Elusive, Evasive, Shroud, "Nyah Nyah"... I don't care what it ends up being as long as there is a keyword that would allow other text to be present and doesn't junk up the text box.
I like this a lot. Being able to get hero skins after years of not having access to them because you didn't want to or couldn't invest in the pre-release bundle to get the hero skin at the time was always kind of a bummer.
There are just too many cards that need a revamp from being completely useless to know where to begin. What I can say is that ever green shouldn't necessarily over-power the expansions. The mentality of this is that the cards that are used in Standard are meant to be the new mechanics and they are supposed to beat out a number of things that Classic doesn't provide. However, if the expansions are putting out cards that are dwarfed by ever green cards, then why even play them in the first place?
I'm feeling like Secret Passage needs adjustment. It is essentially 1-mana draw 5 cards, which is completely insane when compared to other draw effects. I've lost 2 games already where I had stabilized after taking a beating, and my opponent with no board and no cards just uses this spell to kill me outright.
This card is the number one card that NEEDS a nerf for exactly this reason. Originally I was thinking that having it discard the unused cards that were drawn would be enough, but I have seen situations where that wouldn't have hindered it at all. Having it cost (2) would make it more of a pain for Rogue since they have to dedicate more resources to get the effect.
High Abbess Alura is climbing the ranks of a card to be targeted with a nerf sooner than later. With all the amazing buffs that paladin and priest have at their disposal currently, this card is certainly a difficult thing to deal with. Tack on any circumstantial board buffs like Robes of Protection and you've got a wonderfully difficult minion to deal with... especially if it had a spell to give it taunt... ugh.
Rattlegore is just too damned expensive honestly. I cracked him right out the gate and haven't touched him. I have hope that he will find a niche in a control deck that will be somehow able to protect him (maybe with the inclusion of the previously stated Robes of Protection) but in and of itself, it's more of a meme card.
One legendary that I am shocked to not see on the popularity list is Doctor Krastinov. Again he seems to be more of niche card. However with the availability of weapons at Rogue's disposal now, I just don't understand why he is not more prevalent. His buff is conditional, which makes his ability slightly less good than good ole' Captain Greenskin, but the notion that it can be triggered numerous times is why I imagined him to be more present.
Self-Sharpening Sword would be my controversial pick. It just has too much durability to be a Rogue weapon. If you don’t have any weapon removal early, and your opponent gets a Deadly Poison or a Krastinov off, that is easily upwards of 20 damage you can’t do anything about. Add on the fact that Rogues have uninteractive Stealth minions and yeah, games end very quickly.
Although this is probably a symptom of Voracious Reader and Secret Passage being op, my other nerf candidates.
Maybe because I love Acidic Swamp Ooze so much that I include it whenever there seems to be an influx of weapons, but to me this weapon is annoying... but I wouldn't call it meta defining. Unless someone can get off the Deadly Poison or other buff cards sequentially, this weapon won't do a lot but cause an annoyance. But then again, I've not seen it played a lot in games against me personally.
I've been playing a lot of wild recently, and any time i face a demon hunter that isn't odd demon hunter they have glide. I play in casual mode though. I have faced about 10 i want to say that have glided me on low mana turns(under eight mana) and it really sucks to play against if you're any kind of control deck that wants more than 4 cards in your hand against an aggro class hoping to run them out of steam. You can go on about win rates and popular decks all you want. But when a card is shitty to play against and invalidates an entire playstyle and it sees ANY kind of play at all it should be nerfed in my opinion.
Well stated. Nothing like working several turns to get your "combo" or control set up to only have the whole thing blow up in your face with a reset button. Not to mention that it can happen again in the game.
I haven't seen a Star Student Stelina played, yet, through about 100 games. I suppose that shouldn't be surprising.
Just having one shuffled back in I wouldn't call validating of a nerf. Now if it stole or removed it entirely from the game... that would be even more annoying, but again since it's only one card at random it's not that impacting for a nerf IM
If I had to wager a guess, Glide is likely going to be nerfed. It wasn't fun when you got punished for having a large hand with Divine Favor, it won't be fun having your hand forcefully disrupted.
Lightning Bloom will also likely be nerfed, mostly likely up to 1 mana so it cannot be used in Even Shaman. Not sure what other changes it might see.
FWIW - looking at the HSReplays numbers, Glide currently has a 35% "played win-rate," which is the worst among all the cards in Scholomance.
The places where I have seen it dominate are mostly in Wild. It truly is devastating to have it pulled after you have established your hand only to have 4 cards replace your hand of 8+
After play this weekend with a few decks of my own construction as well as incorporating some cards into old wild decks, I found another that is really fun and created a number of win conditions for me: Tour Guide
I put it in my Odd Paladin deck and having 3 1/1's first turn may not be the most game breaking mechanic in the world. BUT, after my opponent cleared my board and I was able to drop the side quest Righteous Cause and curve right into Silver Hand Regent made my opponent throw everything and the kitchen sink at me.
