Just check these two card:
Each turn on Gruul (or Micro Machine, for example) means each turn, both your turn and your opponents turn.
Each turn on scheme cards mean your turn only.
Just check these two card:
Each turn on Gruul (or Micro Machine, for example) means each turn, both your turn and your opponents turn.
Each turn on scheme cards mean your turn only.
The new scheme cards upgrade each turn (just checked with the Togwaggle's Scheme).
But Dr. Boom's Scheme, the worst one of them all, upgrades only on my turn. Did you also encountered this bug?
RoS: Reprint , lazy design and overcosted not original cards. Open 10 packs, get your legendary and skip the expansion. (Wild Player)
Except everything you said is false. Interesting, exciting design.
So before you get up in arms again with your "NeRfs 1 wEeK iNtO tHe ExPanSi0n, HhhhHHhHHhh", this is not a salt-thread about cards that I want nerfed because I lost to them once, it's not even about cards that I personally want to see nerfed at all. View this as some sort of a prediction thread, based on Blizzard's previous decisions to nerf/HoF Classic and BAsic cards.
Anyways, here goes:
Reigning Champion of "Nerf Target". Doesn't look like that's going to stop anytime soon.
History: So this one had it coming for a while. Back in the day of...GvG I think there used to be a very oppressive Druid deck, dubbed "Combo Druid" (nowadays that doesn't say much, but back in the day it was the only one). Basically it used a pre-nerf Force of Nature (used to cost 6 and spawn trants with charge that died at the end of the turn) to burst down opponents after playing a midrangey playstyle trying to chip away at your opponents health. This deck got kinda out of hand after Emperor Thaurissan was released, which allowed for...a lot of damage from hand...very fast...with very little counterplay. The deck was so powerful that not only FoN got nerfed but also Keeper of the Grove and Ancient of Lore (come to think about it, Druid has gotten nerfed A LOT)
After Combo Druid was sufficiently murdered Savage Roar disappeared for a time until the Old Gods came around and the first true Token Druid was spawned. To be fair, at that time Yogg Saron, Hope's End carried the entire Druid class (and a few others...bad times, trying not to think about it).
After Yogg was gutted, the Roar vanished once again only to resurface with Aggro Druid, which wasn't necessarily OP, but also really REALLY frustrating to play against, precisely because of the ever looming threat of getting bursted by a bunch of PIrates and Saplings....on turn 3.
The next major appearane was during RR, before the Druid nerfs, when the class was basically able to do whatever it wanted. Token Druid was actually the strongest Druid deck at the time, mainly because of it's wincondition: Wispering Woods + Soul of the Forest which basically made it come down to: can my opponent clear the board twice in a turn? If yes: you lose, if no: you win.
Finally we're in the present where TOken Druid rules once again, and guess what's REAAAALLLY annoying again.
So for those who haven'T it figured out yet: Savage Roar causes some really polarizing situations: It basically forces your opponent to clear your board every turn or else they risk being bursted from 30 to anywhere between almost dead and very dead.
The Problem: Now by itself, having a win condition isn't really anything terribly broken. The problem arises when Druid gets to build and rebuild a full board too easily....which is precisely the case right now. Now of course you could just target all the token generators, but to be honest, I feel like Token Druid is actually a really cool archetype that fits well with the Druid fantasy of regrowth and nature...but Savage Roar turns it all into a game of "if you don't have enough boardclears or kill me quickly....you will hurt...a lot" and I think that's just not fun on either side (it's a little fun for the Druids)
For those who are going to bring up Bloodlust: not only is it much more expensive, but also in class which has far less options to refill the board efficiently, which is precisely the point: Huge Burst by board is a fine win condition as long as....there's an actual condition, instead of complete inevitability
The Solution: This is actually a bit difficult. Back in the day people proposed that Savage Roar should only buff Beasts, which, back then, was a reasonable solution since Druid actually played....beasts (sometimes....it was a work in progress). Obviously this really wouldn't be a reasonable solution nowadays
The other option would just be the classic "hit the mana cost". Getting it up to 5-mana would make it far less powerful as a tempo play, but the problem of "instant death" remains.
Finally, the actual attack buff could be reduced to 1...which would just make it a worse POwer of the Wild, which would be....a really desperate solution.
