• 1

    posted a message on 20+ Needed Nerfs!!!

    I’ve Complied 20 nerds that scoops help fix wild. These nerds are designed to deal with the free form combo takeover and hyper aggro takeover.These nerds also target the previously oppressive decks to keep them in check. The main reason these cards were picked was oppressiveness and limiting card design space. 

    Darkglare: make it 3 mana 2/4 with card text “the first time your hero takes damage on your turn refresh 2 mana crystals.”

    Voracious Reader: make it draw 1 less

    Raza the Chained: make reduce cost to 1 instead of 0

    Foxy Fraud: make it a 3 mana 3/3

    Conviction: make it 4 mana 

    Incanter’s Flow: make it 4 mana at least

    Sorcerers Apprentice: add “but not less than 1” to card text

     Radiant Elemental: make it a 3 mana 3/4

    Stealer of Souls (yes, I know this one will be needed soon): change the card text to “the first card you draw each turn cost health instead of mana”

    Celestial Alignment: make it 10 mana

    Mage Secrets: make them all 4 mana

    Resurrect: make it 4 mana

    Mechwarper: add “but not less than 1” to the card text

    Prismatic Lens: make it 5 mana

    Void caller: make it a 5 mana 4/5

    Starving Buzzard: make it 3 mana

    The Caverns Below: make the requirement 5 minions again.

    Divine Favor: make it 4 mana

    Skull of Gul’dan: make it 7 mana

    Illidari Inquisitor: make it 10 mana

    Oh My Yogg! : change the card text to: “ after your opponent plays a spell that cost 3 or more, they instead cast a random spell of the same cost.”

    What do you guys think of these nerfs? Are they fair? Are there anymore you would add?

    Posted in: Wild Format
  • 1

    posted a message on 20+ Needed Nerfs!!!
    Quote from PetiteMouche >>
    Quote from AndrewUberninja >>

    Most of the ideas were not just to kill archetypes but to let people play new things and expirement in wild for once because these decks/cards have been dominated and oppressive for years. Except for a few cards I thought just limited what kind of cards could get printed way to much. 

     I play new things and experiment every day in Wild. None of the cards you listed prevent me from doing that.

    In Wild you can tech against almost any archetype with extremely high efficiency and consistency. If you don't like APM mage you play Dirty Rat, Explosive Runes, and Potion of Polymorph, gg you have 80% WR. if you don't like Secret mage you play odd warrior with low curve plays, gg you have 80% WR. If you don't like Stealer of Souls warlock, you play face damage (or the strat against APM mage, works too), gg you have 80% WR.

    If you don't want to tech against strong decks, play strong decks yourself (there are literally thousands, don't tell me you feel restricted), gg you have 50% WR, more or less depending on your skill.

     I also play a lot of really fun decks and reached legend with ridiculous cheese decks. I’m just trying to think of things that would make the meta healthier for the game.

    Posted in: Wild Format
  • 3

    posted a message on 20+ Needed Nerfs!!!
    Quote from Pythonproduct >>
    Quote from AndrewUberninja >>

    I’ve Complied 20 nerds that scoops help fix wild. These nerds are designed to deal with the free form combo takeover and hyper aggro takeover.These nerds also target the previously oppressive decks to keep them in check. The main reason these cards were picked was oppressiveness and limiting card design space. 

    Darkglare: make it 3 mana 2/4 with card text “the first time your hero takes damage on your turn refresh 2 mana crystals.”

    Voracious Reader: make it draw 1 less

    Raza the Chained: make reduce cost to 1 instead of 0

    Foxy Fraud: make it a 3 mana 3/3

    Conviction: make it 4 mana 

    Incanter’s Flow: make it 4 mana at least

    Sorcerers Apprentice: add “but not less than 1” to card text

    Radiant Elemental: make it a 3 mana 3/4

    Stealer of Souls (yes, I know this one will be needed soon): change the card text to “the first card you draw each turn cost health instead of mana”

    Celestial Alignment: make it 10 mana

    Mage Secrets: make them all 4 mana

    Resurrect: make it 4 mana

    Mechwarper: add “but not less than 1” to the card text

    Prismatic Lens: make it 5 mana

    Voidcaller: make it a 5 mana 4/5

    Starving Buzzard: make it 3 mana

    The Caverns Below: make the requirement 5 minions again.

    Divine Favor: make it 4 mana

    Skull of Gul’dan: make it 7 mana

    Illidari Inquisitor: make it 10 mana

    Oh My Yogg! : change the card text to: “ after your opponent plays a spell that cost 3 or more, they instead cast a random spell of the same cost.”

    What do you guys think of these nerfs? Are they fair? Are there anymore you would add?

     Some of these are fine, some are absurd. Like +3 mana on Conviction? if there was a card that could still be viable after quadrupling its mana, you'd at least expect it to be in every deck that can have it (which it doesn't). mage secrets are not the problem, you'd never play them on their own, the problem is secret synergy cards like Kabal Lackey and Kabal Crystal Runner

    for Resurrect, i think they need to change how the mechanic works. i know this sounds farfetched, but i think there should be a keyword resurrect (x) which will revive a minion that costs x or less (prioritizing summoning the highest cost option), so if you had resurrect (5) and you had a 3 cost minion and a 5 cost minion die that game, you would 100% of the time revive the 5 cost minion. that way revive mechanics aren't balanced by randomness anymore

    Illidari Inquisitor is totally fine, honestly i think all lategame cards should be at this power level

     Thanks! You’re probably right about conviction, the secrets, and illadari inquisitor. Also your idea for resurrect is really cool.

    Posted in: Wild Format
  • To post a comment, please login or register a new account.