When I put it in Odd Rogue, even more shenanigans are to be had. You slide right into that perfect curve of attacking with your hero along with playing another minion or something else to cause threat.
I don't know if it merits a nerf, but it's power in Wild is seriously dangerous stuff.
That's still a decent tool for some swings, but it doesn't break the Curve anymore. EZ.
Curve breaking ie Ramping should always happen at the expense of some mana or some other serious immediate drawback.
I could and would totally get behind this nerf. It would still allow for the Kael'thas shenanigans, but would limit the potential to play all types o crazy thing
I wrote a forum item about this. I love Secret Passage, but as it stands, it is just too powerful. Nerfing it to (2) mana would make it less abused across the board. Raise Dead should probably be changed to get (1) minion back. With Priest's rez abilities already through the roof, this is absurd. As for Flesh Giant I've cheated him out so quickly in suicide lock it's not even funny. Pretty much all other "giants" cost around (10) so I could see that being changed.
For most of us, we have opened our pack and started playing some of the pre-fab decks and experimenting with the new cards. As always, the new mechanics are running rampant and "working" really well and showing some awesome power. As with every expansion, we can anticipate nerfs coming, Ashes of Outland came on a bit quicker than anticipated though.
With that in mind, I can see the potential nerfs because people will be barking about it pretty loud:
4) Soul Fragment - The reason I think people will complain about this is that it is an automatic "cast" that gives the Warlock and Demon Hunter health and another card. For Suicide Warlock, this is allowing them to actually use some bigger minions like Pit Lord that normally wouldn't see play and gives Demon Hunter some health back after attacking everything under the sun. I would predict that there will be a nerf to either the number of Soul Fragments that get added per card, or it will change to a (1) mana cost card. Either way it would really hinder the mechanic of the cards.
3) Glide - Manipulating the cards in your hand to take advantage of Outcast is something that Demon Hunter can do pretty well. The fact that this card ALSO manipulates your opponent's hand will have people barking about how unfair it is that you build a control deck only to have an aggro deck run this card to refill their hand and mess with yours. My prediction would be that they either remove the Outcast aspect or increase the mana to (5)
2) Lightning Bloom - The fact that you can bust this out and potentially get Kael'thas Sunstrider out WAY faster and start going off is going to have people up in arms. Even though that would require the "God hand", it was the same situation with Aviana druid decks. It requires a lot of set up, but once you had it, you went off. I'm thinking that they will nerf this to cost (1).
1) Secret Passage - Now for the crown jewel of the new Rogue arsenal... This card is so impressively abusive in both Standard and Wild formats. I have seen players drop this on turn 3, fire off 4 of the cards they drew, eliminate my side of the board beef up their newly drawn weapon, and come back with their original hand... and then do it again a couple of turns later. Honestly, it is such a great card and super fun to use, how could it NOT get targeted by nerfs. I imagine that they will need to balance out this card, since it can be activated with The Coin and you get 2 cards played which will help trigger any combo cards as well, to update it's mana cost to (2). Doing this will make it less likely to abuse the crap out of it right out the gate, but still show a lot of value.
What are everyone else's thoughts on these as well as other cards you can see people being irritated about enough to have Blizzard kill the cards?
Great write up~ I predicted very similar picks for Arena with a lot of these cards. Specifically ones that generate another minion as a deathrattle. Those are sooooooo good.
Elusive, Evasive, Shroud, "Nyah Nyah"... I don't care what it ends up being as long as there is a keyword that would allow other text to be present and doesn't junk up the text box.
I said this in another thread a while ago... I would just like to see the Forsaken take up more on the Hero Skins.
I like this a lot. Being able to get hero skins after years of not having access to them because you didn't want to or couldn't invest in the pre-release bundle to get the hero skin at the time was always kind of a bummer.
That sounds almost ominous
There are just too many cards that need a revamp from being completely useless to know where to begin. What I can say is that ever green shouldn't necessarily over-power the expansions. The mentality of this is that the cards that are used in Standard are meant to be the new mechanics and they are supposed to beat out a number of things that Classic doesn't provide. However, if the expansions are putting out cards that are dwarfed by ever green cards, then why even play them in the first place?
This card is the number one card that NEEDS a nerf for exactly this reason. Originally I was thinking that having it discard the unused cards that were drawn would be enough, but I have seen situations where that wouldn't have hindered it at all. Having it cost (2) would make it more of a pain for Rogue since they have to dedicate more resources to get the effect.
If your Wand Thief is the flex, have you tried Dirty Tricks? That card can give you a boost to cards in your hand to play
High Abbess Alura is climbing the ranks of a card to be targeted with a nerf sooner than later. With all the amazing buffs that paladin and priest have at their disposal currently, this card is certainly a difficult thing to deal with. Tack on any circumstantial board buffs like Robes of Protection and you've got a wonderfully difficult minion to deal with... especially if it had a spell to give it taunt... ugh.
Rattlegore is just too damned expensive honestly. I cracked him right out the gate and haven't touched him. I have hope that he will find a niche in a control deck that will be somehow able to protect him (maybe with the inclusion of the previously stated Robes of Protection) but in and of itself, it's more of a meme card.
