Corrupt Elementalist remains a double invoke, meanwhile Devoted Maniac is so awful in Galakrond Priest (due to nature of the Priest invoke) that Priest effectively has two fewer invoke activators than all the other classes.
Why does invoke need a Battlecry? It’s a keyword right? It’s bold so I assume so. Why can’t the Invoke mechanic just be triggered like a Battlecry, but not require a Battlecry to be triggered. Is there really a card I’m missing that Invoke without Battlecry doesn’t work?
just remove the Battlecry part and shaman is fair and still full of flavor
I guess you can see it that way as well. It's just that the timing isn't appropriate at all, and we can agree on that: in the past (April-August, the golden age of these times' Control Warrior) Eternium Rover has been far more problematic than Sludge Slurper has ever been, but no nerfs. Same can be said for stuff like Northshire Cleric (but Priest can't be discussed here since it's in a situation of its own and should be addressed according to that).
In the end, now it's just a 1/1 overload (1) that generates a Lackey, so an EVIL Cable Rat that can come down one turn earlier, which is not bad but doesn't thrill me at all.
It's probably me that I thought there was no way Dragon's Pack wasn't getting nerfed, and against my own convictions I found Sludge Slurper to be the one hit.
100pc agree. Super aggro is often beating this deck BEFORE the nerfs let alone now it will be that much slower. We may end up with a horror meta of warrior/warlock/hunter fighting it out to see who can hit the face for 30 quickest.
As long as they don't rework some mechanics, real balance isn't possible.
Having access to a double invoker is just straight down unfair.
The galakrond hero power is way too strong, the battle cry is insane and has extrem synergy with one of the strongest late game cards a class ever got (shwock).
That faceless nerf isn't hard enough. Making it a 3/3 with rush and the same copy text as saronite with the same cost like now (basically a 6/6 with rush on a split body) would still be decent, but not oppressive.
Man... I'm so disappointed... Hopefully rogue doesn't dominate with those pesky otk deathrattle decks. It's just the opposite of being interactive.
Imo this pretty much kills the card especially against control decks you cant keep this at mulligan even with evolve. In a good day you can do the combo is around 5-6 and it will be your whole turn. Many times evolve wont be in your hand and this will be a dead card.
And 10 mana minions are not that great vs 8 mana ones. There is no Tirion, Octosari, Alakir at 10 mana average you get is a Sea Giant for a 2 card combo
No more Amalgam in Battlegrounds is huge. I do think it's a good change in the long run though. The difference between getting an Amalgam and getting your 30/30 Divine Shield, Taunt, Poison fortress or not was the difference between making it to Top 4 or not.
The Boogeymonster needs a straight up buff, it still won't be picked on Tier 4. Why not make it so it actually keeps the +2/+2 it gains. Best case scenario it gets like +4/+4 in a single fight. Two buff minions or just one with Brann can already do that easily. It has no tribe so you can't buff it further or give it anything (other than Carl giving it Divine Shield).
I fear Battlegrounds just became Murloc or nothing... removing Amalgam means no other archetype gets the same access to poison.
I may be wrong but that archetype was already really strong...
I am worried about the prevalence of poison for murlocs and no other viable single shot removal for any other clan now. On the other hand I am glad to see the MASSIVE amalgams go away. A lot of the games I play are recruit amalgams or die.This definitely makes the Collector hero more powerful with the 1/1 amalgam though.
Although, now I fear a meta where Demons reign supreme, and they can only be checked by poisonous Murlocs. I think we may see some people being forced to pick up at least a couple of Poisonous Murlocs to fend off the Demon hordes.
I am a little surprised that the Shaman nerfs were so light. They didn't even target the real problem, which is Galakrond's Invoke. The BG changes are much more bigger and it will shake the meta.
I think the reason they don't change the evolve mana cost is to do with UI simplicity. Mousing over a minion that was summoned for a different mana cost, you would need to see both - the original cost and what it was summoned for. I think that goes against their paradigm of an uncluttered UI that has to present a minimum of important information.
Is there a way to do it that I'm missing?
