it's a bit different this time around, Warrior is probably the class that stands to lose the most in this next rotation and the cards they've been printing for the class as of late have been... underwhelming to say the least
As for the other reply here, you make a strong case and I honestly would not want Cache to be unnerfed until after rotation for all the reasons you've mentioned. I just forgot to include that point in an already lengthy post
The answer to your question becomes obvious if you think about it for even a moment. Risky Skipper. I cannot stress enough how important drawing Skipper is for Enrage Warrior. If Skipper didn't exist Enrage Warrior wouldn't even run Ancharr or Corsair Cache. You could even argue that Enrage Warrior would not exist if not for Skipper it's that important.
Corsair Cache in it's current state is almost unplayable
When you compare it to similar tutor cards it's clear it's lacking in power. Scavenger's Ingenuity and Cagematch Custodian are both fairly well-statted and play similar roles to Corsair Cache. Scavenger's Ingenuity in particular is a very helpful card in any Hunter deck that runs Beasts, while Corsair Cache only sees play in decks which are desperate for a Weapon tutor like Bomb Warrior. Not even Pirate Warrior runs this card anymore and why would it? The extra durability on the Weapon just isn't worth paying 2 mana for since it only opens you up to getting punished harder by weapon removal and with how fast the meta is right now you might not even get to swing your weapon that extra time. Nevermind the fact that Corsair Cache asks you to essentially skip your turn 2 playing it and then try to haphazardly recover the tempo you just with your weapon. This is such a glaring weakness, I remember Demon Hunter and other aggro decks used to run Frozen Shadoweaver to freeze the Warrior's face the turn they equipped to punish them, and this was pre-nerf. That's not even accounting for draw RNG, sometimes you might draw all your weapons before you even get to play this card, which wouldn't even be a mark against this card if it's effect wasn't so underwhelming.
I propose two changes to make the card viable once again;
1.) Revert Corsair Cache back to it's original state. 2 mana, Draw a Weapon. Give it +1/+1
2.) Lower the cost to just 1 mana instead if you're still convinced the card was too strong in it's original state
Just played a game where a Priest afk'd for half the game and I still lost because he played Mindrender Illucia at the right time and flushed my combo. Who thought giving Priests a way to auto-win against their main counter of OTK decks was a bright idea?
I'll be the first to admit it's a lot less oppressive than I first thought. However Mindreader is a problem that I'd like to be addressed, it ain't fun having your hand stolen
The Boom Reaver honestly seems like a bait to me, it's really bad to hit off both Commencement and Dimensional Ripper and isn't worth the risk for the payoff the card gives. I'd also consider cutting some of the weapons for Livewire Lance it really helps patch up your early game while also providing an easy way to activate Coerce
Why did this get downvoted? Anyway, I'll explain my reasoning. Spell Druid after their Mountseller turn wants to have a thin deck for Ysera so they can keep up the pressure with random Dragons. Shuffling a bunch of cheap spells into your deck, while good with your Mountseller, actively griefs your Ysera and the probability of drawing the second Mountseller itself
This thing would honestly be fine at 6 mana, maybe even 5 if you reduced the health but at 8? Way too expensive for how fast the meta is expected to be and not as impactful as competing 8 drops
0
To the Front! x2 plus Captain Galvangar plus Faceless Manipulator x2 = 8 mana 27 damage.
11
Armagedillo finally found his one true home in Menagerie Taunt Warrior only to get rotated the next expansion cycle. FeelsBad
0
it's a bit different this time around, Warrior is probably the class that stands to lose the most in this next rotation and the cards they've been printing for the class as of late have been... underwhelming to say the least
0
As for the other reply here, you make a strong case and I honestly would not want Cache to be unnerfed until after rotation for all the reasons you've mentioned. I just forgot to include that point in an already lengthy post
0
The answer to your question becomes obvious if you think about it for even a moment. Risky Skipper. I cannot stress enough how important drawing Skipper is for Enrage Warrior. If Skipper didn't exist Enrage Warrior wouldn't even run Ancharr or Corsair Cache. You could even argue that Enrage Warrior would not exist if not for Skipper it's that important.
1
Corsair Cache in it's current state is almost unplayable
When you compare it to similar tutor cards it's clear it's lacking in power. Scavenger's Ingenuity and Cagematch Custodian are both fairly well-statted and play similar roles to Corsair Cache. Scavenger's Ingenuity in particular is a very helpful card in any Hunter deck that runs Beasts, while Corsair Cache only sees play in decks which are desperate for a Weapon tutor like Bomb Warrior. Not even Pirate Warrior runs this card anymore and why would it? The extra durability on the Weapon just isn't worth paying 2 mana for since it only opens you up to getting punished harder by weapon removal and with how fast the meta is right now you might not even get to swing your weapon that extra time. Nevermind the fact that Corsair Cache asks you to essentially skip your turn 2 playing it and then try to haphazardly recover the tempo you just with your weapon. This is such a glaring weakness, I remember Demon Hunter and other aggro decks used to run Frozen Shadoweaver to freeze the Warrior's face the turn they equipped to punish them, and this was pre-nerf. That's not even accounting for draw RNG, sometimes you might draw all your weapons before you even get to play this card, which wouldn't even be a mark against this card if it's effect wasn't so underwhelming.
I propose two changes to make the card viable once again;
1.) Revert Corsair Cache back to it's original state. 2 mana, Draw a Weapon. Give it +1/+1
2.) Lower the cost to just 1 mana instead if you're still convinced the card was too strong in it's original state
1
Just played a game where a Priest afk'd for half the game and I still lost because he played Mindrender Illucia at the right time and flushed my combo. Who thought giving Priests a way to auto-win against their main counter of OTK decks was a bright idea?
0
I'll be the first to admit it's a lot less oppressive than I first thought. However Mindreader is a problem that I'd like to be addressed, it ain't fun having your hand stolen
0
The Boom Reaver honestly seems like a bait to me, it's really bad to hit off both Commencement and Dimensional Ripper and isn't worth the risk for the payoff the card gives. I'd also consider cutting some of the weapons for Livewire Lance it really helps patch up your early game while also providing an easy way to activate Coerce
2
Rocket Augmerchant in Warrior actually seems legit. It activates Execute, has great synergy with Bloodsworn Mercenary it can even give Rattlegore Rush so you don't fall behind too much on board
8
Nobody likes a Grammar Nazi pal
4
Why did this get downvoted? Anyway, I'll explain my reasoning. Spell Druid after their Mountseller turn wants to have a thin deck for Ysera so they can keep up the pressure with random Dragons. Shuffling a bunch of cheap spells into your deck, while good with your Mountseller, actively griefs your Ysera and the probability of drawing the second Mountseller itself
2
I can't decide if this is a buff or nerf to Exotic Mountseller Druid
2
This thing would honestly be fine at 6 mana, maybe even 5 if you reduced the health but at 8? Way too expensive for how fast the meta is expected to be and not as impactful as competing 8 drops
-5
Playmaker + Kargath Prime