In the end there really isn't any solution that actually solves the issue without also destroying the card completely, but I also don't think that Team5 wants to see Token Druid as the definitive best deck against just about any matchup. ´We'll see how it turns out eventually. On a side not: Unnerf my boy,Ancient of Lore. A glorified Arcane Intellect on a 5/5 body for 7-mana is really not that strong and by the gods, Heal Druid could use some love.
Now I have to preface this by saying that Hunter has been my main class since the beginning of the game so anything I talk about here is something I legitimately think is unfair about the class from a player's point of view.
The Problem: I don't think I need to explain why this is stupid. Charge is a dangerous mechanic and Team5 has realized a long time ago that it should only be given TO VERY SPECIFIC MINIONS. That being said, Rhino is ridiculous if you really think about it: 5-mana, give charge to ANY Beast. the last time a minion gave charge to a general group of minions it was nerfed so hard it became the single worst card in the game (yes, Warsong Commander is that bad, it'S literally beyond useless in just about any realistic scenario).
Rhino slipped under the radar for a long time for a few reasons:
2) It's kind of a bad card on its own and hard to just play outright on turn 5...at least it was until Hunter got so many (admittedly really fun) tools which just make it that much better.
The Solution: Anyway I look at it, it needs to go. As an absolute Hunter main, this card needs to burn and die. I have no actual idea how to do it, but it's pretty much the only card in the game I want to see Warsong'd...and I actually still vehemently disagree how that card was handled. The only way I could see it keeping its current effect is if it was bumped up to like 9-mana....without a stat buff.
History: Nothing much to say about the card other than it has been a staple in just about every HUnter deck ever. This in itself is not a problem. It's iconic, it's decent....it's also frustratingly random.
The Problem: I'll admit, this is very much a personal problem that most people probably won't share, but...I just hate how random it is. I hate that it's basically "3 overstatted 3-drops, one of which will fit your current situation perfectly while the rest are either useless or irrelevant" Need lethal? 1/3 chance, need a solid 3-drop? 1/3 chance, need to clear with Hounds? 1/3 chance. It just feels really cheap to highroll with and even worse to not hit what you need and just straight up lose.
The Solution: To be fair, there is no real "problem" to solve, but rather a nice QoL change for Hunter in general: Make it 4-mana and a Discover effect. Instead of a random overstatted 3-drop you get a slightly understatte 4-drop that comes with great flexibility...essentially Wardruid Loti for Hunter. I don't think Team5 will ever consider anything of the sort, but It's still something I thought of bringing up. I just don't like unnecessary RNG.
The Problem: Now this one's a bit different. I personally don't think there's anything wrong with Hyena on a basic level. It gets very dangerous with Tundra Rhino, which, as we have established, is an abomination that needs to be eradicated, but by itself it's really not all that scary. Ofc it can get very big very quickly, but that kind of requires people playing straight into it.
That being said I belive this card is at least on a Blizzard's watchlist, especially since they keep pushing a "1-drop" archetype in Hunter and Hyena works very well with cheap beasts, as I'M sure most of you have experienced.
The Solution: There are two ways to neuter the Hyena if it's ever truly necessary
the soft one: make the buff only a +1/+1. Still scales hard and becomes hard to deal with, doesn't nearly hit as hard if you can't reasonably deal with it the turn it'S played.
the hard one: leave the attack buff at +2 and remove the health buff entirely. HIts hard as a truck, but folds like paper. This would effectively make the card useless outside of Rhino combos which hopefully won't be around for much longer.
People love them, People hate them. Fact is, they have the worst Classic set in the game...but there's still a problem
The Problem: This is both Priest's biggest strength and their greatest enemy. We all know the story: Leave a big health minion up for a turn and you're gonna get punched by an even bigger minion the following turn. Taunts don't matter because Mass Dispel.
this means that as long as Divine Spirit exists, Priest can never be allowed to get a deck that can actually reasonably establish and maintain a board, because, much like with Druid and Savage Roar: a consistent board means instant death with little counterplay. As such Priest will always get sucky draw and sucky board clears...until they don't....and then Wall Priest happens and nobody wants that. It's pretty much the definition of design-imiting.
