I will show proof, you challenge first though.
Yogg crashes my game. Whenever it goes to the card image, the game freezes, i have to close it, and when i come back it won't even attempt to reconnect me. How has blizzard not tested their cards before release is way beyond me. What the actual?
Keep it same no nerf stop nerfing thing that you can’t beat
I have to agree. Some treasures are really good, some are mediocre, some are outright bad. There's supposed to be variance by design. Wax rager is very good but easily countered. It doesn't need nerfed IMO. Just be happy when you get it and it doesn't get hexed right away.
That's a wrong mentality to have imo. I think treasures should all be on similar power levels, or only shine with specific synergies. Wax rager is often a game-ending play on turn 3. You don't need a specific deck for it to work, it's not naturally countered by all classes, just by one at the moment (shaman is unplayable rn), and it just does too much. If it costed 8, then fair, but like this, no way. Similar problem with the windfury weapon. Really oppressive, works with literally any class, and just wins you the game while you control the board as well.
Really slow and inefficient. 1/10
Well, Shaman has a pretty decent control deck just now. When C'Thun lands in a few days, quest shaman will basically instawin when they play a double cthun battlecry. All they need is to survive till then, and there are plenty of aoe and healing options.
Shaman was clearly overwhelming to keep up with for non-generation classes. I am really glad that the nerf happened, it was much needed. But mage remains the holder of a really oppressive power, and I think it needs a nerf. Simple solution, change from Mana Wyrm to Babbling Book. It also fits thematically really well.
2 mana deal 1 to summon a 1/1 might not sound too powerful, but mage already has a lot of really good tools in this game mode and you can see almost only mages at the top, I think the power should have been reconsidered too.
I think a better nerf idea is one of these two:
1. Become dormant - this slows it down considerably and it doesn't require owls or other bad cards in your deck to get rid of it.
2. Have a limited number of lives: Deathattle: Resummon this minion (4 remaining)
Sure, you are limited to 2 cards per turn, but combined with a stong hero power, it's impossible to keep up with. All the 11 win decks I faced had this enchantment. Seriously needs to be reconsidered.
except when, unlike normal decks, it can be drafted more than twice...so yeah applying logic from standard/wild games in the context of arena isn't apples to apples.
I drafted 4 mind controls once. I had a gut feeling it's a bad move, but decided to do it for the poor sould I was going to troll. Needless to say, sitting on no board turn 7 with 2 mind controls in hand is not great.
I think the card is fine, and priest has late game potential, it's normal that it wins most value games (maybe except against warlock and occasionally shaman). As powerful as stealing an opposing minion of your choice is, it can be played around, by only playing minions that can kill each other, and it is terrible when you are very behind. Draw it early and it can lose you the game long before turn 10.