Nerf these cards...(poll)
Poll: Which card(s) do you think need a nerf?
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Which card(s) do you think need a nerf? - Multiple Choice
- Savage roar 26.8% of Users - 152 votes
- Force of nature 14.7% of Users - 84 votes
- Quick shot 2% of Users - 11 votes
- Kill command 3.7% of Users - 21 votes
- Unstable portal 10.3% of Users - 58 votes
- Mirror Entity 1.6% of Users - 9 votes
- Flamewaker 8.2% of Users - 46 votes
- Mana wyrm 2% of Users - 11 votes
- Divine favor 25.5% of Users - 145 votes
- Muster for battle 6% of Users - 35 votes
- Murloc knight 3.2% of Users - 18 votes
- Mysterious Challenger 65.1% of Users - 368 votes
- Anyfin can happen 13.8% of Users - 79 votes
- Inner fire 1.2% of Users - 7 votes
- Thoughtsteal 1.2% of Users - 7 votes
- Velen's chosen 1.2% of Users - 7 votes
- Entomb 11.3% of Users - 65 votes
- Cabal shadow priest 1.6% of Users - 9 votes
- Blade Flurry 2.8% of Users - 16 votes
- Tinker's sharpsword oil 2.5% of Users - 14 votes
- Tunnel trogg 7.3% of Users - 41 votes
- Crackle 2.5% of Users - 14 votes
- Feral spirit 1.6% of Users - 9 votes
- Doomhammer 4.6% of Users - 26 votes
- Voidcaller 3.4% of Users - 19 votes
- Frothing berserker 0.9% of Users - 5 votes
- Knife juggler 13.1% of Users - 74 votes
- Mad scientist 21.1% of Users - 119 votes
- Big game hunter 9.2% of Users - 52 votes
- Piloted shredder 20.6% of Users - 116 votes
- Emperor Thaurissan 3.5% of Users - 20 votes
- Reno Jackson 8.7% of Users - 49 votes
- Dr. Boom 34.6% of Users - 195 votes
- Other card(s)- explain in the comments 2.5% of Users - 14 votes
- None 13.3% of Users - 75 votes
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Mysterious Challenger if anything only needs a very slight nerf. The problem with challenger isn't the Challenger itself. Its that after they play it they only have 12 or so cards left in their deck and at least a third of them are 5+ mana so after they play it they're going to have really good draws for the rest of the game since they won't draw secrets.
I would have everything about Challenger stay the same except that instead of taking the secrets out of your deck it simply puts a copy of every secret in your deck onto the field. That way you won't have perfect draws after playing it since you can still draw the secrets. This nerf even keeps the deck still playable so those who enjoy shamelessly mashing their faces into their keyboards get to keep doing that and everyone else doesn't have to cry when they get face rolled by Dr. 6, 7 and 8 in a row. Everyone is happy.
Other card - Novice Engineer
Should be put back at it's old 1/2 value.
Force of Nature and Savage Roar combo has to be nerfed. I could have a game won against a Druid and still be at like 25 health, and turn 9-Force of Nature, Innervate, then 2 Savage Roar, and anything else at all on the board, GG.FoN+double Roar=22 damage in 1 turn.That is absolutely ridiculous and total bullshit. I shouldn't have to play against a Druid worrying about taking only a couple points of damage for the Druid to get lethal.
The Druid combo isn't near as OP as some of the others. Some of you are posting situations that don't often occur. 99% of the time Druid needs to get you down to 14 HP. It's all Druid has really, they may as well take out the whole class if they nerfed the one combo it has. What makes it seem more OP is Emperor, allowing for double roars on the FON.
Well if u take the combo away from druid, they are weak if u look its most of the times the main win condition and there is one thing that counter druid like alot, Belcher that card is the counter to combo, everytime im about to combo and a dude play belcher u are pretty much screwed, and druid often play a high curve so they most of the times put one minion on the board at the time, that is easily to counter, unlike zoo or secret paladin that u need a aoe or u dont have a answer for it, and people complaining about double combo.
How often do u see a druid pull that off, i have a golden druid and out of 100 games i can do that at most 1 or 2 times, u need a very sick combination of cards, that is Fon+Roar+Roar+ Innervate, that is like get a royal flush on poker, maybe not as hard as that but u guys get the point.
