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    posted a message on Nerf Predictions

    The nerfs aren’t really all that necessary, You need to look at the game in a logical way to see that these cards are fine the way they are and any change would affect decks related to them greatly in the future.

    Believe it or not aggro decks are quite hard to play (unless you curve out perfectly then its rather straight forward) you need to be able to manage your resources so that you aren’t knocked straight of the game by a board clear, yet at the same time you need to apply enough pressure so that your opponent doesn’t just straight outvalue you in the late game

    Control decks need to either draw board clears early through their mulligan or somehow keep up with the tempo plays of an aggro deck in order to create large swings in the board state or hp between heroes, or more simply play to their win condition. They also need to be able to adapt to other control decks in order to win against them.

    And combo decks require a lot of card draw in order to cycle as fast as possible, if they dont hit said card draw then they’ve lost (unless of course they already have their combo), this creates a rather uninteractive experience due to the opponent either winning early on or just losing out of no where.

    Now to look at the cards:

    Velen - Does not see play outside of combo priest decks such as Highlander or Temporus priest, the latter deck being just about non existant in competitive play. As such any nerf would make the card even more unplayable than it is atm.

    Doomguard - This is the only card I can see getting a nerf, the nerf to this card would only affect evolution effects, summon a random 5 drop and Cubelock, leaving Zoo untouched, but rather than bring Cubelock down should other decks not be raised up to its level? I mean Control Warlock went from trash to tier one in an expansion just because two cards enabled it to.

    Call to arms - Aggro desperately needs the ability to reload the board, its what the class thrives on as such I think this card being 4 mana is perfectly acceptable at least until Paladin gets another semi decent card to fill the board with cheap minions.

    Corridor creeper - Same point as above, this being a reload tool for aggressive decks is entirely fair, the only unfair thing about this is facing two of them on turn 4, but thats unlikely due to it not being the greatest to keep two of them unless you also have a 1 drop pirate that isnt patches.

    Cobalt scalebane - Needs another card on board that doesnt trade into something weak to be good otherwise its a 5 mana 5/5 which in this meta is rather weak due to the whole Voidlord on turn 5 or 0 mana 5/5s. Its only good in a position where you have the advantage and against control you want to hold back on dumping your hand onto the board around turn 5-6.

    Bonemare - Yeah fuck this shit

    Posted in: Standard Format
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