This cars is good, but not THAT good. Let's just think about power of this card.
SO idea is that you can play -2 mana 3-3 minion. To make this negative mana eff you have to play two 3 drops, but usually you will get mana discount in the current rogue on some 2 or even 1 cost cards. so I think most of the time this card will give you like 4 mana discount, which makes this card 0 mana 3-3. Just compare this with foxy. Foxy is 0 mana 3-2. AND foxy isn't combo card, its much easier to get this discount. 4 mana combo card is sometimes hard to play.
Don't get me wrong, card is good, but not even close to all this super impressions. I think kazakus might be better option for rogue because I still don't see insane cards for 4 mana.
5
Sad Nat Pagle noises
2
It is virtually unplayable at 1 mana in current archetypes. At 0 it was the perfect curve enabler. At 1 mana it is very difficult to use even if it gives you 3 1-drops. It is not a good t1 play, and later in the game it is not impactful. Paladin win-rate should go down a point or two because of this nerf I believe. Still too oppressive imho, specially in wild with those anti-fun tax tactics.
1
I'm F2P sitting on 12.7k gold after buying both shaman and hunter portraits and I only log to finish daily quests. How did you guys end with so little gold?
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Bc there is nothing Holy in Wrath jk. Most likely an oversight.
2
Man it cannot be 8, it has to be 7. Don't be so salty.
6
It cannot be 8 mana, it must be 7. It goes against the design Philosophy of HS. Dr. Boom Must Have All 7s (stats and cost).
1
Although I agree with the RNG fiesta. There are a few issues related with not all classes having access to similar power level cards. And in particular Hero Cards give high advantages. In the current set, the game has slowed down a lot compared to when the Witchwood was released a year ago, now it looks like it might be more likely to arrive to turn 10.
Those cards are fun to play. But maybe not so much to play against.
3
Balance-wise even and odd decks are challenging to balance due to the nature of the 'Start of the Game' mechanic and in particular how oppressive certain hero powers are when either upgrade (Tank Up, Fireblast Rank 2, The Silver Hand, Poisoned Dagger) or when costing 1 mana (Life Tap, Reinforce, Totemic Slam).
As the issue is related with the hero power and how repetitive does it feel playing against Even/Odd decks. Instead of changing the numbers on the hero powers I rather suggest follow the thematic of Genn Greymane and Baku the Mooneater, i.e. using the modified hero power on:
In any Even/Odd turn respectively, your hero power becomes your regular hero power (2 cost standard effect). On average this effect will not change the functionality of the hero powers (and Justicar Trueheart will not be affected), will have the average effect of reducing the numbers as the Devs. suggested,while also adding a more challenging usage of such hero powers instead of the brain-dead 'press hero power each turn'. This way the first 2 turns remain the same, but the change is noticed turn 3 onwards. This change will mainly affect Odd Warrior, Odd Mage, and Odd Paladin, while being less impactful on Odd Rogue (but to be fair Rogue is in a pretty bad spot at the moment in Standard...).
In practice this can be implemented in a similar way as Dr. Boom, Mad Genius in which the hero power changes each turn accordingly (reducing its cost for Even decks and Upgrading for Odd decks).
(Also... an option to skip the voice lines of Baku the Mooneater and Genn Greymane may be necessary...)