It's so hard to ban mechwarper?
Submitted 5 years, 1 month ago by
DoubleSummon
turn 2 spam sn1p sn4p as much as you can..
played it and against it it's disgusting.. seriously mechwarper needs a ban or a nerf "can't cost less than (1)" will do it also for wild balance of course I am not sure why Blizzard didn't do that yet..
top 3 was always one of my fav brawls.. but this time around no, I am not playing it cause of this sn1p sn4p madness there is no counterplay for it.
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turn 2 spam sn1p sn4p as much as you can..
played it and against it it's disgusting.. seriously mechwarper needs a ban or a nerf "can't cost less than (1)" will do it also for wild balance of course I am not sure why Blizzard didn't do that yet..
top 3 was always one of my fav brawls.. but this time around no, I am not playing it cause of this sn1p sn4p madness there is no counterplay for it.
Nerf should be applied indeed, because the issue is not just relevant for the Brawl.
And it is Mechs and Secrets now, but what else in the future?
eg. what if they print a Mage Spell: (2) Deal 1 damage. Repeatable this turn only.
It looks abysmal on its own, but with Sorcerer's Apprentice it becomes a machine-gun. It would be a problem at (3) as well.
It is just too easy to reach (0) in HS, and build additional synergy/madness upon that.
They nerfed Reckless Experimenter for this exact reason(altough it made snp free), and they left this untouched. Still today i can't understand this.
Why would they print such card? They are dumb enough to print that.. 3 cards infinite OTK?
Think they really should start balancing the game... When was the last balance change? 3 months ago?
That's my whole point: why Team 5 cannot use some consistency between different formats? Reckless Experimenter was nerfed for SN1P-SN4P since it allowed the same TTK now used by Warlock but for Priest, the only difference is that it was into Standard. Why can't we have the same nerf for Wild also, on Mechwarper? The issue is the exct same and the fix required is the exact same that has been already applied.
I would agree that discount effects that bring whatever at 0 mana may be an issue but changing the general rule may hit too many archetypes on Wild (expecially combo ones), so I think it's better to have on spot fix for problematic interactions instead.
I hope that the terrible situation of the current Brawl may put some highlight on the issue, since it seems that Team 5 isn't able to understand how awful is the current Wild meta (where we have atm 3 Tier S decks).
"For what profit is it to a man if he gains the world, and loses his own soul?"