Any deck wants tempo, and if you're in a situation where an 8/8 gives you the tempo you want, then you use it. Burning your deck is *so* rarely relevant.
Tickatus is actually a really solid inclusion in most deck-burning Warlock decks because they're so tempo heavy.
Tempo heavy deck-burning Warlock? Where? I wanna see it.
All of them are.
Barrens Scavenger and Blood Shard Bristleback are both tempo cards. So is Neeru. Even Jaraxxus wins through tempo and board presence, not value.
They're midrange decks which typically win by big swing turns/tempo plays.
Any deck wants tempo, and if you're in a situation where an 8/8 gives you the tempo you want, then you use it. Burning your deck is *so* rarely relevant.
Tickatus is actually a really solid inclusion in most deck-burning Warlock decks because they're so tempo heavy.
Tidal Wave > down to 7 mana? Maybe a bit too busted but it is way to slow at the moment.
Vashj Prime > down to 6 mana. You want to have more impact on the turn you play her.
shaman player above. btw you must be stupid to think that mana tide will go up from 3 to 4 health or go down from 3 to 2 mana. That card is played now and it would be broken if it was 2 mana or had 4 health.
No it's not, and you're not shaman player, don't lie to us. Mana Tide Totem is BAD card now.
It's not *bad*, but it would definitely not be broken as a 0/4 or a 2 drop.
Tidal Wave > down to 7 mana? Maybe a bit too busted but it is way to slow at the moment.
Vashj Prime > down to 6 mana. You want to have more impact on the turn you play her.
shaman player above. btw you must be stupid to think that mana tide will go up from 3 to 4 health or go down from 3 to 2 mana. That card is played now and it would be broken if it was 2 mana or had 4 health.
No it's not, and you're not shaman player, don't lie to us. Mana Tide Totem is BAD card now.
If they increased Mana Tide to drawing two cards, it most certainly would be played. And Shaman’s draw drought would be fixed.
Shaman doesn't have a draw drought. It has as much card generation as it should. Mana Tide could be better, and that would improve shaman's *deck velocity* (how quickly it cycles through the deck) which *would* be a positive change, but generating extra resources isn't something Shaman needs necessarily.
Mortal Coil --> 2 damage. One damage less than Holy Smite but can draw a card, with would be fair trade off (-2 dmg is too much).
Siphon Soul --> 3 mana, but no longer heals you. It's slightly better than Shadow Word: Death, so 3 mana would be fair cost.
Hellfire --> 3 mana and deals damage only to minions. 4 mana for symmetrical effect with face damage is too slow and too dangerous in aggro matchups.
Lakkari Felhound --> Remove battlecry. It's basically Sen'jin Shieldmasta (unplayable card from 2013) with just 3 more health. Class cards can be stronger than neutrals and vanilla 3/8 for 4 mana wouldn't make Warlock broken for sure (especially with all that power creep).
Free Admission --> 2 mana, draw 2 cards (not just minions), without any discounts. Like Arcane Intellect (which everyone knows is bad) for 1 mana less.
These are *insane* buffs individually. This would make Warlock SO busted. Arcane Intellect is NOT a bad card. 2 mana, draw 2 is incredibly powerful. 3 mana, deal 3 damage is also broken as hell (the fact that it hits face is a *downside* not an upside, 5 mana deal 3 is the standard). Mortal Coil is more than good enough, the ability to cycle a card and deal damage for 1 mana is a VERY good effect. Card draw is *very powerful*. Siphon Soul would just be a better assassinate when it's already a really strong card, especially with Tamsin. Twisting Nether is one of the strongest cards in control match-ups, and so is brawl. We don't need *more* efficient AoE hard removal. The game is removal-heavy enough as is.
Sen'jin Shieldmastah is not a bad card either, it's just too *fair* to see play. 3 more health is A LOT more health. It completely shuts down aggro decks.
They shouldn't be buffing cards out of the standard too much. Giving a card with a good effect premium stats is the closest they should get, and usually only if it's conditional. And sometimes (stuff like taunt or certain spell/minion effects) were undercosted in the old standard sets, but that's a different situation.
Mana Tide Totem: Goes up to 4 Mana, but in exchange now draws 2 cards at the end of your turn.
Landslide: Now deals 2 damage, then repeats for 2 more if you are Overloaded.
Molten Blast: Down to 2 Mana.
Tidal Wave: Down to 7.
I think a small Tidal Wave buff (Maybe up the damage instead of reducing the cost, tho because it is just a game-winning card versus aggro) makes a lot of sense. As does a Mana Tide buff. (Though probably up it's stats, not increase it's card draw) And I think they could increase the damage of molten blast, but reducing the cost means it'd be better as like... a combo tool, which I don't think is something shaman needs. It already has a lot of burst potential.
All of them are.
Barrens Scavenger and Blood Shard Bristleback are both tempo cards. So is Neeru. Even Jaraxxus wins through tempo and board presence, not value.
They're midrange decks which typically win by big swing turns/tempo plays.
Any deck wants tempo, and if you're in a situation where an 8/8 gives you the tempo you want, then you use it. Burning your deck is *so* rarely relevant.
Tickatus is actually a really solid inclusion in most deck-burning Warlock decks because they're so tempo heavy.
It's not *bad*, but it would definitely not be broken as a 0/4 or a 2 drop.
Shaman doesn't have a draw drought. It has as much card generation as it should. Mana Tide could be better, and that would improve shaman's *deck velocity* (how quickly it cycles through the deck) which *would* be a positive change, but generating extra resources isn't something Shaman needs necessarily.
These are *insane* buffs individually. This would make Warlock SO busted. Arcane Intellect is NOT a bad card. 2 mana, draw 2 is incredibly powerful. 3 mana, deal 3 damage is also broken as hell (the fact that it hits face is a *downside* not an upside, 5 mana deal 3 is the standard). Mortal Coil is more than good enough, the ability to cycle a card and deal damage for 1 mana is a VERY good effect. Card draw is *very powerful*. Siphon Soul would just be a better assassinate when it's already a really strong card, especially with Tamsin. Twisting Nether is one of the strongest cards in control match-ups, and so is brawl. We don't need *more* efficient AoE hard removal. The game is removal-heavy enough as is.
Sen'jin Shieldmastah is not a bad card either, it's just too *fair* to see play. 3 more health is A LOT more health. It completely shuts down aggro decks.
They shouldn't be buffing cards out of the standard too much. Giving a card with a good effect premium stats is the closest they should get, and usually only if it's conditional. And sometimes (stuff like taunt or certain spell/minion effects) were undercosted in the old standard sets, but that's a different situation.
I think a small Tidal Wave buff (Maybe up the damage instead of reducing the cost, tho because it is just a game-winning card versus aggro) makes a lot of sense. As does a Mana Tide buff. (Though probably up it's stats, not increase it's card draw) And I think they could increase the damage of molten blast, but reducing the cost means it'd be better as like... a combo tool, which I don't think is something shaman needs. It already has a lot of burst potential.