Why would you need to see both? You don't see the vanilla stats on a (hand-)buffed minion either. You could have the altered manacost, in green, show up when you mouse over the minion and it'd be more consistent with any other type of buff or stat-change in the game.
Does not address the actual issue with the card, and with Galakronds Invoke.
Sludge Slurper
Now has 1 Attack (down from 2).
Why? Yes this is a powerful 1 drop, but not a card that needed to be nerfed. Are they playing the same game as us? This reminds me of the Hex and Flametongue Totem nerf.
Faceless Corruptor
Now has 4 Attack (down from 5).
8/8 in stats instead of 10/8. The attack wasn't the problem. This just... wow... again makes me question if the devs are playing the same game as us.
Mogu Fleshshaper
Now costs 9 Mana (up from 7).
Eh? I mean... why do they keep skirting the issue of mana cheating with evolve effects and just address it already? The community has been loud and clear about how they feel about it, is there some magical explanation that we are missing here as to why they refuse to address the mana cheat with evolve issue?
These nerfs just feel very out of touch with the game. I'm also concerned that there were no preemptive nerfs. My gut tells me they got these nerfs wrong, and they will have another round of nerfs coming next year after Blizzard's holiday break. This is just what they could come up with before they ran out of time.
I think most players will drop Sludge Slurper down on 1 if they can, and rarely this card is kept in the hand until the quest completes. The nerf to attack may seem insignificant but there have been more games than I care to remember where this tiny turdling managed to keep me from playing some cards for fear of losing tempo.
The loss of one attack means its just gonna get eaten by just about every card in the early game and that is an early tempo loss which shaman can usually ill afford.
The goal of nerfs nowadays isn't to kill a deck or make it to necessarily not dominate (In the end something needs to dominate even if only by a percent or two), but modernly nerfs are to make sure something isn't oppressive.
A deck being dominant in an appropriate meta is not always the same thing as a deck that is oppressive or game breaking.
I think the reason they don't change the evolve mana cost is to do with UI simplicity. Mousing over a minion that was summoned for a different mana cost, you would need to see both - the original cost and what it was summoned for. I think that goes against their paradigm of an uncluttered UI that has to present a minimum of important information.
Harder to play- good, evolves into 10 mana cost minions - bad..
Well there wasn't much to expect on this department really.. I think they should change the mana cost+ evolve effects once and for all.. but they seem to not understand that.. sadly..
at least now it will have a higher cost..you don't see shaman running Sea Giant it's more in line with the cost reduction mechanic.. at least you need to invest more on board to get a cost reduction and you can't get it for 1 mana from your own board alone.
STILL too good.. expect seeing this card nerfed again next patch.. they should've also upped it's mana cost to 6.. it will still be abused by every token deck..
This is a bigger nerf than it looks like a mana nerf is huge it slows down shaman by a lot.. it gives you more time to deal with shaman and prevents "perfect curve" scenarios where you can play krunx or 2 of those befor galakround.. well now you can with coin but coin is typically a bad win rate thing..
This is the key, strongest card in Galakround shaman it slows down the whole deck, it still can be strong and still do the same stuff it does but a lot slower..
MTG Arena - Theros: Beyond Death Card Spoilers December 18
Oh wow! Some of these cards look like they can get very much out of hand.
Details on Upcoming Card Nerfs & Battlegrounds Changes - December 19 Patch Notes
Corrupt Elementalist remains a double invoke, meanwhile Devoted Maniac is so awful in Galakrond Priest (due to nature of the Priest invoke) that Priest effectively has two fewer invoke activators than all the other classes.
The Grand Tournament
In all honesty, it got me worried, until I realized I was worrying for the wrong card.
My PTSD has now Evolved ^^
Details on Upcoming Card Nerfs & Battlegrounds Changes - December 19 Patch Notes
Why does invoke need a Battlecry? It’s a keyword right? It’s bold so I assume so. Why can’t the Invoke mechanic just be triggered like a Battlecry, but not require a Battlecry to be triggered. Is there really a card I’m missing that Invoke without Battlecry doesn’t work?
just remove the Battlecry part and shaman is fair and still full of flavor
Details on Upcoming Card Nerfs & Battlegrounds Changes - December 19 Patch Notes
I guess you can see it that way as well.
