What I was thinking of initially was finding a way to make Genn and Baku decks slower so that they focus more on the cool things you can do with an upgraded Hero Power (like odd mage or combos with odd Hunter) rather than just providing really powerful early game (Odd Paladin), not really on lowering their power levels too much. I know that Blizzard doesn't change cards because they are poorly designed, but I think that Genn and Baku would feel better if their effect were delayed. I thought that by removing the first Hero Power use it could make the Odd/Even bonus something that is more of a late-game bonus than an early game one. Maybe with this change Genn and Baku themselves could be buffed to a 6 mana 6/7 and a 7 mana 7/8, respectively. Or possibly they could give you the effect if your deck has 3 or fewer even/odd cards, so that you would be able to choose a few cards of the mana cost that you're not supposed to pick
The latter. Imagine late game when you’ve dropped your regular beasts and create let’s say a Oasis Snapjaw with a Bearshark which you can play for one mana with the help of this. And hat leaves you at one mana spare, so there are probably even better combos.
Point me in the direct of Odd Warlock, Even Mage, Odd Priest, Even Priest, Even Rogue, Even Druid, Odd Druid, Odd Shaman, Even Hunter, Odd Hunter, Even Warrior, or Even Pally. They are almost non-existent in wild.
Here's a few for ya. And yes these meme decks would be absolutely demolished by a Genn/Baku nerf. I think they're ok for now and if anything should be changed it should be tweaking some of the upgraded hero powers if they become too problematic, but I don't think even that is necessary right now.
I agree with Lyra on this one. The odd/even decks in wild just aren't that bad, especially after they all got nerfs at some point. They also likely have overvalued winrates on stats sites due to how easy they are to play and the fact that wild is more causal than standard. They are very consistent with few highroll opportunities and low RNG, which makes them (relatively) pleasant to play against
Furthermore, odd paladin, even shaman and odd rogue aren't that much better than their underplayed, non-odd/even counterparts. Murloc paladin will always be strong; the new overload synergies make playing tunnel trogg extremely tempting in aggro shaman; rogue has a pirate variant with cannon and a slower battlecry variant, both of which greatly benefit from running sap because it counters "cheating" mechanics
I see this all of these complaints about Genn & Baku in wild but I honestly don't see it. With the exception of Odd Pally I really don't see many Genn/Baku decks on wild ladder and Odd Pally counters Big Priest (which is very complained about) so I fail to see why the playstyles need a nerf.
You forgot Even Shaman which is still a top tier deck. That aside, the issue is more that Odd Paladin goes beyond being a counter to Big Priest - it has consistently been a tier 1 deck with few unfavorable matchups for a whole mess of seasons now. No one King should rule forever, et cetera.
That aside I do agree that the functionality of Baku & Genn should be changed to something different. So it is useful for more than just balls out aggro lists, preferably.
Remember that this is wild we are talking about. The entire purpose of the format is fundamentally different than that of standard. Standard more or less is supposed to nerf decks so that they aren't played anymore while wild is an eternal card format. With some Tier 0 exceptions that literally warp the entire meta decks are meant to be combated by introducing new synergies.
As for new king ruling forever how do you explain the existence of Reno Lock, Jade Druid, Big Priest, Mill Rogue, and to some extents Reno Mage, Non-Reno Control Lock, Cubelock, or even Smorc Shaman? All of these decks have ebbed and flowed in wild but are very consistent reoccurring decks. It seems odd (pun intended) to single out Odd Pally knowing that plenty of top notch decks have thrived in wild for years (Bear in mind going by what I said in the first part of the post up above I am generally not in favor of most nerfs).
We can't be taking a standard format approach/lens and using it to make design decisions for the wild format.
While it's a neat infinite loop, it's pretty impractical in single player as well due to the fact that you need an exact 5 card hand when you go off. You either have to run a bunch of additional innervates, biology projects etc. in order to dump your remaining hand or you need to draw through your deck to guarantee it. Otherwise any card that gets stuck in hand keeps duplicating until your whole hand is unplayable. Still, cool combo, I dig it.
At first I thought this to be a two turn combo, but as it turns out, you can do it in one!
