I would actually like to see Crabrider made into a shaman-only card and make Spawnpool Forager neutral instead. I think that would solve a lot of problems from giving easy windfury to classes with lots of buff cards.
- Daniel327
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Wizzlewix posted a message on Incoming nerf predictionsPosted in: General Discussion -
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El_Jairo posted a message on Ultrozz' Big Elemental HunterPosted in: Ultrozz' Big Elemental HunterWow, those statistics on HSReplay really go well since Dekkster posted this this list here.
BTW, he refined it with:- -1 Kolkar Pack Runner which makes sense if you aren't running many cheap spells
- -1 Deadly Shot which is also natural because it's quite situational and competes with Mankrik's Wife
- -1 Warsong Wrangler which is debatable because it can quite reliably draw Teacher's Pet for turn 5 but the deck doesn't have great synergy with this card beyond Pet.
- +2 Death's Head Cultists to make the aggro match-ups less awful
- +1 Shan'do Wildclaw to make a copy of a Pet, which seems questionable, yet it can be interesting.
I'm going to try those changes out, I personally want Quick Shot in there for some targeted removal, for early game survivability.
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El_Jairo posted a message on Ultrozz' Big Elemental HunterPosted in: Ultrozz' Big Elemental HunterI'm really appreciating that you post off-meta decks and especially anything that Hunter Deck that isn't SMORCing hard.
I watched your video's on the deck and I was wondering if you did end up with another version than this one. Because I don't know if the current meta is favorable to run two Deadly Shots. I typically use the rule of thumb "Do I mind having both copies in my hand during the game?". And vs Paladin or Priest I think I wouldn't mind but vs a Warrior or Hunter it seems like a waste.
Furthermore with Mankrik and Barak Kodobane in the deck I think it's valuable to only have one three mana spell in the deck, because drawing the dead wife with Barak is just so much value and tempo.Another idea that popped up while watching the games is: do we need two copies of Nagrand Slam? Especially with the current pool of 10-cost Minions has 8 minions in it, 50% to hit a good minion, Darkmoon Rabbit is VERY situational and I consider it as one of the worst rolls and apart from Y'Shaarj, the Defiler the other three Old god's are pretty Meh.
As we look at the current pool of 8 cost minions, there are 22 minions (because Primordial Protector can't draw itself) and 8 of those have an immediate impact the turn they are summoned (ie Rush, Charge and/or Taunt). So that's about 36% high roll.
There are bout 5 minions that are understatted, like most of the old gods and Natalie Seline is the worst outcome IMHO. So 23% chance of "MEH" and 4,5% of "Oh dear god NO!". The rest of the pack have decent 8/8 stats and some come with a bonus effect.So yes, you have 14% more chance of hitting bigger stats, but only Scrapyard Colossus has an immediate impact on the board, which is only 12,5%.
Of course we make our match-up vs control less good when we cut a Nagrand Slam but we could switch it out for Vectus for more Deathrattle synergy or Guardian Animals for more consistency on the Primordial Protectors.
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Screwjank posted a message on How would you nerf oh my yogg?Posted in: Card DiscussionI would rework it to: "Secret: When your opponent casts a spell, you cast it too. (With random targets.)"
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PetiteMouche posted a message on How would you nerf oh my yogg?Posted in: Card DiscussionWhat I would like isn't exactly a nerf but it would act as one for oh my yogg and any future card with similar design.
For all disruption effects that turn cards into other cards, or maybe for all the RNG, I would like cards to be separated in different buckets. For example, all buff cards together, all damage cards together, all deathrattle together, all spell schools, all minion tags, etc.
So when you trigger Oh My Yogg! with a Frostbolt, it can turn into Bola Shot (they share the damage bucket) or Shatter (they share the frost bucket) but not into Hand of A'dal that is in the buff and holy buckets.
This way skill would actually matter when playing around these cards, there would be a real learning curve against RNG effects and any human could reasonably try to guess what will be the outcome based on which card they use, instead of not giving a f*ck because nobody can play around 500 cards for every RNG effect.
Similarly, if you Devolving Missiles a beast deathrattle minion, it would turn into beast or deathrattle minions that cost 1 less, but never into a battlecry or a mech. Bad example I guess because it could turn into a mech deathrattle or a beast battlecry, anyway you get my point, buckets.
That would require to rework a lot of the game code I imagine, but that would make RNG so much more interesting and balanced imo, and even give design space to the devs. I'm sure this would also make some cards stronger due to an over-restricted card pool, kinda like Primordial Studies currently in standard mage decks, but I don't mind.
I would also like if Oh My Yogg! kept the original target when possible.
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AJAvalanche posted a message on How would you nerf oh my yogg?Posted in: Card DiscussionEither up the cost of the spell cast in return, e.g.
<pre>(...) cast a random spell that costs 1 mana more.</pre>Or restrict the trigger for the secret, e.g.
Whenever your opponent plays a spell that costs 3 or less (...)
Whenever your opponent plays a spell that costs 3 or more (...)The first one in theory can make playing a spell into it still worth it, though the balance is difficult here. At 1 mana more Yogg still feels powerful, the resulting spell still most likely will be garbage, inconsequential to the game state. At 2 mana more Yogg becomes a questionable inclusion in a deck, because it can present a serious tempo swing for the opponent or an opportunity to gain a lot of value.
The second one I feel is the better approach. Yogg no longer counters the whole spectrum of spells and while it still is powerful, there are spells that escape its effect, therefore it becomes less valuable in some situations and against some decks. - To post a comment, please login or register a new account.
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Warrior quest seems like it has a wider range of decks that you can create around it.
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You could consider Venomous Scorpid for more card generation. Barak is a super safe craft though if you enjoy playing Hunter. He's an incredible card-draw option for the class which lacks card draw.
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Okay, that last question wasn't a great one because Odd Mage focuses a lot on Hero Power synergies. This deck does not, however. I will certainly consider Tour Guide as an inclusion once the set releases.
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Loot Hoarder seems like it may be a little slow. It's (typically) outclassed as a card draw option these days and this list already features a good deal of draw/card generation.
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The majority of these just need a cost adjustment.
Cho'gall could possibly read: "Battlecry: For the rest of the game, your spells cost Health instead of Mana." A little scary. May need a cost boost but a way better effect.
A couple ideas for Sherazin (all of which keep the dormant effect):
-"Revive when you play 3 cards in a turn."
-"Revive once you've played 4 cards."
-"Revive once either player plays 4 cards in a turn."
-"Revive once your opponent plays 3 cards in a turn."
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Yeah, this card seems insane.
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The post by Blizzard clearly states why the cards were nerfed. The meta is very balanced right now, but the playstyle of certain decks is not generally fun to play against. Sorry if you like playing 15-20 minute games back to back to back, but not everyone does. And that isn't a bad thing or a reason to insult someone. Clearly, Blizzard wanted to fix this in preparation for the upcoming expansion and also to stop the significant amount of Turn-1 concedes against priest. This was happening in winnable matchups, seemingly because players did not want to even participate against the class. If they can do something to stop people from not playing their game, that's a good thing.
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But Fireheart is one of the best Shaman cards currently. If you have an interest in playing Shaman it's not a bad craft at all.
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I moved to a faster list after a couple of games trying to include this many elementals. I think with Primal Dungeoneer you'd like the draw results to be more consistent. Having a lot of elementals, you may draw one that isn't helpful at certain points of the game when you need it. How is this list doing against Control? I've been having a bit of trouble beating Control Warriors. Maybe take a look at the list I just posted on my profile. It's an aggro-Doomhammer lineup like you mentioned.