Can't wait to possibly have my Spectral Pillager Rogue OTK (which is not problematic at all in wild) to potentially be killed due to them nerfing Mechwarper if the dumb new mech in town happens to get abused upon released.
But hey better to nerf old cards that haven't caused issues in the game just to create and release a new card that may cause issues down the line.
You’re right (assuming you’re being sarcastic). It’s obnoxious to fuck around with perfectly good cards because of one busted-ass card. I mean, preparation is never the problem, but making cards that aren’t appropriately costed is. If raiding party was 4-5 mana to start with, this whole fiasco with taking away part of rogues identity would have been avoided.
I know this is not the point of the thread but I still have to say something
Preparation was definitely a problem. maybe when you look at it by itself it does not look threatening, but then when you combine it with the right spell it becomes overpowered. but that is exactly how prep works, it can only be used when combined with other cards, so when a spell becomes overpowered because of prep then it is preps fault.
I am glad they made this change, but I do think that changing SN1P-SN4P would have been better.
As far as the combo goes, nerfing experimentation was probably best. in the combo, it was just as bad as SN1P-SN4P. Plus, experimenter was already a bad card except for in Mecha'thun priest, so this change will not effect the card much as it is still viable in that deck, and it is still bad everywhere else like it was before.
But I think that the real problem was putting Echo, and Magnetic on the same card. those two keywords should never have to exist on the same card because it opens up the possibility for combos like this in the future. SN1P-SN4P is a dangerous card to have around.
the thing is, there are only so many possible decks with the cards available. I could find a deck on hearthpwn for every deck type I could think of. they are not all played on ladder, but that is to be expected.
not every deck type is good, and not every decktype is fun. but every decktype I could think of has been discovered and experimented with. then people go to ladder with the best few.
I actually pulled a Lorewalker Cho from a Tavern Brawl pack the other day and was thrilled (it's one of the only Classic legendaries I don't have. I think the other is Millhouse Manastorm lol!
I personally don't have much faith in the card. if you are going to play a card like this, you want to be able to do it cheap, otherwise, it kind of defeats the purpose of recruiting minions in the first place.
if you are going to spend 6 mana, then spend more resources killing her, why not just play the big minion you are recruiting?
the problem I have with this brawl is: cards like Toxfin will never be drawn except for on turn one on in your opening hand. so it just feels like it is sitting there making your turn one less consistent.
once you don't draw a card in this brawl, then it is just gone forever, which makes deck-building weird for me
0
This deck is amazing! I am on a 6-0 winstreak and still climbing!
*edit* just made it to rank 5 with a 9-0 winstreak!
*edit**edit* my winstreak finally ended 13-1.
2
I know this is not the point of the thread but I still have to say something
Preparation was definitely a problem. maybe when you look at it by itself it does not look threatening, but then when you combine it with the right spell it becomes overpowered. but that is exactly how prep works, it can only be used when combined with other cards, so when a spell becomes overpowered because of prep then it is preps fault.
4
I am glad they made this change, but I do think that changing SN1P-SN4P would have been better.
As far as the combo goes, nerfing experimentation was probably best. in the combo, it was just as bad as SN1P-SN4P. Plus, experimenter was already a bad card except for in Mecha'thun priest, so this change will not effect the card much as it is still viable in that deck, and it is still bad everywhere else like it was before.
But I think that the real problem was putting Echo, and Magnetic on the same card. those two keywords should never have to exist on the same card because it opens up the possibility for combos like this in the future. SN1P-SN4P is a dangerous card to have around.
20
slows down Jade Idol , Pogo-Hopper , Hakkar, the Soulflayer , and other such abilities, while also giving your opponent bad draws.
0
dont forget about BOB!
0
the thing is, there are only so many possible decks with the cards available. I could find a deck on hearthpwn for every deck type I could think of. they are not all played on ladder, but that is to be expected.
not every deck type is good, and not every decktype is fun. but every decktype I could think of has been discovered and experimented with. then people go to ladder with the best few.
3
if you buy the wings with gold you will unlock golden zayle.
0
the last two classic legendaries I opened were Millhouse Manastorm and Lorewalker Cho.
0
I personally don't have much faith in the card. if you are going to play a card like this, you want to be able to do it cheap, otherwise, it kind of defeats the purpose of recruiting minions in the first place.
if you are going to spend 6 mana, then spend more resources killing her, why not just play the big minion you are recruiting?
0
A nice combo breaker for warlock that can take out jade idols, bombs, pogo-hoppers, or hakkar the soulflayer.
I am not entirely set on a cost, I am not sure if 2 would be better because shuffle abilities are rare. and I am definitely not set on a name yet.
2
the problem I have with this brawl is: cards like Toxfin will never be drawn except for on turn one on in your opening hand. so it just feels like it is sitting there making your turn one less consistent.
once you don't draw a card in this brawl, then it is just gone forever, which makes deck-building weird for me
0
yeah, I realize that and I apologize, that still does not explain why I am able to play a 3 mana Raiding Party though. . .
4
the nerfs aren't here for me either, my opponent just played Faceless Lackey into a Pogo-Hopper
*edit* nevermind, that patch comes later, I am dumb, feel free to ignore me.
0
I made a druid combo deck that just ramped turns 1, and 3, and on turn 4 you had juicy spychmelon to draw your combo, then on turn 7 you could win.
I only played one game with it ad got lucky, I would not recommend playing that deck.
4
Here's to a new, and better meta.