Elise goes infinite with Floop, Floops Gloup, Bees! and Moonfire:
have only those 5 cards in hand, then play elise your hand is 2x Floop (set to copy elise) 2x Gloup, 2x Bees! and 2x Moonfire
Cast one Moonfire on Elise, then double Gloup and cast Bees! on her. as a result all 4 bees + elise die, giving you 10 mana back.
from here on out you can cast floop into bees killing floop infinite times, giving you infinite copies of moonfire along the way!
If your opponent has a minion you can kill with 5 dmg, this loop also works with brewmaster instead of floop as brewmaster on elise, then casting her again + bees = 10mana.
There are plenty of combos that actually kill you in wild as opposed to just gaining a large amount of armor and they aren't nerfed. Why would this combo, which technically doesn't save you against Mecha'Thun or Uther OTKs be nerfed?
Plus, my Ice Cream Shaman laughs at this combo, just saying ;)
Wild bloodstinger is awesome as it is the most efficient way to make your opponent discard. and I also like scarlet webweaver because if we can get this control/big beast type hunter to work than maybe brann will be more relevant than we think.
Idea for Genn and Baku Nerfs
Another change that could work is if they said 'Start of turn three" instead of "Start of game", but that might be a little too weird of a change.
Idea for Genn and Baku Nerfs
What I was thinking of initially was finding a way to make Genn and Baku decks slower so that they focus more on the cool things you can do with an upgraded Hero Power (like odd mage or combos with odd Hunter) rather than just providing really powerful early game (Odd Paladin), not really on lowering their power levels too much. I know that Blizzard doesn't change cards because they are poorly designed, but I think that Genn and Baku would feel better if their effect were delayed. I thought that by removing the first Hero Power use it could make the Odd/Even bonus something that is more of a late-game bonus than an early game one. Maybe with this change Genn and Baku themselves could be buffed to a 6 mana 6/7 and a 7 mana 7/8, respectively. Or possibly they could give you the effect if your deck has 3 or fewer even/odd cards, so that you would be able to choose a few cards of the mana cost that you're not supposed to pick
Uldum Hunter Card Reveals - Wild Bloodstinger & Scarlet Webweaver
Urgh. Why is hunter getting good cards?
I can't do a hunter meta for another expansion...
All we need now is a warrior quest that's easy to complete and makes bomb/control warrior even better.
Elise OTK
Someone pointed out on reddit that Elise + Floop + Twig + Naturalize could mill your opponent to death as early as turn 6
New Hunter Minion - Scarlet Webweaver
The latter. Imagine late game when you’ve dropped your regular beasts and create let’s say a Oasis Snapjaw with a Bearshark which you can play for one mana with the help of this. And hat leaves you at one mana spare, so there are probably even better combos.
Idea for Genn and Baku Nerfs
Here's a few for ya. And yes these meme decks would be absolutely demolished by a Genn/Baku nerf. I think they're ok for now and if anything should be changed it should be tweaking some of the upgraded hero powers if they become too problematic, but I don't think even that is necessary right now.
Wild · Unknown Priest · by Watermelon86 · 7 years, 2 months ago
Wild · Odd Druid · by Watermelon86 · 7 years, 3 months ago
Uldum Hunter Card Reveals - Wild Bloodstinger & Scarlet Webweaver
Scarlet is so busted, why the heck is it only 6 mana?
New Hunter Minion - Wild Bloodstinger
A real shame it is in the 6 mana slot, it has to compete with all the other amazing Hunter six drops.
That being said, it would probably be included in a Highlander Hunter... but I doubt Highlander Hunter will be good enough in Standard
New Hunter Minion - Scarlet Webweaver
Zombeasts only stitch minions that are 5 or less though.
Unless you plan on discounting the Zombeasts?
