Since when did Naga Sea Witch became a good card?
- BarnacleEd
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Anzo42 posted a message on The Naga Giants deck is at the point where if my opponent sees I'm playing either Warlock, Druid or Hunter, they just concedePosted in: Wild FormatSince they stealth changed how it worked in the last patch. Now it makes Giants cost 5, after which their conditions take effect. So that 25 cost Molten Giant can be played for 0 as long as you have a Sea Witch in play and have taken 5 damage. Arcanes can be played for 0 if 5 spells have been cast. And so on and so forth. -
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TheRealMalfurion posted a message on Rate the upcoming balance changesPosted in: General DiscussionOk I don't think I can keep myself from saying anything about all this, so I guess I will get it out of the way.
Innervate - I felt that something like this would be coming, not necessarily in terms of the change they made, but it was being discussed a lot (even though I thought the solution would be HoF next rotation). This change doesn't solve the main problem of the meta, which is Jade Druid, so yeah. In fact, it hits the other two archetypes of Druid, Aggro and Ramp. While some may be happy about Aggro being hit, I am not particularly impressed because Ramp Druid is one of my favorite archetypes. Keep in mind Aggro Druid was one of the good decks against Jade Druid.
Spreading Plague - My idea for a nerf was make it 4 mana summon 2 Scarabs and call it a day. While I liked the idea of the card, i.e. punishing over-extension, you don't give such a card to the class whose main weakness is over-extension. The nerf seems to be ok, and this card will still be played (if you can reliably get to it vs. aggro/midrange). Coupled with the Innervate nerf it may turn out to be slower enough that many more decks can put Jade to its place. This still hits Ramp Druid more, though.
Fiery War Axe - Believe me I get the reasoning behind this. It was the best weapon ever and would forever be played, but the best weapon should belong in the best weapon class. This nerf was as half-assed as they come. 3 mana 3/2 is about as iconic as the fork weapon that Rogue got. We truly get to explore the design space of 3 mana 3/2 weapons across classes and as a quick spoiler not only are they bad, but there are already existing superior alternatives in the game (albeit not in Warrior, in Standard). They should have really thought about this and at least provide some ability on top or maybe one extra durability (even though this might defeat the purpose, because the point is for the card to see less play). This happens to be a nerf to Pirate Warrior, which was another deck that could hold itself against Jade Druid.
Hex - This change was unnecessary and I don't understand why they keep making answers worse and worse in this game. It only makes sense to run answer cards if they cost less than what they're answering, so decreasing the amount of scenarios where this is good, is needless to say not that great. I don't think it was a good thing, but again the logic is to make Core cards less playable, I guess.
Murloc Warleader - This card was always very strong and it comes as no surprise that now that there is enough support for early-game murloc aggression strategies, it gets changed. I am not too fussed about this if it leads to a shift in the meta. However, another good deck against Jade Druid is Murloc Paladin and this represents a small hit to it as well.
So, what do we learn from all this? First, Blizzard isn't willing to learn from their mistakes. This can be seen from the choice of nerfs they made, whose effectiveness reminds me of when they "nerfed" Midrange Shaman (in essence making it indisputable Tier 1). Second, with cards like UI and Spreading Plague they pushed Jade Druid into being very powerful. Originally in MSG I thought this deck was ok, since there weren't enough control options for Druid, but with Spreading Plague they patched up JD main weakness, and with UI they gave an excellent way for JD to advance their win condition. Tbh I don't think UI is a problem, but it can't co-exist with JD. Last, but by no means least, they aren't willing to come out and accept their mistakes. If you are going to tell me, we are making Basic + Classic core so that you have something to always fall back to, I say I like that idea (part of my collection is evergreen, making it easier for me to compete and giving me a guaranteed set to invest in). If you then go and say we will nerf/rorate everything strong in Core, because we don't want it to be run then you have truly lost me. I'd rather you come out and say "Look guys, we made a mistake and we need to handle the discussion of a Core set differently" or do nothing altogether.
Edit: I also forgot to add a small meta prediction section. Among the top 4 decks (namely Jade Druid, Pirate Warrior, Murloc Paladin and Aggro Druid), I expect Aggro Druid and Murloc Paladin to be slightly weaker than before. Jade Druid is probably still very strong (it remains to be seen if Innervate is impactful enough for this archetype of Druid, but I doubt it is) and finally Pirate Warrior probably got the worst hit of all these archetypes. Will this encourage new archetypes? I sure hope so, because otherwise prepare to wait until December when the next set releases for a solution to the meta.
