That's not the point.. Wild has so many options and people just stick with the absolute bullshit cancer and don't even try and experiment with something else. Obviously there will be broken decks, but I feel like each expansion should atleast slightly diversify lists EVEN in Wild.
- LuckySe7en99
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Rainbowhunter posted a message on Big Priest is still a problem..Posted in: Wild Format -
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Kwakdizzle posted a message on Hagatha the WitchPosted in: Hagatha the WitchOne of the only DK's without infinite value, or near infinite value. I think that makes this DK a pretty balanced one. Generating totems becomes prety uselss late game and is used to try to use all the mana you can, but with the passive hero power, you will likely find better use for those two floating mana crystals. At the same time, this DK is not a win condition, like Jaina or Gul'dan.
I can't wait to craft this and try it in even shaman after the upcoming nerfs
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joey_jojo_48 posted a message on 7 cards I'd like to see nerfed (and how/why)Posted in: Card DiscussionDisclaimer: I am well aware that I am far from the first person to suggest that some cards should be nerfed, and I'm also well aware that it is a bit too early in the new expansion to break out the pitchforks. But I still wanted to put my thoughts out there of how/why I'd change a few problematic cards in the meta. I also wanted to make this thread as an exercise for myself in thinking critically about game balance. I don't claim to be an authority over anything, and I welcome constructive criticism. Please note that I am assuming that all these nerfs would occur together, meaning each nerf shouldn't be solely considered by itself. Thank you for reading! :)
1) Ultimate Infestation
How I'd Change it: Change all 5s to 4s.
Why: Breaking down the effects of Ultimate Infestation, the card is worth well above 10 mana. Dealing 5 damage is worth ~4 mana, drawing 5 cards is worth ~9 mana, gaining 5 armor is worth ~1 mana, and summoning a 5/5 is worth ~4.5 mana. All together that means you get about 18.5 mana of value for 10 mana. This is just absurd. But by changing all the 5s to 4s, the card gets much more reasonble while still being very powerful. Dealing 4 damage is worth ~3 mana, drawing 4 cards is worth ~7 mana, gaining 4 armor is worth ~0.8 mana, and summoning a 4/4 is worth ~3.5 mana. All together that's 14.3 mana of value for 10 mana, which feels much more reasonable.2) Call to Arms
How I'd Change it: Increase the mana cost to (5).
Why: The issue I've had with Call to Arms is that it's power is just way above the curve. Let's break it down a bit. In the worst case, this card does nothing. But in the best case, it draws and plays 3 2-cost minions. Assuming drawing 3 cards is worth ~5 mana and each summoned minion is worth ~2 mana, that's a maximum value of ~11 mana. Taking an average of its best and worst case, this means the card is worth on average 5.5 mana. Changing the mana cost of the card to increase by 1 has the following benefits:
1) Puts the card's mana cost closer in line with it's theoretical average mana cost in normal Paladin decks.
2) Makes the card no longer useable in Genn Greymane decks, reducing their power level.
3) Though the card does then become available to Baku the Mooneater decks, it can only summon 1-cost minions, again reducing the card's power level.3) Divine Favor
How I'd Change it: Increase the mana cost to (4) with a weaker but similar draw effect.
Why: I don't mind aggro decks having card draw, but it always felt off to me that they could have so much additional resources for such little investment. In essence the current version of Divine Favor allows decks to play their entire hand directly into AoE and then be rewarded for it. This change makes the card more useful for midrange decks while still being powerful. It would also make the card much more useful in aggro vs. aggro matches. This also moves it from Odd Paladin decks to Even Paladin decks to compensate for the Call to Arms change above.4) Grumble, Worldshaker
How I'd Change it: Change it to only return Elementals.
Why: This is meant as an indirect nerf to Shudderwock. Shudderwock in and of itself is fine and similar to N'Zoth, the Corruptor or Yogg-Saron, Hope's End. But the combo with Grumble, Worldshaker creates such an unfun interaction for many players by creating a loop of extremely slow turns. By making this change it allows this card to still be useful in Elemental decks without enabling the slow OtK. And if players still want to have infinite Shudderwocks it's possible with Zola the Gorgon or Baleful Banker, it will just be much much slower.5) Dark Pact
How I'd Change it: Increase mana cost to (2).
Why: I really like the theme of Warlocks sacrificing their minions for benefits, but this combos too effectively with Carnivorous Cube and Possessed Lackey. By increasing the mana cost by (1), the combos are still posssible but slower.6) Doomguard
How I'd Change it: Replace Charge with Rush.