At the same time it's pretty much the only genuine win condition that Priest has (also the reason why Inner Fire Priest always ends up as the go-to deck at the start of each rotation)
The Solution: I really don't know. Probably something along the line of making it a flat health buff (2-mana +5 maybe?). Could always just increase the mana cost by 2 or 3, but at the end it would either just end up useless or still the same problem (but worse)
the hardest part about this is that Priest just wouldn't have any deck left to play if you did this mid-expansion. Before Spirit can get nerfed Priest actually needs a solid gameplan...and no, Prophet Velen doesn't cut it and eve if he did, it would be a terrible time for everyone else
Not gonna say much about this since BLizz has already mentioned they're keeping an eye on it. I personally don't see the problem with the card by itself even with Malygos and Velen existing. The Problem comes from Priest being unable to get mana-cheat cards because of it (the fallout of which we'Ve seen last expansion) and also that a 2-mana sm0rc card just doesn't feel very...Priest. If Blizzard decides that Mindblast needs to go eventually I won't be surprised, but for the love of god, give Priest SOMETHING to do instead of just clearing boards, healing stuff and stealing cards. You already have the ressurect theme, can't that just be about resummoning midrange boards instead of OTK setup?
The Problem: I think everyone is familiar. Prep makes spells really good, therefore Rogue isn't allowed to get spells that are too good. Nerfing Prep would basically invalidate a lot of staples in Rogue, but it also prevents reasonably priced spells to be printed.
The Solution: There is no solution.
Nerfing it doesn't accomplish much (at best you could make it a 1-cost spell that reduces by 4, to emphasize it'S use on big spells and giving it a limit to its use (can't just be used as a "free" spell). Honestly, now that I type it out, this seems like the "fairest" solution to a crazy powerful spell, but at the same time it still only nerfs the tempo aspect of the card, not the fact that all ROgue spells need to be designed with Prep in mind
Other than that, there's only the Hall of Fame which would really cripple Rogue in Standard unless all other high-cost spells were to be buffed as compensation, which then would lead to Rogue being way stronger in Wild...which is also not ideal. Either way, I can't think of any good solution, but I really don't like the idea of Rogue not being able to get impactful big spells that are also playable without Prep.
and they would have gotten away with it, if it weren't for those meddling bombs.
The Problem: so the last time I brought this up a lot of people got very triggered. Since then I've reconsidered a lot. My original point about this card was that it was too efficient of a boardclear in class that's already packed with removal, which wasn't a problem until Control Warrior got a bunch of extremely efficient value generators and win conditions shoved up its bum.
Warrior is the best Control class, no contest. this is not a problem. The problem arises when Control Warrior gets a good win condition. This now exists with Bomb Warrior. This problem gets even more complicated when you add an infinite value generator (even an inconsistent one like Mad Genius) and a powerful tempo play (Blastmaster). Basically Warrior has always been really good at beating just about everyone in the control game, with the inherent weakness of not really having an inherent lategame win condition (neither value nor finisher...at least not after Alex + Grom fell out of favour). Now they have it and it's highlighting a few issues. One of these issues is Brawl, which is just incredibly efficient and becomes even more efficient when surviving has an actual goal to work towards instead of just trying to grind out your opponent.
But all of that just relates to the current state of Warrior. In fact, Brawl has a far bigger problem regardless of the meta:
Brawl is just the best AoE removal that Warrior has...maybe even the best in the game (next to PSychic Scream). The Problem is that Control Warrior will never EVER have any reason to run anything other than Brawl....which basically eliminates really cool build arounds from ever seeing play. Take Deadly Arsenal for instance. It's not a bad card at all, but it requires buildaround to be efficient....but with Brawl there is no reason to ever even consider it. There's just no AoE removal that competes with Brawl so it will always be THE card to run in Ctrl WArrior....and while I personally don't view that as much of a problem (I just think it's kinda boring) BLizzard has shown over and voer that they really don't like auto-includes in their Classic and BAsic sets. As such, there is a pretty good chance they'll eventually target Brawl, regardless of whether Warrior remains a problem or not.
Finally, there'S the RNG factor. As I said before, I don't like unnecessary RNG...and I like game-swinging RNG effects on cards with no build around even less. Effectively, the outcome of Brawl often determines the outcome of the game....and when it usually feels really bad for whoever receives the short end of the stick.