The Explorers Aren't the Only Highlanders in Town - One More to be Revealed for Saviors of Uldum
No It wont shuffle, it will just remove all duplicates from BOTH players decks once. That way shuffle rogues will get some pain too
Idea for Genn and Baku Nerfs
I agree with Lyra on this one. The odd/even decks in wild just aren't that bad, especially after they all got nerfs at some point. They also likely have overvalued winrates on stats sites due to how easy they are to play and the fact that wild is more causal than standard. They are very consistent with few highroll opportunities and low RNG, which makes them (relatively) pleasant to play against
Furthermore, odd paladin, even shaman and odd rogue aren't that much better than their underplayed, non-odd/even counterparts. Murloc paladin will always be strong; the new overload synergies make playing tunnel trogg extremely tempting in aggro shaman; rogue has a pirate variant with cannon and a slower battlecry variant, both of which greatly benefit from running sap because it counters "cheating" mechanics
The Explorers Aren't the Only Highlanders in Town - One More to be Revealed for Saviors of Uldum
I'm thinking it will be a neutral card that removes all duplicates from both players decks, probably cost about 6 or 7
Elise OTK
We could probably discount Malygos to speed things up
Idea for Genn and Baku Nerfs
Remember that this is wild we are talking about. The entire purpose of the format is fundamentally different than that of standard. Standard more or less is supposed to nerf decks so that they aren't played anymore while wild is an eternal card format. With some Tier 0 exceptions that literally warp the entire meta decks are meant to be combated by introducing new synergies.
As for new king ruling forever how do you explain the existence of Reno Lock, Jade Druid, Big Priest, Mill Rogue, and to some extents Reno Mage, Non-Reno Control Lock, Cubelock, or even Smorc Shaman? All of these decks have ebbed and flowed in wild but are very consistent reoccurring decks. It seems odd (pun intended) to single out Odd Pally knowing that plenty of top notch decks have thrived in wild for years (Bear in mind going by what I said in the first part of the post up above I am generally not in favor of most nerfs).
We can't be taking a standard format approach/lens and using it to make design decisions for the wild format.
New Hunter Minion - Scarlet Webweaver
One of the most OP cards I've ever seen
Elise OTK
While it's a neat infinite loop, it's pretty impractical in single player as well due to the fact that you need an exact 5 card hand when you go off. You either have to run a bunch of additional innervates, biology projects etc. in order to dump your remaining hand or you need to draw through your deck to guarantee it. Otherwise any card that gets stuck in hand keeps duplicating until your whole hand is unplayable. Still, cool combo, I dig it.
Elise OTK
Obv this involves too much APM for ladder, but doable in single player content
Elise OTK
At first I thought this to be a two turn combo, but as it turns out, you can do it in one!
Elise goes infinite with Floop, Floops Gloup, Bees! and Moonfire:
have only those 5 cards in hand, then play elise
your hand is 2x Floop (set to copy elise) 2x Gloup, 2x Bees! and 2x Moonfire
Cast one Moonfire on Elise, then double Gloup and cast Bees! on her.
as a result all 4 bees + elise die, giving you 10 mana back.
from here on out you can cast floop into bees killing floop infinite times, giving you infinite copies of moonfire along the way!
If your opponent has a minion you can kill with 5 dmg, this loop also works with brewmaster instead of floop as brewmaster on elise, then casting her again + bees = 10mana.
New Druid Minion - Elise the Enlightened
This goes infinite with Floop, Floops Gloup, Bees! and Moonfire:
have only those 5 cards in hand, then play elise
your hand is 2x Floop (set to copy elise) 2x Gloup, 2x Bees! and 2x Moonfire
Cast one Moonfire on Elise, then double Gloup and cast Bees! on her.
as a result all 4 bees + elise die, giving you 10 mana back.
from here on out you can cast floop into bees killing floop infinite times, giving you infinite copies of moonfire along the way!
Idea for Genn and Baku Nerfs
Make Baku cost 10 and Genn cost 7
[Theorycraft] King Krush 24 damage Hunter
but great job finding variations like this one, i really apreciate the effort you put into this
[Theorycraft] King Krush 24 damage Hunter
Hi pals, english is not my native language so i will try to say this in the way i can, but not the one i wanted to
Hunting Party does not copy altered mana costs, hysteria demostrated that in a video
New Hunter Minion - Wild Bloodstinger
High risk, high reward. And solid stats. Beast synergy. I really like this card.
Do you think Linecracker (or overkill) deserves a nerf?
There are plenty of combos that actually kill you in wild as opposed to just gaining a large amount of armor and they aren't nerfed. Why would this combo, which technically doesn't save you against Mecha'Thun or Uther OTKs be nerfed?
Plus, my Ice Cream Shaman laughs at this combo, just saying ;)
Uldum Hunter Card Reveals - Wild Bloodstinger & Scarlet Webweaver
Wild bloodstinger is awesome as it is the most efficient way to make your opponent discard. and I also like scarlet webweaver because if we can get this control/big beast type hunter to work than maybe brann will be more relevant than we think.