Zola + any bounce card instead of any two bounce cards, but it’s still a problem.
Better would be allowing some form of counterplay. My idea would be
Battlecry: your hero steals 10 health, randomly split among all enemy characters.
You still gain 10 max health every time, but you are forced to clear the opponent’s board to guarantee stealing the enemy hero’s health. Clearing the board, playing, AND bouncing the snake is tough (rewarding though, if you can manage it). This change allows playing and bouncing Snake over and over, but so long as the enemy hero keeps playing minions, you won’t be able to win off the snake alone (you’d need the help of Sargeras or some other consistent threat to end the game - making games feel more like a board based battle than a suck-your-face-dry slugfest).
It would still be very strong. But allowing any amount of counterplay is far better than just lowing a number on a card with no counterplay. Huge boards (drum circle, etc) would completely counter the snake, instead of being useless against it.
Calling for nerfs less than 24 hours after the expansion is never a good look. Try a deck that looks to win before the opponent can play and bounce a card 3 times. Dragon Druid is a much scarier deck and eats excavate warlocks.
This time it's reasonable, bc the snake doesn't have any counterplay, you are forced to kill the warlock asap, there are no diverse tools to regain health(not heal). This kills all control or slow decks, which is unacceptable.
That was the same thin said about at least one card that ended up not being the meta tyrant scourge. If you think there is no counter play, you’re doing it wrong. Why are you letting the warlock excavate 4 times, play a card, return it to hand and play it again? Do something different.
https://twitter.com/GallonHS/status/1724863072505073841
Exp has been out just abit more than a day and its already on the chopping block. Good
I think the idea with a set opponent to 20, you 40 was a nice take. Keeps the card a great treasure and definitely rips up the control decks skin :)
"Battlecry: Your hero steals 10 Health from your hero."
I mean how can you be so totally clueless and incompetent to print a card like this one?
Why am I wasting my time with this crap?
Really Blizzard
You know, I usualy tend to side with the "just adapt crowd", but on this one... what's the counter big guy?
Dirty rat has probably a below 25% chance of hitting the right target on average. 25% chance to win the match-up isn't exactly great odds.
You'll probably reply "Just play aggro", but it's still the control warlock's core. That deck still had plenty of removals to even out the match-up vs aggro. At the moment, mining warlock's worse match-up is aggro paladin and enrage warrior... and it's still 45% winrate
That's praticaly even.
Armor doesn't protect from it, neither does solid alibi. Renethal forces them to use one more bounce, but you probably gave them that one more bounce needed by playing a 40 cards decks.
The only times I won vs mining warlock as a non aggro deck is when the warlock misplayed. (for exemple when they forgot they wouldn't be able to bounce the snake when reno's been played).
This card literaly has no effective counterplay. Sure you can try copying it with stuff like Cold Storage or priest, but if the warlock plays right he will win regardless.
I played this expansion for 3 standard games and then saw this card not only bypass my armor but also delete my health. And get bounced back. What an f*in joke. I might copy meta decks to fulfill my quests, but I won't take this game seriously until this card is nerfed.
"Unless you do your best, the day will come when, tired and hungry, you will halt just short of the goal you were ordered to reach." - Patton
Good, but not good. Not good as in they allowed this to be printed in the first place without play-testing! My 2cents.
"Unless you do your best, the day will come when, tired and hungry, you will halt just short of the goal you were ordered to reach." - Patton
Killing it is fine. They really need better QA. Everyone said this card was terrible design, not at all a fun concept, and probably busted. Everyone was right.
CCGing since '98.
I’m not going to say just play aggro, you already said it. I’ve got a pretty good record against it with dragon Druid. The point is it’s barely a day out and I think “nerf for feels” is a very bad policy. Half the complaints are that this kills control and slower decks, which is ludicrous. Priest and warrior can eliminate the card in hand at least with six different cards. If you want to play control that is a pile of removal, discovery and no real wincon, expect a 40% winrate against any deck. People are playing junk and “experimenting” and this deck that has a clear strategy and wincon is reaping the benefits. I don’t think it’s going to be that strong once everyone stops trying to make Highlander priest and excavate rainbow DK work.
Nobody buy anything until they nerf this card. Spread the word.
"Unless you do your best, the day will come when, tired and hungry, you will halt just short of the goal you were ordered to reach." - Patton
*looks at my two newest decklists.*
Personally, I feel attacked...
deal 8 dmg with lifesteal,no steal hp,datsh healable,armorable,idk but then is way less win condicition then now,but now is superbroken,