Someone posted some really great ideas early on this post
The BGH to kill 8 Atack minions i could see that being a thing since bgh was only made to counter giants and put then in check
Aboout the FON making summon 3 treants with taunt would be good
or The Savage Roar to only buff minions would be a fair nerf since double combo would make alot less damage
Jugler a 2/2 is a must on this possible new nerf
A solution to the Murloc OTK could make the Bluegill as a 2/3 without charge so to make the otk a thing u would need to use faceless on Murk eye to try to make it work and that would make the deck more inconsistent on the long run and not as powerfull as it seem that will become on the new format
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Darknessvamp1 posted a message on Your Top 5 Nerf ListPosted in: General DiscussionNo Big Game Hunter was made to deal with 7+ attack minions and it didn't see much play early on in Hearthstone as people were not consistently playing high damage cards that could be countered with it regularly e.g. War Golem or giants aside from Handlock making it a very deck specific and situational counter which could be replaced by other cards. Now because of the fact there's about a 75% chance a deck will contain Dr. Boom made it an auto-include card as it can consistently counter the threat Dr. Boom has.Making Force of Nature summon three taunted treants might have the same effect of the Warsong Commander nerf meaning it goes to extremely regular play to none at all. Then again it could lead to a Control Druid Deck.As for the double Savage Roar combo being dependant on FON or a full board, as long as FON gets a nerf Savage Roar shouldn't need one.Also I think Knife Juggler is fine as it is.On a separate note, I think Novice Engineer should be buffed back to what it was originally. - To post a comment, please login or register a new account.
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This Card will suffer the same fate that Troggzor, most decks can 1 hit kill that and leave a 2/2 behind dont affect the board too much, was hoping for a better effect
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Another way to nerf would give him the Black Knight and Harrison Treatment, and increase his cost to 5 or 6 and Put him like 4/5 or 4/4 if he cost more people couldnt just snipe your huge minion and still develop the board with others minions on the same turn, that is one way to look at
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Someone posted some really great ideas early on this post
The BGH to kill 8 Atack minions i could see that being a thing since bgh was only made to counter giants and put then in check
Aboout the FON making summon 3 treants with taunt would be good
or The Savage Roar to only buff minions would be a fair nerf since double combo would make alot less damage
Jugler a 2/2 is a must on this possible new nerf
A solution to the Murloc OTK could make the Bluegill as a 2/3 without charge so to make the otk a thing u would need to use faceless on Murk eye to try to make it work and that would make the deck more inconsistent on the long run and not as powerfull as it seem that will become on the new format
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Im been playing pirate rogue lately and the deck is just so much fun to play, since the deck is 100% tempo driven i though if blizzard introduced some new cards on the next expansions and changes some cards that already exist this deck could become a viable rogue deck besides Oil rogue, since raptor rogue is not that good.
Here are a few changes that i think could help the deck fight for a spot for beest rogue deck and might become something good.
Van cleef is powerfull card and making the card a pirate or a pirate with effect that look like it would improve the deck alot.
This is probably what pirates need to become a thing, the sinnergy with ships cannon is insane and could turn the thing around for rogue.
And last, the thing that pirate deck need is card draw since the curve is low and prep+sprint is not that tempo driven, and making it for u to have a pirate on hand or on the board could balance this card right and give this deck what lacks and maybe become something viable in the future.
if anyone have any ideas that could make this archetype work, i would love to see them
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The worst for me is the fact that they dont mulligan a fcking 6 drop and dont get punished by it, but rewarded instead.
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Well i got Legend Today for the first time with Tempo Mage, the deck seem great to get legend for now,Since u face alot of secret pally and mid range druids
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Well at least if u are facing a freeze mage that rafaam is perfect to win the game since u leave the him with 2 hp and use rafaam and since the damage is at the beggining of the opponent turn the ice block dont pop and u win
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I think that Raptor Rogue is super consistent for ladder, if i could change one card to make the deck way better, would be buff Undertaker to 3 hp and make rogue only card, that would make the rogue turn one consistent and have that 3 hp and be on par with mana wyrm and tunnel trogg, if raptor rogue had that start + the sticky minions it already has, i think the deck would be tier 1
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Lately on ladder im been facing tons of secret paladin and the Dr 6 is OP and all, but u can play around him, but if u play safe and try to get some card advantage against a paladin that had used all his resources on the board that he just lost and then he go and use divine favor and get 4 cards, that is just insane and paladin player cant even argue with battle rage that the warrior has because they have to develop a board and have damaged minions and divine favor just punish your for playing well and reward the paladin player for playing bad and if that isnt a broke mechanic i dont know what it is