I agree with most of your suggestions.
People commenting doesn't seem to understand the whole ecosystem. With one simple nerf to a proeminent archetype, others can become much more powerful, that's why some hunter nerfs are suggested.
2
I agree with most of your suggestions.
People commenting doesn't seem to understand the whole ecosystem. With one simple nerf to a proeminent archetype, others can become much more powerful, that's why some hunter nerfs are suggested.
2
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
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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?
1
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.
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Thanks! You’re probably right about conviction, the secrets, and illadari inquisitor. Also your idea for resurrect is really cool.