Now i trully believe shredder should be nerfed on the stats, he pretty much take the spot for optimal 4 drop because he trade well with any other 4 drop on the game and leave another body behind, Cards like savage combatant and Tomb Pillager have no spot on usual decks because shredder will kill then and still give u a 2 drop, making shredder like a 3/3 would still be playable and fair i think. Now about mad scientist he should be nerfed in a way that he can still be viable and make him a battlecry that add a ramdom secret from your deck to your hand, like the parrot from the pirates at least that way it would still be a plus without being broken
Knife Juggler and maybe Shielded Minibot for me. Knife Juggler gets so much more value than any other 2 drop if it lives. Even if you can easily destroy it the fact that you have to destroy or it snowballs too hard is dumb. It's even stronger with more flood cards that have been added. Shielded Minibot trades with almost every 2 drop in the game efficiently but honestly nerfing this one is probably a stretch and unneeded.
I'm curious how people propose Mysterious Challenger and Savage Roar should be nerfed?
Probably unpopular, and I wouldn't say it should be nerfed, but Emperor is a common theme in a lot of OTK / abusive combos and other plays people tend to say are bad play experiences. Double combo, old Patron, solitaire Mage, Leeroy/Faceless, etc.
CCGing since '98.
Divine favor because the entire concept of the card is utterly retarded - rewards you for playing clueless.
I wouldn't mind seeing Mysterious challenger becoming 7 mana 7/6 so it has an additional weakness and also removes it from perfectly curving into Dr boom the next turn.
I got owned by a Flamewakerthree times in a row. This card is op! *salt*
lol people just need to understand xD
Force + roar, MC, Dr.7, Divine favor. Anyfin is a maybe.
So why these 5? Simple, most of them limit design space. Dr.7 doesn't he's just being auto included in 99% of decks which alone is unhealthy for the game.
Force roar. These two cards have literally been the bane of druids existence. Making a new druid? Going cancer? Mid range? Ramp? Weird self silence ancient watcher deck? mill? Throw in the combo. Force roar was becoming a thing when leeroy was a thing. This difference between the two and why leeroy was balanced over force roar: force roar both scales AND can be used as removal. Combo is just too strong, so much so druids have one deck: Force roar deck. How they build around the combo is up to them however. This to me, is limiting and really bad for druids as a whole.
MC. MC is the single reason blizzard CAN NOT give paladins are more good secrets right now. MC being able to rip them from your deck and play them all in one turn would have game breaking effects, not to mention the fact that his value is like 15 mana when he only costs 6.
Divine favor. Again, limits design space. Every time the paladin class gets a low cost aggressive card... This card gets better. Much better. Combine that with the fact that it's easily the best draw card in the game. Vs a hand lock you can potentially divine favor on 3 for 6+ cards, thats more then sprint for less then half the cost.
Any fin is primarily a problem because it can OTK. It could use a tweek, like summoning 7 murlocs at random, so you COULD get an otk out of it, or you could get 7 2/1 murlocs.
I want to tell everyone who comment here is that they are salty.The only card who need to be nerfed is mc.The rest are truly not a problem.U can see every card coming.Emperor is trully balanced.In this game are only 5 decent otk decks and only 2 can see the light of competitive play.The rest of the cards are just bullshit:juggler is dead next turn,flamewaker needs some spells to work,unstable is fine because u can get crappy minions like wisp,u can play around mirror entity,anything can happen needs a solid setup before(entomb the murk or put a taunt and is almost gg).Good players can play around an entomb or cabal.Reno is a good card but not op.It need a special deck.The other cards are just bullshit.Just kill some decks and u will be fine?(oil rogue,aggro shaman).Why not nerf all cards to 1 1 minions and spells add 1 1 minion for each mana cristal you spend for that ability.
Savage roar is trully fine.Why do you want to kill a deck?Without midrange druid that class will be DEAD.Name me another druid deck that is competitive.I accept when I lose against decks like that but not against secret pally.
Of the cards you listed, I checked these:
Knife Juggler - Should be a 2/2.
Blade Flurry - Shouldn't hit face.
Mysterious Challenger - Should either cost more mana or be like a 4/4.
Big Game Hunter - INCREDIBLY unhealthy card, but has some merit. My first choice would be to simply remove it from the game. If not that, I would give it an effect where "The next card you draw transforms into a hunting trophy", it would be a useless card that you just pay 0 mana to remove it from your hand. Or maybe make it a druid class card? Or make it 5 mana.
Flamewaker - Mages didn't need this. Remove it from the game.
Divine Favor - Awful, awful card. Remove it from the game.
However, the card you didn't list, possibly the singular most unhealthy card in the game is...
Ironbreak Owl - Suck a cheap, neutral silence with a body enables aggro too hard. It should be removed with the Spellbreaker being the only neutral silence.