It's just that the timing isn't appropriate at all, and we can agree on that: in the past (April-August, the golden age of these times' Control Warrior) Eternium Rover has been far more problematic than Sludge Slurper has ever been, but no nerfs. Same can be said for stuff like Northshire Cleric (but Priest can't be discussed here since it's in a situation of its own and should be addressed according to that).
In the end, now it's just a 1/1 overload (1) that generates a Lackey, so an EVIL Cable Rat that can come down one turn earlier, which is not bad but doesn't thrill me at all.
It's probably me that I thought there was no way Dragon's Pack wasn't getting nerfed, and against my own convictions I found Sludge Slurper to be the one hit.
Details on Upcoming Card Nerfs & Battlegrounds Changes - December 19 Patch Notes
100pc agree. Super aggro is often beating this deck BEFORE the nerfs let alone now it will be that much slower. We may end up with a horror meta of warrior/warlock/hunter fighting it out to see who can hit the face for 30 quickest.
Details on Upcoming Card Nerfs & Battlegrounds Changes - December 19 Patch Notes
As long as they don't rework some mechanics, real balance isn't possible.
Having access to a double invoker is just straight down unfair.
The galakrond hero power is way too strong, the battle cry is insane and has extrem synergy with one of the strongest late game cards a class ever got (shwock).
That faceless nerf isn't hard enough. Making it a 3/3 with rush and the same copy text as saronite with the same cost like now (basically a 6/6 with rush on a split body) would still be decent, but not oppressive.
Man... I'm so disappointed... Hopefully rogue doesn't dominate with those pesky otk deathrattle decks. It's just the opposite of being interactive.
Card Nerf - Mogu Fleshshaper
Imo this pretty much kills the card especially against control decks you cant keep this at mulligan even with evolve. In a good day you can do the combo is around 5-6 and it will be your whole turn. Many times evolve wont be in your hand and this will be a dead card.
And 10 mana minions are not that great vs 8 mana ones. There is no Tirion, Octosari, Alakir at 10 mana average you get is a Sea Giant for a 2 card combo
Details on Upcoming Card Nerfs & Battlegrounds Changes - December 19 Patch Notes
No more Amalgam in Battlegrounds is huge. I do think it's a good change in the long run though. The difference between getting an Amalgam and getting your 30/30 Divine Shield, Taunt, Poison fortress or not was the difference between making it to Top 4 or not.
The Boogeymonster needs a straight up buff, it still won't be picked on Tier 4. Why not make it so it actually keeps the +2/+2 it gains. Best case scenario it gets like +4/+4 in a single fight. Two buff minions or just one with Brann can already do that easily. It has no tribe so you can't buff it further or give it anything (other than Carl giving it Divine Shield).
Details on Upcoming Card Nerfs & Battlegrounds Changes - December 19 Patch Notes
I am worried about the prevalence of poison for murlocs and no other viable single shot removal for any other clan now. On the other hand I am glad to see the MASSIVE amalgams go away. A lot of the games I play are recruit amalgams or die.This definitely makes the Collector hero more powerful with the 1/1 amalgam though.
Details on Upcoming Card Nerfs & Battlegrounds Changes - December 19 Patch Notes
I mean they tried... But still room for improvement
Details on Upcoming Card Nerfs & Battlegrounds Changes - December 19 Patch Notes
Ok I see... Bow down to our Pirate Warrior overlords it is then...
Details on Upcoming Card Nerfs & Battlegrounds Changes - December 19 Patch Notes
🦀 Amalgam is gone! 🦀
Although, now I fear a meta where Demons reign supreme, and they can only be checked by poisonous Murlocs. I think we may see some people being forced to pick up at least a couple of Poisonous Murlocs to fend off the Demon hordes.
Details on Upcoming Card Nerfs & Battlegrounds Changes - December 19 Patch Notes
I am a little surprised that the Shaman nerfs were so light. They didn't even target the real problem, which is Galakrond's Invoke.
The BG changes are much more bigger and it will shake the meta.