Why: I think the problem with Doomguard right now is how easy it is to get it out without the drawback. But by using the new keyword Rush you can tone down the card without completely destroying the it. Now the card is way more board-centric and still a real threat then summoned rather than played, but without the burst potential. I know a common suggestion is having it gain Charge via the Battlecry, but I think that would weaken the card so much that Cubelock may not survive (especially if take in conjunction with a Dark Pact nerf).7) Spiteful Summoner
How I'd Change it: Modify the summoning to summon 5-cost minions.
Why: Big Spell archetypes are interesting, but the power spike of summoning an 8+ cost minion on turn 5-6 is too early for a lot of decks to be reasonably expected to have answers. This change tones the power level of the card down dramatically. To help compensate for the power drop, the restriction on deck building is also reduced. Now you could run 5+ mana spells without worrying it would ruin Spiteful Summoner, whereas before you typically only could run 8-10 mana spells. (As an extra bonus, it makes it thematically fit better with all the Big Spell cards Mage got recently, such as Dragoncaller Alanna).Thank you again for your attention. I happily welcome any and all constructive feedback. :)
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Coach_Ace posted a message on If I were in chargePosted in: General DiscussionI would make the following changes to the standard format.
- I would move Divine Favor to Hall of fame
- I would move Sunkeeper Tarim from 6 mana to 7 mana
- I would make the charge on Doomguard a part of his battlecry
- I would change Spiteful Summoner to either: Reveal a random spell from your class, or Remove a spell from your deck.
What changes would you make?
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kloklon posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place! V2Posted in: General DiscussionCan shamans seriously just get the fuck off of ladder you worthless class? You've had your time in Karazhan you fucks. Why the fuck is it that when I decide to disenchant my entire shaman and paladin collection since they're shit (and no fuck you if you like playing cancer call to arms paladin), and make cubelock to gain ranks on ladder, some fucking JERKOFF PIECE OF SHIT SHAMAN COMES OUT OF NO WHERE. HER DEE HEX, HER DER, DEVOLVE. Wtf? Get the fuck outta here and get back in the fucking trash where you belong you ugly degenerate fook. Just look at yourself, Thrall. Big muscles sure. But your face makes me want to shove my hand up my ass AND FUCKING SERVE YOU A TACO KNUCKLE SANDWICH.
plays the #1 most hated and also strongest tier 1 deck on ladder and completely looses his mind after loosing to an off meta tier 3 deck ONCE.LUL this is exactly how i imagine cubelock players LUL holy shit -
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vNihilism posted a message on Every Single Odd/Even Card is Trash: Prove me Wrong.Posted in: Standard FormatThe cards aren't available yet genius. But it's nice to know that you're so hung up about competitive viability in this children's card game
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MrShmoove posted a message on Priest is no longer fun to meet on ladderPosted in: General DiscussionPriest has NEVER been fun to play against. If I could ban ONE class it would ALWAYS be priest. I've always hated it.
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patches_desroyer posted a message on desroyer of thread titlesPosted in: Priesti have been playing a lot of control decks and i mean a LOT i played everything from higlander priest through n'zoth paly and even spirit echo shaman. and i learned that etarnal servitude is a broken card. along with obsidian statue, which is already dumb by itself. put that into a shell of broken priest cards intruduced to the game in previous expansions: raza the chained, kabal talon priest, dragon fire potion, and potion of madnas, and ending with shadow visions.(this card is dumb as hell. two copies per spell? nah. discover rng? nah.) and u discover that preist doesnt struggle at any phase of the game whatsoever. i mean srsly blizzard? have u even looked twice into the cards u gave priest in the last 3 sets? these cards are dumb and i predict that it's gonne keep on happening. i mean what can u do vs a 4 mana lich king? or a 4 mana 4 8 lifesteal taunt deathrattle destroy a random minion which is by the way annoying and dumb enough at 9 mana.
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Yes.
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Worst, most boring brawl ever, trash company.
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Couldn't agree more, all great suggestions
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Both are a problem, but priest is way more infuriating to play against as it is literally several coin flips deciding whether you win or lose. I'd rather play against fucking pirate warrior during gadgetzan
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Ladder is cancer, queue into aggro deck after aggro deck after aggro deck after fucking aggro deck.
Dead turn 4 to pirates
Dead turn 4-6 to Quest Rogue
Same with druids and shamans
Un'Goro best meta ever guys!!!!! exdee
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WHY THE FUCK HAS QUEST ROGUE NOT BEEN NERFED YET!?!?!