Because the minions gaining Taunt would not be considered "Taunt minions", they wouldn't actually help with Fire Plume's Heart, and thus this card isn't eligible for the competition.
Now when new expansion hype is gone, I'm again playing only BG (and dailies ofc) and getting much more into it than before. Thought first that 2500g for the pass was quite expensive, but now I think it's totally worth it. The difference of choosing one out of four instead of two is huge.
So, here's my 2 cents regarding nerfs so those cards won't become completely worthless:
Battlefiend - Starts as a 1/2. On an unrelated note, I need to finish my Arena with 3 Battlefiends on my deck.
Altruis the Outcast - Will only target minions. Still a control tool, but much less of an aggro tool this way.
Glaivebound Adept - Becomes a 5/4. 7 attack is so huge for a 5 drop with such an easy requirement to achieve. At 5 attack, it keeps being aggressively stated without chunking out 25% of the opponent's Health with every attack.
Kael'thas Sunstrider - "Every third spell costs (5) less". This card's issue is it's effect along with it's stats, so I'm guessing they will tackle the most unfair part of it's arsenal. the "5 less" part I suggested allows the card to still fulfill it's mana ceating properties without cheating out top end spells.
Bad Luck Albatross - Tough one. Either it will shuffle only 1 Albatross making it a card for resurrect decks only or it will lose it's premium stats aspect, making it a anti-Highlander tech. I'm guessing it becomes a 2/3.
Frenzied Felwing - Becomes a 2/2. Yes, the card will be completely gutted, but it's a snowball effect card, so it's hard to change it without completely killing it. Either that or it becomes something like "If you dealt 5-6 damage to the opponent this turn, it costs (0)"
Open the Waygate - 10 spells as a requirement to finish the quest. The number was just thrown there, it just seems like a much more reasonable requirement.
I disagree. I'd say his finisher potential is what takes him over the top. It means that if you're playing anything even remotely controlly, which will naturally rely on taunts around midgame to bar enemy progress, Kayn comes in and straight up kills you. Imagine you're under pressure, the opponent just slung down a Glaivebound Adept to your face and is now threatening another 7. You put a Khartut Defender or Sludge Belcher or Convincing Infiltrator down to slow down the pain. If they get to bypass that with Kayn...eh, it's ok, it's pretty much the same as if they silenced your taunt, it's to be expected that this defense won't hold. But when you get into a situation where you've a Sylvanas on board, with Taunt from a lackey, a Khartut Defender, a Draconic Lackey, again with taunt, and the opponent gets to have their Glaivebound Adept and Kayn face you for 10 the next turn past 3 taunts, that's some solid bullshit (happened to me yesterday).
Kayn's design essentially screws any deck that relies on taunts to buy time to get the gameplan going. Just to list a few from what I play: Hadronox Druid, Taunt Quest Warrior, Highlander Quest (Awaken the Makers) Priest, Galakrond Deathrattle Rogue (shuffling N'Zoths with Togwaggle's Scheme), Libram Buff Paladin (taunts from Spikeridge Steed and Libram of Hope). All of these decks, which are otherwise quite effective, get almost entirely neutralised by the ability to ignore multiple taunts at the same time. The moment you fall behind and are forced to leave anything on their board because you don't have the attack numbers to trade into it is the moment you die to Kayn against these DH decks. And it's really easy to fall behind when they get to burn 2 mana off you on key turns.
Tell you what, Blizzard. Why don’t you instead just delete the freaking Convincing Infiltrator? That is the worst dang card you could ever publish in a class that can just keep bringing it back over and over.
Yeah the one lone buff is a little weird. Libram of justice is already one of paladins very few good cards. Making it better isn't going to fix how bad paladin is everywhere else.
Those only work as immediate response without offering counter pressure. No, I am talking about your resident Golakka Crawler and Hungry Crab. Ones that are not necessarily limited to classes. They have done it before with printing E.M.P. Operative in the mech set (although that one failed because it was less about stats but about mech effects that were an issue and the card itself was much too bad in itself but the sentiment wasn't wrong)
Again, not that hard. But do feel free to list more 1mana anti-aggro class cards because appearantly having a single one is enough to stop aggro DH in its tracks.
This looks really cool at first glance, but I'm not sure if minions who received Taunt via your card's battlecry count towards the quest. If that works, it's a great card. Can someone confirm or deny my suspicion?