One legendary that I am shocked to not see on the popularity list is Doctor Krastinov. Again he seems to be more of niche card. However with the availability of weapons at Rogue's disposal now, I just don't understand why he is not more prevalent. His buff is conditional, which makes his ability slightly less good than good ole' Captain Greenskin, but the notion that it can be triggered numerous times is why I imagined him to be more present.
That was hilarious. I liked that it felt like a student giving the tour as well, just to add flavor to it.
Maybe because I love Acidic Swamp Ooze so much that I include it whenever there seems to be an influx of weapons, but to me this weapon is annoying... but I wouldn't call it meta defining. Unless someone can get off the Deadly Poison or other buff cards sequentially, this weapon won't do a lot but cause an annoyance. But then again, I've not seen it played a lot in games against me personally.
Well stated. Nothing like working several turns to get your "combo" or control set up to only have the whole thing blow up in your face with a reset button. Not to mention that it can happen again in the game.
Just having one shuffled back in I wouldn't call validating of a nerf. Now if it stole or removed it entirely from the game... that would be even more annoying, but again since it's only one card at random it's not that impacting for a nerf IM
The places where I have seen it dominate are mostly in Wild. It truly is devastating to have it pulled after you have established your hand only to have 4 cards replace your hand of 8+
After play this weekend with a few decks of my own construction as well as incorporating some cards into old wild decks, I found another that is really fun and created a number of win conditions for me: Tour Guide
I put it in my Odd Paladin deck and having 3 1/1's first turn may not be the most game breaking mechanic in the world. BUT, after my opponent cleared my board and I was able to drop the side quest Righteous Cause and curve right into Silver Hand Regent made my opponent throw everything and the kitchen sink at me.
When I put it in Odd Rogue, even more shenanigans are to be had. You slide right into that perfect curve of attacking with your hero along with playing another minion or something else to cause threat.
I don't know if it merits a nerf, but it's power in Wild is seriously dangerous stuff.
I could and would totally get behind this nerf. It would still allow for the Kael'thas shenanigans, but would limit the potential to play all types o crazy thing
Why this card? I've not seen anyone play it outside of meme decking
I hadn't experienced either of these, but I have to say that would really suck for either situation
I wrote a forum item about this. I love Secret Passage, but as it stands, it is just too powerful. Nerfing it to (2) mana would make it less abused across the board. Raise Dead should probably be changed to get (1) minion back. With Priest's rez abilities already through the roof, this is absurd. As for Flesh Giant I've cheated him out so quickly in suicide lock it's not even funny. Pretty much all other "giants" cost around (10) so I could see that being changed.
For most of us, we have opened our pack and started playing some of the pre-fab decks and experimenting with the new cards. As always, the new mechanics are running rampant and "working" really well and showing some awesome power. As with every expansion, we can anticipate nerfs coming, Ashes of Outland came on a bit quicker than anticipated though.
With that in mind, I can see the potential nerfs because people will be barking about it pretty loud:
4) Soul Fragment - The reason I think people will complain about this is that it is an automatic "cast" that gives the Warlock and Demon Hunter health and another card. For Suicide Warlock, this is allowing them to actually use some bigger minions like Pit Lord that normally wouldn't see play and gives Demon Hunter some health back after attacking everything under the sun. I would predict that there will be a nerf to either the number of Soul Fragments that get added per card, or it will change to a (1) mana cost card. Either way it would really hinder the mechanic of the cards.
3) Glide - Manipulating the cards in your hand to take advantage of Outcast is something that Demon Hunter can do pretty well. The fact that this card ALSO manipulates your opponent's hand will have people barking about how unfair it is that you build a control deck only to have an aggro deck run this card to refill their hand and mess with yours. My prediction would be that they either remove the Outcast aspect or increase the mana to (5)
2) Lightning Bloom - The fact that you can bust this out and potentially get Kael'thas Sunstrider out WAY faster and start going off is going to have people up in arms. Even though that would require the "God hand", it was the same situation with Aviana druid decks. It requires a lot of set up, but once you had it, you went off. I'm thinking that they will nerf this to cost (1).
1) Secret Passage - Now for the crown jewel of the new Rogue arsenal... This card is so impressively abusive in both Standard and Wild formats. I have seen players drop this on turn 3, fire off 4 of the cards they drew, eliminate my side of the board beef up their newly drawn weapon, and come back with their original hand... and then do it again a couple of turns later. Honestly, it is such a great card and super fun to use, how could it NOT get targeted by nerfs. I imagine that they will need to balance out this card, since it can be activated with The Coin and you get 2 cards played which will help trigger any combo cards as well, to update it's mana cost to (2). Doing this will make it less likely to abuse the crap out of it right out the gate, but still show a lot of value.
What are everyone else's thoughts on these as well as other cards you can see people being irritated about enough to have Blizzard kill the cards?
Great write up~ I predicted very similar picks for Arena with a lot of these cards. Specifically ones that generate another minion as a deathrattle. Those are sooooooo good.