I agree nerfs are needed, but I barely agree even with shaman.
Druid - Overgrowth to 5, yes. Remove rush from Guardians spell is even better.
Mage - Sorcerer's Apprentice can't reduce below 1, I don't know what turtle mage does, I kill them before.
DH - Lapi to 4, 4/4, give +4. That's it, enough with the DH nerfs, the class needa its day.
Warrior - Wrench to BC and DR, or bombs down to 3 dmg. Agree with Boom bots.
Paladin - braggart to 3 is fine, but Libram 'NOW' in deck and hand only get reduction is better (lady shouldn't create 0 mana cheat spells)
Rogue - Really, you want more? Finally we have a three decks that work without superior mana cheats.
Shaman - none agreed, because OL 1 means 'this card should cost the OL amount more'.
Elemental is a mage spell on a 2/2, should cost 3. Portal is Lightning bolt (which is ok as is) + 3-cost, so 4-cost is fine. Tidal wave is a killer. But, both Forked Lightning and Lightning storm should be OL 1, Earth elemental at OL 2. We need the basic/classic fixed, not some set cards.
Still, a better nerf post than the utter most.
Your change to Sorcerer's Apprentice would I expect literally kill any variant of tempo mage, it's pretty much the whole deck popping off with combos.
I was considering Wrench BC or DR too but then does that make weapon removal worse?
Agree with Lapi, the introduction of Marrowslicer though makes Blade Dance a 2 mana clear the board. Seems too good for me personally.
For rogue I think it's nearly fine but a 3 mana 3/3 draw 2 it absurd. The power the deck gains from this combo on curve is too much for most decks to contest seeing as the deck is mostly just face burn. If we use your Shaman example "Elemental is a mage spell on a 2/2, should cost 3" then Greyheart Sage is a mage spell with a 0 mana 3/3 body. That would then by your own argument need overload, correct? (Obviously it won't get overload as that's a Shaman mechanic, but should be a higher mana cost is my argument).
I do see your point with the Shaman cards though, the only thing is they're not played in their current state.
Apprentice is almost the single cause the game feels bad when playing vs mage, because without it they actually need to combo properly. Make it 3 cost then, but That Is the card that needs nerfing. Turtle mage is BS.
Wrench able to shove more than 2 bombs is the point, instead of shoving 10 thanks to weapon effects, while the weapon deals very little damage to face by itselt And what hurts opponent is Their rng draws.
Sage is fine, it's an epic 3/3 for 3, requires a Board condition (tougher than holding a dragon, and certainly isn't a mage spell by itself), it delays attacks with the stealths, and rogue as aggro needs fuel. With the only other one being SP, which doesn't 'belong' to early turns, it's fine.
My point with shaman is mainly the long run. Sandstorm, Portal, and Eye DO see play, and all are fine as are, but if you lower the Forked & Storm OL to 1, the whole shaman scene would be ressurected, because right now if you do either you go 2 turns back vs aggro, or in other words - you basically give aggro a free turn. That one mana on basic/classic is way more meaningful.
I would nerf these type of posts and the people that whine over and over and over...
"How long can this go on?..."
this
I don't like these trend more than anyone, but I'll give OP his due he didn't go with the "there's one game where [card] was highrolling so nerf the bitch" BS.
I agree nerfs are needed, but I barely agree even with shaman.
Druid - Overgrowth to 5, yes. Remove rush from Guardians spell is even better.
Mage - Sorcerer's Apprentice can't reduce below 1, I don't know what turtle mage does, I kill them before.
DH - Lapi to 4, 4/4, give +4. That's it, enough with the DH nerfs, the class needa its day.
Warrior - Wrench to BC and DR, or bombs down to 3 dmg. Agree with Boom bots.
Paladin - braggart to 3 is fine, but Libram 'NOW' in deck and hand only get reduction is better (lady shouldn't create 0 mana cheat spells)
Rogue - Really, you want more? Finally we have a three decks that work without superior mana cheats.
Shaman - none agreed, because OL 1 means 'this card should cost the OL amount more'.
Elemental is a mage spell on a 2/2, should cost 3. Portal is Lightning bolt (which is ok as is) + 3-cost, so 4-cost is fine. Tidal wave is a killer. But, both Forked Lightning and Lightning storm should be OL 1, Earth elemental at OL 2. We need the basic/classic fixed, not some set cards.
Still, a better nerf post than the utter most.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
⚙
Learn More
Cosmetics
Related Cards
Card Pools
✕
×
PopCard Settings
Click on the buttons to change the PopCard background.
Elements settings
Click on the button to hide or unhide popcard elements.
Apprentice is almost the single cause the game feels bad when playing vs mage, because without it they actually need to combo properly. Make it 3 cost then, but That Is the card that needs nerfing. Turtle mage is BS.
Wrench able to shove more than 2 bombs is the point, instead of shoving 10 thanks to weapon effects, while the weapon deals very little damage to face by itselt And what hurts opponent is Their rng draws.
Sage is fine, it's an epic 3/3 for 3, requires a Board condition (tougher than holding a dragon, and certainly isn't a mage spell by itself), it delays attacks with the stealths, and rogue as aggro needs fuel. With the only other one being SP, which doesn't 'belong' to early turns, it's fine.
My point with shaman is mainly the long run. Sandstorm, Portal, and Eye DO see play, and all are fine as are, but if you lower the Forked & Storm OL to 1, the whole shaman scene would be ressurected, because right now if you do either you go 2 turns back vs aggro, or in other words - you basically give aggro a free turn. That one mana on basic/classic is way more meaningful.
I don't like these trend more than anyone, but I'll give OP his due he didn't go with the "there's one game where [card] was highrolling so nerf the bitch" BS.
I agree nerfs are needed, but I barely agree even with shaman.
Druid - Overgrowth to 5, yes. Remove rush from Guardians spell is even better.
Mage - Sorcerer's Apprentice can't reduce below 1, I don't know what turtle mage does, I kill them before.
DH - Lapi to 4, 4/4, give +4. That's it, enough with the DH nerfs, the class needa its day.
Warrior - Wrench to BC and DR, or bombs down to 3 dmg. Agree with Boom bots.
Paladin - braggart to 3 is fine, but Libram 'NOW' in deck and hand only get reduction is better (lady shouldn't create 0 mana cheat spells)
Rogue - Really, you want more? Finally we have a three decks that work without superior mana cheats.
Shaman - none agreed, because OL 1 means 'this card should cost the OL amount more'.
Elemental is a mage spell on a 2/2, should cost 3. Portal is Lightning bolt (which is ok as is) + 3-cost, so 4-cost is fine. Tidal wave is a killer. But, both Forked Lightning and Lightning storm should be OL 1, Earth elemental at OL 2. We need the basic/classic fixed, not some set cards.
Still, a better nerf post than the utter most.