I literally said that: Introduce counters to what they release. Everybody can predict that a 1 mana 2/2 with upside in an agressive class is going to be nuts so introduce counters to a 1 mana 2/2 on turn 1 in the same expansion.
I hope they change the Sacrificial Pact into higher mana cost + only minions cause I do want to play Lord Jaraxxus. Cause making it "friendly only" would suck in my opinion despite being 0 mana.
I was playing this quite a bit, but yeah, only getting two heroes to choose from is much less interesting and I'm definitely not spending 2500 gold which is insanely overpriced.
I don't have a problem with Kayn, I just think he's a bit too cheap (or just overstatted). demon Hunter absolutely struggles when it comes to dealing with taunts (which is intended) so Kayn is necessary or else the class would just have to adopt a full face build with as much direct damage as possible because a single taunt just ruins their day.
If anything the problem is how hard it is to get Kayn off the board once he's there. Often times he isn't even used as a finisher but rather just a tempo play or for pressure. dealing 5 damage isn't easy if you're also trying to stay alive at the same time.
They could just nerf his stats (3/3 would be fine) and the problem solves itself.
TAUNT, INSECT! - Card Design Competition Discussion Thread
Because the minions gaining Taunt would not be considered "Taunt minions", they wouldn't actually help with Fire Plume's Heart, and thus this card isn't eligible for the competition.
Millhouse is Getting Nerfed in Hearthstone's Battlegrounds Next Week, Larger Update Scheduled for Mid-Expansion
Now when new expansion hype is gone, I'm again playing only BG (and dailies ofc) and getting much more into it than before. Thought first that 2500g for the pass was quite expensive, but now I think it's totally worth it. The difference of choosing one out of four instead of two is huge.
Enraged Yeti
Cost/Stats.
Don't get me wrong, I am not complainin since I love Freljord, but that is my guess.
Maybe in the next weeks we will see more Yetis and talk about this.
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
So, here's my 2 cents regarding nerfs so those cards won't become completely worthless:
Battlefiend - Starts as a 1/2. On an unrelated note, I need to finish my Arena with 3 Battlefiends on my deck.
Altruis the Outcast - Will only target minions. Still a control tool, but much less of an aggro tool this way.
Glaivebound Adept - Becomes a 5/4. 7 attack is so huge for a 5 drop with such an easy requirement to achieve. At 5 attack, it keeps being aggressively stated without chunking out 25% of the opponent's Health with every attack.
Kael'thas Sunstrider - "Every third spell costs (5) less". This card's issue is it's effect along with it's stats, so I'm guessing they will tackle the most unfair part of it's arsenal. the "5 less" part I suggested allows the card to still fulfill it's mana ceating properties without cheating out top end spells.
Bad Luck Albatross - Tough one. Either it will shuffle only 1 Albatross making it a card for resurrect decks only or it will lose it's premium stats aspect, making it a anti-Highlander tech. I'm guessing it becomes a 2/3.
Frenzied Felwing - Becomes a 2/2. Yes, the card will be completely gutted, but it's a snowball effect card, so it's hard to change it without completely killing it. Either that or it becomes something like "If you dealt 5-6 damage to the opponent this turn, it costs (0)"
Open the Waygate - 10 spells as a requirement to finish the quest. The number was just thrown there, it just seems like a much more reasonable requirement.
Bloodbloom - Guessing a mana change. And considering Emperor Thaurissan exists, I'm guessing to 4 mana.
Sacrificial Pact - Only targets friendly demons. Seems an obvious change to give it the fantasy of sacrificing your own board for something.
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
They already nerfed Skull of Guldan once.
Want Free Magic Arena Card Packs? Get Three Free Ikoria: Lair of Behemoths Packs!
Does LeverUp works if you already used it on different Mastery Pass?
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
Hows this then:
After playing 3 spells this turn, your Charge minions get +1 attack
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
That would be too strong, that effect is class only in warrior.
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
That freakin' Demon Hunter class, first time I felt I was back in beta.
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
That card is beyond annoying to deal with yeah
TAUNT, INSECT! - Card Design Competition Discussion Thread
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
I disagree. I'd say his finisher potential is what takes him over the top. It means that if you're playing anything even remotely controlly, which will naturally rely on taunts around midgame to bar enemy progress, Kayn comes in and straight up kills you. Imagine you're under pressure, the opponent just slung down a Glaivebound Adept to your face and is now threatening another 7. You put a Khartut Defender or Sludge Belcher or Convincing Infiltrator down to slow down the pain. If they get to bypass that with Kayn...eh, it's ok, it's pretty much the same as if they silenced your taunt, it's to be expected that this defense won't hold. But when you get into a situation where you've a Sylvanas on board, with Taunt from a lackey, a Khartut Defender, a Draconic Lackey, again with taunt, and the opponent gets to have their Glaivebound Adept and Kayn face you for 10 the next turn past 3 taunts, that's some solid bullshit (happened to me yesterday).
