Oh really? So it's better to nerf one class per time? If there's unhealthy interaction that specific card is responsible for then why it shouldn't be nerfed? Every class that is top tier now ( Warrior, Hunter, Mage ) maintain their dominance usually thanks to specifit cards. Warrior - Mainly Dr. Boom. Hunter - Strong mech synergies and great card draw ( midrange hunter ), Mage - Conjurer's Calling. Why it should be this way?
Standard only. I believe those cards should be changed ( nerfed ) in some way. You may disagree with me but it's okay. Feel free to suggest your own idea's.
Hunter:
Venomizer - raise the cost to 3 or remove the magnetic ability. Comment: Unhealthy interaction with Missile Launcher
Master's Call - raise the cost to 4. Comment: Class identity. Hunter's weakness was always getting out of cards quickly, beside tracking, there's wasn't a good spell/minion that draw you card/cards. That's why I don't understand why hunter's master's call costs only 3 mana, Rogue's Raiding party drew 2 pirates and weapon if combo'ed and it was nerfed to 4 mana.
Mage:
Ray of Frost - Swap the mechanic, Deal 2 damage, if you target the same minion twice, freeze it. Comment: Extra cheap freezing tool very often offers a mage player a way to completely ignore opponent's board and go face/ prevent other player from trading. It's very often annoying when you have the power on board to clear giant and prevent conjurer's calling turn but you are cut off in such an easy way.
Conjurer's Calling - Remove the twinspell. Comment: It really needs any explanation? Card's busted.
Paladin:
Crystology - back to 2. Comment: Aggro paladin ( this time mech paladin ) was easily beaten if they ran out of cards, crystology became the best card that draws a card in hearthstone.
Shaman:
Underbelly Angler - raise the cost to 3 and lower the health to 2. Comment: The cheapiest value generator in hearthstone, it doesn't matter that shaman have two cards in his hand, if it's underbelly angler and any other murlock, I bet you will see him flooding entire board next turn. Note: Underbelly Angler also can generate another Underbelly Angler
Spirit of the Frog - raise the cost to 4. Comment: And again, drawing massive amount of cards with a card that is cheap as hell counting it's ability. Remember the time when stealthed Gadgetzan Auctioner was a thing?
Warrior:
Omega Assembly - Just discover the mech. Comment: A one-mana card that generates three cards, isn't it too much? I know, you have to have 10-mana but for a warrior that's not an unpossible task to surive this long. Note: Hallucination is a card.
Omega Devastator - Remove the mech tag. Comment: Getting a numberous amount of these in one game thanks to omega assembly, Dr. Boom, Mad Genius is a also a bit too much
Dr.Boom. Mad Genius - First played mech has rush. Blast shield removed. Delivery Drone is random mech.
Neutral:
Magic Carpet - lower the health to 3 mana. Comment: Giving a rush and permanent + one attack is amazing ( look at Dr. Boom, Mad Genius's rush ability ) and 6 health makes Magic Carpet a really tough target to remove.
Oh really? So it's better to nerf one class per time? If there's unhealthy interaction that specific card is responsible for then why it shouldn't be nerfed? Every class that is top tier now ( Warrior, Hunter, Mage ) maintain their dominance usually thanks to specifit cards. Warrior - Mainly Dr. Boom. Hunter - Strong mech synergies and great card draw ( midrange hunter ), Mage - Conjurer's Calling. Why it should be this way?
I agree, I should have mentioned the reason why these cards require nerfs. Post edited.
Standard only. I believe those cards should be changed ( nerfed ) in some way. You may disagree with me but it's okay. Feel free to suggest your own idea's.
Hunter:
Venomizer - raise the cost to 3 or remove the magnetic ability. Comment: Unhealthy interaction with Missile Launcher
Master's Call - raise the cost to 4. Comment: Class identity. Hunter's weakness was always getting out of cards quickly, beside tracking, there's wasn't a good spell/minion that draw you card/cards. That's why I don't understand why hunter's master's call costs only 3 mana, Rogue's Raiding party drew 2 pirates and weapon if combo'ed and it was nerfed to 4 mana.
Mage:
Ray of Frost - Swap the mechanic, Deal 2 damage, if you target the same minion twice, freeze it. Comment: Extra cheap freezing tool very often offers a mage player a way to completely ignore opponent's board and go face/ prevent other player from trading. It's very often annoying when you have the power on board to clear giant and prevent conjurer's calling turn but you are cut off in such an easy way.
Conjurer's Calling - Remove the twinspell. Comment: It really needs any explanation? Card's busted.
Paladin:
Crystology - back to 2. Comment: Aggro paladin ( this time mech paladin ) was easily beaten if they ran out of cards, crystology became the best card that draws a card in hearthstone.
Shaman:
Underbelly Angler - raise the cost to 3 and lower the health to 2. Comment: The cheapiest value generator in hearthstone, it doesn't matter that shaman have two cards in his hand, if it's underbelly angler and any other murlock, I bet you will see him flooding entire board next turn. Note: Underbelly Angler also can generate another Underbelly Angler
Spirit of the Frog - raise the cost to 4. Comment: And again, drawing massive amount of cards with a card that is cheap as hell counting it's ability. Remember the time when stealthed Gadgetzan Auctioner was a thing?
Warrior:
Omega Assembly - Just discover the mech. Comment: A one-mana card that generates three cards, isn't it too much? I know, you have to have 10-mana but for a warrior that's not an unpossible task to surive this long. Note: Hallucination is a card.
Omega Devastator - Remove the mech tag. Comment: Getting a numberous amount of these in one game thanks to omega assembly, Dr. Boom, Mad Genius is a also a bit too much
Dr.Boom. Mad Genius - First played mech has rush. Blast shield removed. Delivery Drone is random mech.
Neutral:
Magic Carpet - lower the health to 3 mana. Comment: Giving a rush and permanent + one attack is amazing ( look at Dr. Boom, Mad Genius's rush ability ) and 6 health makes Magic Carpet a really tough target to remove.