The Solution: Initially I was going for a mana increase to around 6 or 7. Lately I've been moving away from that idea. I realized that, even with all the incredibly efficient and sometimes downright busted removal Warrrior has access to, Brawl is still essential for them to deal with early aggression, especially after they can't rely on Fiery War Axe anymore.
So instead I'm doubling down on the change I also briefly touched on in that one other post that people took issue with: Remove the RNG from Brawl by always having the minion with the highest attack survive.
This has two effects:
It makes Brawl less unpredictable, overall less frustrating and most of all...more situational. NO more clutch 50/50s to remove a MOuntaint Giant. Now you actually have to use Execute....LIKE IT WAS INTENDED TO. NO more playing a single minion to hope for RNGsus to suck you off and give you a full clear + tempo. Instead, just like in a real Brawl, the one who hits the hardest wins. This also allows minion-focussed decks to legitimately play aorund Brawl instead of having to hope for RNG to not fuck them completely. At the same time it would make Brawl less optimal in some situation and warrant the inclusion of different board clears.
UNfortunately, if Blizz ever targets Brawl, I don't think they'll take this solution and instead will just opt for a standard mana nerf. In any case, I don't think any nerf to Brawl would kill Ctrl Warrior completely...just make it less all around powerful and give options to print more legitimate win condition...or just play Bomb Warrior for the time being and rake in wins anyways.
Just a few miscreants that you should probably keep your extra copies of
The Problem: This is ....a problem, but not necessarily by itself. Mountain Giant always ends up being abused when any deck can justify drawing lots of cards early. Evenlock did that very well and often won games because of it. Now Mage is doing it even better thanks to Conjurer's Calling (although it's really the fault of the spell here).
The problem is that Mountain Giant's design contradicts the basic philosophy. If any class is able to summon a large minion early in the game it should have a counter. Mountain Giant has nothing of the sort. it can't be silenced, it can't be played aorund (like Scavenging Hyena could)....and the thing is...not every class has access to low-cost removal. Hunter does, Warrior does, Mage does. Druid does not and neither does Warlock.
Basically in some matchups MG can be dealt with, but the ones in which he can't are effectively unwinnable if he comes down on curve. It's a polarizing card that keeps getting abused everytime a class can consistently draw cards early on.
The Solution: I don't think MG will ever get nerfed to be honest. There's just no real way. If you increase its mana cost it just becomes....pointless? It probably will just end up being Hall of Famed somewhere down the line...maybe even next year if Conjurer's Calling doesn't get nerfed
nothing much to say about it to be honest. It's a charger, and an efficient one at that. not that I personally want him gone, but knowing Blizzard he's gonna enter the Hall of Fame somewhere down the line...at least once they decide that aggro finishers should be class specific.
Once again...BLizzard has already talked about this one. It limits design space, and it has created some gross decks over its lifespan. My biggest gripe is the fact that it just kind of...excludes more interesting combo decks. Take Gonk the Raptor for example. Could easily be a playable combo deck (well, not now, because Druid'S defenses are ass, but there's always the future) but there's just no reason to ever play a Gonk deck as long as you can just play Malygos.
Same problem as Malygos in a way. It's a neutral combo enabler that will always restrict how much damage you can reasonably allow a class to have access to. Hall of Fame candidate as well.
This took way longer than I expected. NOt even sure I made entirely coherent points.
Either way, I wanted to get this off my mind. I'm not here to argue on whether I'm right or wrong, this is mostly an observation and a bit of prediction.
That being said, I'm still open to discussion. If you have any cards to add here I'll be glad to hear you out. If all you have to contribute is "lmao ur idyot, this card is fine because I said so" you're free to do so...but expect me to call you an inept moron who lacks basic communication skills
Tech in Batterhead, my goodness, what an idea. Why didn't I think of that...
Probably because Token Druid has you killed by turn 8 and even still would still have a board against you either immediately Soul of the Forest or once their turn starts Wispering Woods/The Forest's Aid
You're playing a different game than me. My games are not 40 minutes, and are way more interesting games than I had in the 2 months before the expac. The new meta is quite good overall, and pretty fun. And some of the best decks aren't even that expensive.