Kayn's design essentially screws any deck that relies on taunts to buy time to get the gameplan going. Just to list a few from what I play: Hadronox Druid, Taunt Quest Warrior, Highlander Quest (Awaken the Makers) Priest, Galakrond Deathrattle Rogue (shuffling N'Zoths with Togwaggle's Scheme), Libram Buff Paladin (taunts from Spikeridge Steed and Libram of Hope). All of these decks, which are otherwise quite effective, get almost entirely neutralised by the ability to ignore multiple taunts at the same time. The moment you fall behind and are forced to leave anything on their board because you don't have the attack numbers to trade into it is the moment you die to Kayn against these DH decks. And it's really easy to fall behind when they get to burn 2 mana off you on key turns.
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
Tell you what, Blizzard. Why don’t you instead just delete the freaking Convincing Infiltrator? That is the worst dang card you could ever publish in a class that can just keep bringing it back over and over.
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
Yeah the one lone buff is a little weird. Libram of justice is already one of paladins very few good cards. Making it better isn't going to fix how bad paladin is everywhere else.
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
Those only work as immediate response without offering counter pressure. No, I am talking about your resident Golakka Crawler and Hungry Crab. Ones that are not necessarily limited to classes. They have done it before with printing E.M.P. Operative in the mech set (although that one failed because it was less about stats but about mech effects that were an issue and the card itself was much too bad in itself but the sentiment wasn't wrong)
Again, not that hard. But do feel free to list more 1mana anti-aggro class cards because appearantly having a single one is enough to stop aggro DH in its tracks.
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
i'm just hoping they kill quest mage, anything else is just a bonus
Millhouse is Getting Nerfed in Hearthstone's Battlegrounds Next Week, Larger Update Scheduled for Mid-Expansion
First minion each turn costs 2.
Makes him almost a variant yogg.
TAUNT, INSECT! - Card Design Competition Discussion Thread
This looks really cool at first glance, but I'm not sure if minions who received Taunt via your card's battlecry count towards the quest. If that works, it's a great card. Can someone confirm or deny my suspicion?
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
you mean counters like Backstab, Sacrificial Pact, Arcane Shot, Holy Smite, Arcane Breath, Unstable Felbolt, Lightning Bolt, Sword and Board, Crystal Power, etc.?
Hearthstone Grandmasters 2020 Begins With Season 1 This Weekend
I should probably change that to make the images more uniform now that Blizzard has put up the official Grandmasters portraits.
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
I literally said that: Introduce counters to what they release. Everybody can predict that a 1 mana 2/2 with upside in an agressive class is going to be nuts so introduce counters to a 1 mana 2/2 on turn 1 in the same expansion.
It's really not that complicated.
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
I hope they change the Sacrificial Pact into higher mana cost + only minions cause I do want to play Lord Jaraxxus.
Cause making it "friendly only" would suck in my opinion despite being 0 mana.
And Sacrificial Pact is limited to demons/all after all.
But I can understand if they made it friendly demons otherwise.
Millhouse is Getting Nerfed in Hearthstone's Battlegrounds Next Week, Larger Update Scheduled for Mid-Expansion
I was playing this quite a bit, but yeah, only getting two heroes to choose from is much less interesting and I'm definitely not spending 2500 gold which is insanely overpriced.
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
Had to copy over this from out neighbours at Hearthpwn:
10 Card Nerfs & Buffs Are Coming to Hearthstone Next Week Including Wild Changes and Demon Hunter Nerfs
I don't have a problem with Kayn, I just think he's a bit too cheap (or just overstatted). demon Hunter absolutely struggles when it comes to dealing with taunts (which is intended) so Kayn is necessary or else the class would just have to adopt a full face build with as much direct damage as possible because a single taunt just ruins their day.
If anything the problem is how hard it is to get Kayn off the board once he's there. Often times he isn't even used as a finisher but rather just a tempo play or for pressure. dealing 5 damage isn't easy if you're also trying to stay alive at the same time.
They could just nerf his stats (3/3 would be fine) and the problem solves itself.