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Betterthanyou posted a message on Discuss the Nerf - Murloc WarleaderPosted in: Card DiscussionThis was a card that was definitely on the verge of rotating out. Absolutely needed and a good change.
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laadeedaa posted a message on Discuss the Nerf - Murloc WarleaderPosted in: Card DiscussionWell, at least I can actually use Wild Pyro + Equality combo now!
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TwentyOneBeers posted a message on Discuss the Nerf - Fiery War AxePosted in: Card DiscussionQuote from Sherman1986 >>So, it is now a worse King's Defender. Blizzard destroyed the card.
And it was about time. -
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user-29794348 posted a message on How strong would this mechanic be in standard?Posted in: Fan CreationsBran + This = Autowin
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Neffarious1 posted a message on Overused cardsPosted in: Card DiscussionQuote from davidwizard >>Quote from davidwizard >>Innervate is the only one on the list that potentially needs attention, and then only to rotate it to the Hall of Fame. Nerfing it is not an option, because: how?
Replenish two used mana crystals instead of giving you two more crystals even on turn 1 seems like decent option.That pretty much destroys the card. I doubt we'll ever see that nerf - much more likely to go to the Hall of Fame than have such a crushing change.Why should it be an argument to not nerf it ?Molten Giant, Arcane Golem, Blade Furry, Rockbiter Weapon, Call of the Wild, Charge, Ancient of Lore, Force of Nature, Keeper of the Grove, Warsong Commander, Starving Buzzard ... Have all been killed by their nerf, they don't see play not even in meme decks.They destroyed even more emblematic and weaker cards, I would be surprised if they refused to do the same for innervateIf Ultimate infestation was a minion -
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TwoDoorsThePlebLord posted a message on I just lost to a Class / Deck / Card. Nerf immediately.Posted in: General DiscussionLet's play a game. It's called spot the Jade Druid player.
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Betterthanyou posted a message on Murloc synergy is OPPosted in: Card DiscussionApparently everything that is slightly strong needs to be nerfed. Damn, I hope they don't nerf everything people complain about, we'll be using cards like Fen Creeper and Boulderfist Ogre.
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In all seriousness, having a card "transform" into different forms based on creatures you control is an idea that seems worth exploring. Druid of the Fang is the only card I can think of that does something vaguely similar.
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There's a comment in the card reveal thread that claims it'll get the buff from Ambush! http://www.hearthpwn.com/forums/hearthstone-general/card-discussion/178536-new-card-daring-reporter?comment=39
Can't confirm this firsthand, however, but the text of Ambush! does state "when you draw this..." so that does make logical sense.
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Definitely agree with cutting Raven Idol. I'm personally trying out Living Roots instead of Jade Idol (in addition to double Wrath) but this might be too few jade synergy cards. Even with Aya Blackpaw.
You might also want to consider Klaxxi Amber-Weaver instead of C'Thun's Chosen - much better stats and you have enough C'Thun buffs already IMO.
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Been toying with a similar idea myself. I think this list is too greedy in its current form however - no Living Roots and/or Wrath for early game seems like a big mistake to me, given how much aggro is currently on the ladder.
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Turns out this card is preeeeeeetty good </kripperino> in a midrange pally deck. Way too slow for aggro, but once you couple this with a big hand (which is easy to build up thanks to stuff like Meanstreet Marshal and Small-Time Recruits) the card gets huge value on the turn it's played. Similar to Murloc Knight or Emperor Thaurissan, it's also a big threat that must be removed asap by your opponent or they risk dire consequences...ever played 3x 6/6 minions for 5 mana thanks to a beefed up Doppelgangster? Let me tell you firsthand that it's hilarious.
Solid card overall that fills the awkward gap in the 5-mana slot left by stuff like Loatheb and Sludge Belcher rotating out.
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2xHex and 2xDevolve seems excessive to me personally; That's a lot of crowd control packed into this deck. Do you find that they wind up being dead cards often? I'm personally running a single one of each in my jade shaman list but am curious if it's worth including the extra copy of each card.