It's 1 mana cheaper than the owl for you(and a 2/1 is probably not even worth playing for 1 mana nowadays, stat wise), and (Minion you're sapping's mana cost) more expensive for the opponent.
If forced to play on curve(as 2nd player) it'd be okay(if they are also playing on curve), but I do agree and think one of the best parts of it is playing it in tandem with other things in the mid game, giving you huge tempo swings.
I honestly find these highlander cards boring. It removes the skill involved in deck building because they're so incredibly powerful, that you just slot them into a highlander deck without any thought.
If you want to build a highlander deck, you're going to need this card. A 9 mana 8/8 that gives you 2 dragons that you can immediately throw down onto the board is just too much tempo and it gets even crazier if it gives you another Dragonqueen.
If they would tone down the power level of these highlander cards instead of making them all auto-includes, it would make the archetype more interesting since you would have to actually think whether or not to include them.
I dont think it's SPECIFICALLY the power level of the highlander cards, as much as it is the general swiss-army-knife usage of them. If we had a highlander card that was specific for aggro, and one that specifically helped mechs, and so on and so fourth, they wouldn't all be auto includes. Sadly though, with how it is now, they're all just generally good cards with good generic uses.
If the Highlander cards weren't sufficiently powerful, they wouldn't justify the downside of filling your deck with one-offs, though.
It's not that I don't want them to be powerful. I think they should be powerful cards, I just think they should be less all-around-generalist cards, and have more specialized usage so that you don't just start every highlander deck with "Okay, first let me put in EVERY highlander card."
That said, i think for that to work out we'd need multiple expansions in a row, devoted to highlander mechanics as a primary focus.
I honestly find these highlander cards boring. It removes the skill involved in deck building because they're so incredibly powerful, that you just slot them into a highlander deck without any thought.
If you want to build a highlander deck, you're going to need this card. A 9 mana 8/8 that gives you 2 dragons that you can immediately throw down onto the board is just too much tempo and it gets even crazier if it gives you another Dragonqueen.
If they would tone down the power level of these highlander cards instead of making them all auto-includes, it would make the archetype more interesting since you would have to actually think whether or not to include them.
I dont think it's SPECIFICALLY the power level of the highlander cards, as much as it is the general swiss-army-knife usage of them. If we had a highlander card that was specific for aggro, and one that specifically helped mechs, and so on and so fourth, they wouldn't all be auto includes. Sadly though, with how it is now, they're all just generally good cards with good generic uses.
If your opponent(lets say mage) needs to hero power you every turn to stop this, then you're already winning by forcing him to waste 2 mana he could be using on better things.
Why does this creature have 2/3 status and Hyena Alpha is 3/3? WHY? what is the balance?
If everything was 1:1 equal, then it wouldn't be balanced. This is easier to activate than the hunter one, has different kinds of synergies, and is basically uncounterable as you can't force remove the activator like you can a secret.
Deck thinning is always good, especially tutored deck thinning, and ESPECIALLY when you make the card you tutor out cost 0, effectively being a 2 mana "Play a secret from your deck", but even better as you can decide when to play it now.
0
Except arcane intellect gives you cards RIGHT NOW. This only gives you cards MAYBE next turn.
0
Might be too slow honestly. Card draw is nice, but for board presence this is 3 mana do nothing, not even draw a card, then hope you draw 3 next turn.
0
Pretty decent if their are enough good demons on warlock. Probably even good without them as it's a 4 mana 4/3 deal 2 to most minions anyway.
0
It's 1 mana cheaper than the owl for you(and a 2/1 is probably not even worth playing for 1 mana nowadays, stat wise), and (Minion you're sapping's mana cost) more expensive for the opponent.
0
I mean, it's frostbolt. You rather kill a minion if you cast it on it, but freezing them doesn't hurt if you can't get the kill right away.
0
If forced to play on curve(as 2nd player) it'd be okay(if they are also playing on curve), but I do agree and think one of the best parts of it is playing it in tandem with other things in the mid game, giving you huge tempo swings.
4
I dont think you want it to have taunt. It has to ATTACK a minion for it's effect to go off.
0
Gnomeferatu isn't hand disruption technically, it's deck disruption. Demonic project is spot on hand disruption though.
0
It's not that I don't want them to be powerful. I think they should be powerful cards, I just think they should be less all-around-generalist cards, and have more specialized usage so that you don't just start every highlander deck with "Okay, first let me put in EVERY highlander card."
That said, i think for that to work out we'd need multiple expansions in a row, devoted to highlander mechanics as a primary focus.
0
I dont think it's SPECIFICALLY the power level of the highlander cards, as much as it is the general swiss-army-knife usage of them. If we had a highlander card that was specific for aggro, and one that specifically helped mechs, and so on and so fourth, they wouldn't all be auto includes.
Sadly though, with how it is now, they're all just generally good cards with good generic uses.
3
If your opponent(lets say mage) needs to hero power you every turn to stop this, then you're already winning by forcing him to waste 2 mana he could be using on better things.
0
I don't think I've ever seen a worse list of nerf suggestions before.
First off, Mountain giant would be worthless with your nerf change, just HOF it.
Luna's would be fine just going back to the 7 mana cost it used to be quite honestly.
I agree with Inner fire/divine shield. Just HoF.
Tomb Warden isn't a huge problem. Also, A lot of titan creations were mechs, Look at the Mechagnomes.
I'm okay with Eternium Rover, if you nerf it along with all of the other nerfs it'll be going overboard(as is most of the nerf suggestions here).
Brawl is fine as it is.
Shield block is fine how it is. 2 mana draw 1 card, 1 mana gain 5 armor.
I agree with Devestator's nerf.
Omega Assembly's nerf will do almost nothing, not even worth doing it. It'll only harm warriors against aggro decks.
0
It's not a terrible idea. Hell, even without predatory instincts, loti is a force to be recon'd with as a 3 drop with all forms combined.
0
If everything was 1:1 equal, then it wouldn't be balanced. This is easier to activate than the hunter one, has different kinds of synergies, and is basically uncounterable as you can't force remove the activator like you can a secret.
0
Deck thinning is always good, especially tutored deck thinning, and ESPECIALLY when you make the card you tutor out cost 0, effectively being a 2 mana "Play a secret from your deck", but even better as you can decide when to play it now.