Great job man!
Since there is no mage deck in the list, I'll place mine here xD
I got doomsayer into war axe. and found zilliax. I agree that deck is far from perfect.
Hope you will find something good for this, good luck
Since diamond cards look horroble and i don‘t get them as a f2p player anyway, i would like to see aweful cards get diamond. So i don‘t have to so my beloved cards get spoiled.
WHO IS LOSER NOW?!
Don't worry about control warrior, I think control warlock can easily put him into the bay, because of:
A lot of removals
Healing with soul fragments
Strong late game with new Jaraxxus
Did I mentioned Tickatus?
Nozdormu is a bad solution to a real problem.
A good solution would be to show a prompt at the start of the game to each player asking whether they want to play in the Blitz mode (15 secs turn), if both players agree then turns are 15 secs.
No need of putting a dogshit card in the deck and pray to match up with someone who did the same.
This is a feature that has been talked about for years to help boost player morale, but there was always the concern about giving away gold every game.
Now that we have the XP system, giving away bonus XP every game is a perfect idea. Even 10, 15, or 25 is a small amount that still would provide a sense of, "my opponent gave me free stuff!"
I think this would go big way to making user interactions more positive. LeAppvn t us have an option to make it automatic and have to click to NOT send it. Then users can regulate their behaviors themselves. And when you have a bad game but still get xp, that will reduce the tilt a SHAREit bit!
With the arrival of the core set, I initially thought that disenchanting duplicate copies would be okay. I'm sure a large portion of players already knew this if they kept up with patch notes and whatnot (I didn't because I was more of the mindset that I'll figure things out when the expansion drops), but Core cards are only useable in standard/wild and they rotate meaning they won't be in your collection once they rotate. The classic versions of your cards are useable in the classic format unlike core cards and will remain in your collection permanently as they always have.
TLDR: Don't be an idiot like me
The initiate set was essentially to give Demon Hunter more tools at the start of year of the phoenix since the other classes all had an entire year of standard support during year of the dragon. Since the initiate set was basically just to help alleviate the problem of Demon Hunter not having enough cards, and now that it's had a year of support, leaving it in would essentially give Demon Hunter more support than other classes.
I'm mixed on Kabal Crystal Runner, since it'd become *very* weak. Maybe if it gained a keyword like Rush and got even more expensive. If the only thing KCR has going for it is being cheap, not actually getting cheap is pretty bad, and pretty boring. Alternately, an effect that doesn't work per secret, but reduces in one chunk if you've played a fixed number of secrets might work. 8-mana 6/6 Rush, costs 4 mana if you've played 3 or more secrets. It never gets free, and it's really expensive until you hit the 3-secret breakpoint, and it'd be capped at 4-mana 6/6 Rush.
Kabal Lackey is fine, but maybe it'd be more interesting as "Your next secret costs 1 less" without the discount expiring. It'd only be a 1 mana discount instead of 2 or 3, but without expiry, it'd be easier to combo a reduced cost secret with other plays.
Cloud Prince not going face would be wonderful. The amount of reach mages have for closing out games makes things pretty awkward, where even stabilizing against them in the midgame doesn't always work.
No thoughts on Flakmage. Seems OK.
I would actually nerf secrets instead.
If secrets aren't a problem, secret synergy will never be a problem and they can keep printing it and pretend that's what people want.
Counterspell : when your opponents casts a spell that costs 3 or less
Rigged Faire Game : 2 cards
Netherwind Portal : summon a random 3 cost
Ice Block : When your hero takes overkill damage (exact lethal still kills you)
Flame Ward : 3 damage to the attacker, 1 damage to other enemy minions.
Explosive Runes : 5 damage, excess damage to another minion
Duplicate : 1 copy
And also nerf the secret discounts because they are the ones breaking the deck. Secrets are already undercosted cards by design, that's why they are secrets instead of direct hitting spells. But right now they are undercosted spells with more synergy than any other mage spell, meaning you spend 0/1 mana for a 3 mana spell that will have 5+ mana worth of value.
Arcane Flakmage, Kabal Crystal Runner, and Cloud Prince are totally fine cards, almost weak cards and totally dependant on the power level of other cards in the deck. Nerfing these won't fix anything imo.
I think that's a pretty terrible idea. Secrets aren't a massive problem anywhere *except* in Secret Mage, and that's mostly because they enable a tonne of synergy. The synergy is stronger than the secrets themselves--you essentially get to run 4 copies of Fireball and 4 copies of Frostbolt and that's a lot of burn.
Maybe, if all classes had their secrets re-balanced around being 2-mana (Paladin secrets buffed, Mage secrets nerfed), maybe. It'd make it easier to have random secret stuff, since the power swings would be smaller. But 2-mana secrets for everyone would also require re-balancing all sorts of secret synergies.
But if Mage secrets remained 3 mana, these nerfs you suggest ruin all secrets for all decks, not just an oppressive aggro deck. It really would be better to go after the synergy cards.
I respectfully disagree, and here's why:
In each of these 3 scenarios, the card always felt very powerful. Turning Wrenchcalibur into a 4/3 weapon meant that it ended up dealing 6 extra damage and adding an additional Bomb to the opponent's deck, Ancharrr dealt an extra 5 and drew an additional pirate, and Livewire Lance dealt an extra 5 and generated an additional Lackey.
The value gained from Corsair Cache in these instances ended up being (over the course of multiple turns) 2 mana to draw a weapon, deal an extra 5-6 damage, and generate another resource, be it a card or a Bomb. This damage and resource generation for such a low mana cost was very difficult for many decks to deal with, and led Bomb/Tempo Warriors into going face more often because they knew they could just finish you off with their weapon which would deal 9-12 damage because of Corsair Cache.
This of course was very strong, hence the nerf. What the nerf to Corsair Cache did was effectively cut the additional damage output in half, from 5-6 to 2-3 additional damage, which prevented these Bomb/Tempo Warriors from beating you down as easily as they had been doing. It's similar to the nerf of Boggspine Knuckles, which was simply just doing too much damage on it's own for decks to deal with it on top of the minions it was generating.
Unnerfed Corsair Cache would be even scarier now that Spiked Wheel exists. A 1 mana 4/3 (effectively) weapon would be insane in any aggresive Warrior deck, so unnerfing the card now is definitely out of the question while the card is in Standard.
As for changing the card to 1 mana, that would make the card ridiculously powerful as well. 1 mana cards that draw a card are incredibly powerful, see Consume Magic, Crimson Sigil Runner (which has been nerfed), Flare (which was nerfed from 1 mana to 2), Kobold Librarian and even Mortal Coil. All of those cards are/were quite strong, and they don't draw a specific card.
A 1 mana Corsair Cache as it stands now would be an immensely powerful card and would be an auto include in any Warrior deck that runs weapons.
In Wild it may be a different story, and it could maybe be reverted back to it's initial form, but as long as the card is in Standard I believe it should remain how it is.
TL;DR: It would be too powerful in Standard in it's original form thanks to it's previous uses alongside the addition of Spiked Wheel, but when the card rotates I could see it being unnerfed.
Spent literally all day making this graph.
Dunno if anyone wants to pin this up somewhere, but it's basically a cheat sheet on what changes are coming once rotation hits.