Card Nerf - Mogu Fleshshaper
Why would you need to see both? You don't see the vanilla stats on a (hand-)buffed minion either. You could have the altered manacost, in green, show up when you mouse over the minion and it'd be more consistent with any other type of buff or stat-change in the game.
Details on Upcoming Card Nerfs & Battlegrounds Changes - December 19 Patch Notes
Corrupt Elementalist
Does not address the actual issue with the card, and with Galakronds Invoke.
Sludge Slurper
Why? Yes this is a powerful 1 drop, but not a card that needed to be nerfed. Are they playing the same game as us? This reminds me of the Hex and Flametongue Totem nerf.
Faceless Corruptor
8/8 in stats instead of 10/8. The attack wasn't the problem. This just... wow... again makes me question if the devs are playing the same game as us.
Mogu Fleshshaper
Eh? I mean... why do they keep skirting the issue of mana cheating with evolve effects and just address it already? The community has been loud and clear about how they feel about it, is there some magical explanation that we are missing here as to why they refuse to address the mana cheat with evolve issue?
These nerfs just feel very out of touch with the game. I'm also concerned that there were no preemptive nerfs. My gut tells me they got these nerfs wrong, and they will have another round of nerfs coming next year after Blizzard's holiday break. This is just what they could come up with before they ran out of time.
Details on Upcoming Card Nerfs & Battlegrounds Changes - December 19 Patch Notes
I feel your pain brother.
60 packs opened 9 epics and 4 of the bloody things turned out to be Ramming Speed
lol
Details on Upcoming Card Nerfs & Battlegrounds Changes - December 19 Patch Notes
I think most players will drop Sludge Slurper down on 1 if they can, and rarely this card is kept in the hand until the quest completes. The nerf to attack may seem insignificant but there have been more games than I care to remember where this tiny turdling managed to keep me from playing some cards for fear of losing tempo.
The loss of one attack means its just gonna get eaten by just about every card in the early game and that is an early tempo loss which shaman can usually ill afford.
Details on Upcoming Card Nerfs & Battlegrounds Changes - December 19 Patch Notes
The goal of nerfs nowadays isn't to kill a deck or make it to necessarily not dominate (In the end something needs to dominate even if only by a percent or two), but modernly nerfs are to make sure something isn't oppressive.
A deck being dominant in an appropriate meta is not always the same thing as a deck that is oppressive or game breaking.
Card Nerf - Mogu Fleshshaper
I think the reason they don't change the evolve mana cost is to do with UI simplicity. Mousing over a minion that was summoned for a different mana cost, you would need to see both - the original cost and what it was summoned for. I think that goes against their paradigm of an uncluttered UI that has to present a minimum of important information.
Is there a way to do it that I'm missing?
Card Nerf - Mogu Fleshshaper
Harder to play- good, evolves into 10 mana cost minions - bad..
Well there wasn't much to expect on this department really.. I think they should change the mana cost+ evolve effects once and for all.. but they seem to not understand that.. sadly..
at least now it will have a higher cost..you don't see shaman running Sea Giant it's more in line with the cost reduction mechanic.. at least you need to invest more on board to get a cost reduction and you can't get it for 1 mana from your own board alone.
Card Nerf - Faceless Corruptor
STILL too good.. expect seeing this card nerfed again next patch.. they should've also upped it's mana cost to 6.. it will still be abused by every token deck..
Card Nerf - Sludge Slurper
Well this is one of the strongest shaman card but I never felt that this card was annoying to play against.. it had a fair price..
will still see play in any deck it was played in probably, but it nerfs shaman all around which was the purpose...
Card Nerf - Corrupt Elementalist
This is a bigger nerf than it looks like a mana nerf is huge it slows down shaman by a lot.. it gives you more time to deal with shaman and prevents "perfect curve" scenarios where you can play krunx or 2 of those befor galakround.. well now you can with coin but coin is typically a bad win rate thing..
This is the key, strongest card in Galakround shaman it slows down the whole deck, it still can be strong and still do the same stuff it does but a lot slower..
Card Nerf - Faceless Corruptor
Still strong, but I don't think its the auto-include it was. 5 health minions are common(ish) around turn 5, so the 4 attack might be impactful.