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.
Given Blizzards "awesome history of nerfing cards and having them still be playable", this is what I am predicting:
Battlefiend - Starts as a 1/1. Still will be playable, but will obviously be less viable as the loss in health will make it a target to get a booger flicked on it and die... horribly.
Altruis the Outcast - Will only target minions. Still playable and a great way to circumvent "evasive" minions, but obviously substantially reduced in power.
Glaivebound Adept - Becomes a 4/4. For a core card, this would be totally fair. Having a 7 attack on something that can drop on turn 4 and dish out 4 damage to boot is a bit ridiculous.
[Hearthstone Card (Kael'thas Sunstrider) Not Found]- "Every third spell costs (3) less". Most of the abuse that this card sees is dropping 8+ mana cards for free. Reducing them by 3 still gives a discount and potential to do a number of things, but takes away the OTK potential of this card.
Bad Luck Albatross - I'm almost solid that this is going to result in 1 Albatross being shuffled into your opponent's deck. While this seems like a decent nerf, the whole reason why people are running in "mandatory" in every non-highlander deck is to hurt highlander which is the most popular type in the meta... this nukes the purpose of this card being in the deck at all. And, much like Battlefiend, this card will become completely useless and nigh unplayable.
[Hearthstone Card (Frenzied Felwing) Not Found]- Reduced to a 2/2. Just like what happened with Corridor Creeper, a few decks will still see it play, but not many and mostly not above tier 2. Granted a "free" 2/2 is better than nothing... there are other cards that can fill that void now. RIP awesome demon, you were too awesome for Blizzard, so now you must die... horribly.
Open the Waygate - Double the number of spells to activate. Given the number of cards that generate spells that didn't start in your deck that are available now, this is MUCH more reasonable for this deck to play. When this was printed, there were only a handful of cards that did that. Now, you have Mana Cyclone, which alone can do more than Cabalist's Tome, Primordial Glyph, and Kabal Courier could ever do before. Still playable, just a lot more reasonable for what it will do to you.
Bloodbloom - 4 mana. This is only in Wild where other cards exist to lower the cost of the cards you play. Making this card less easy to enable the OTK with Mecha'thun or drop tons of demons on the board with Darkest Hour. Barely still playable, but this is Blizzard... so this card will die... again horribly.
Sacrificial Pact - Again, another great Warlock card that was situational at best sees the light as something viable in the current standard meta and gets kicked to the face. I'm sure that this will be errata'd to only target friendly minions. While still playable in certain formats, it will be null and void in standard where it is needed. It will die... horribly.
I just have more faith in gas station sushi in the middle of Arkansas at 2 AM on Sunday than I do in Blizzard being able to nerf a card and not obliterate it's usefulness. The only exception that I can think of was The Caverns Below which was beat up multiple times and still sees "some" play. These are just my assumptions, take it for what it's worth.
This guy is just dumb in wild. My opponent cast him and was able to keep stealthing him and/or bouncing him to save him all while getting tons of secrets on the board. I'm just glad that I was able to get rid of him before he got Secretkeeper out
I have already abused this so much with Lady Liadrin. I kept dropping it on silver hand recruits and when they died I get it back. By the time I had Liadrin in hand, I had 6 free Librams I could play every turn. TAc that onto a Questing Adventurer and it gets stupid
This is such crap. I had 10 mana and played this and only got one excessive mana card. I understand why since it is one spell to get 2 mana, but both mana crystals should count
I have almost the exact same predictions as yo
Given Blizzards "awesome history of nerfing cards and having them still be playable", this is what I am predicting:
Battlefiend - Starts as a 1/1. Still will be playable, but will obviously be less viable as the loss in health will make it a target to get a booger flicked on it and die... horribly.
Altruis the Outcast - Will only target minions. Still playable and a great way to circumvent "evasive" minions, but obviously substantially reduced in power.
Glaivebound Adept - Becomes a 4/4. For a core card, this would be totally fair. Having a 7 attack on something that can drop on turn 4 and dish out 4 damage to boot is a bit ridiculous.
[Hearthstone Card (Kael'thas Sunstrider) Not Found]- "Every third spell costs (3) less". Most of the abuse that this card sees is dropping 8+ mana cards for free. Reducing them by 3 still gives a discount and potential to do a number of things, but takes away the OTK potential of this card.
Bad Luck Albatross - I'm almost solid that this is going to result in 1 Albatross being shuffled into your opponent's deck. While this seems like a decent nerf, the whole reason why people are running in "mandatory" in every non-highlander deck is to hurt highlander which is the most popular type in the meta... this nukes the purpose of this card being in the deck at all. And, much like Battlefiend, this card will become completely useless and nigh unplayable.
[Hearthstone Card (Frenzied Felwing) Not Found]- Reduced to a 2/2. Just like what happened with Corridor Creeper, a few decks will still see it play, but not many and mostly not above tier 2. Granted a "free" 2/2 is better than nothing... there are other cards that can fill that void now. RIP awesome demon, you were too awesome for Blizzard, so now you must die... horribly.
Open the Waygate - Double the number of spells to activate. Given the number of cards that generate spells that didn't start in your deck that are available now, this is MUCH more reasonable for this deck to play. When this was printed, there were only a handful of cards that did that. Now, you have Mana Cyclone, which alone can do more than Cabalist's Tome, Primordial Glyph, and Kabal Courier could ever do before. Still playable, just a lot more reasonable for what it will do to you.
Bloodbloom - 4 mana. This is only in Wild where other cards exist to lower the cost of the cards you play. Making this card less easy to enable the OTK with Mecha'thun or drop tons of demons on the board with Darkest Hour. Barely still playable, but this is Blizzard... so this card will die... again horribly.
Sacrificial Pact - Again, another great Warlock card that was situational at best sees the light as something viable in the current standard meta and gets kicked to the face. I'm sure that this will be errata'd to only target friendly minions. While still playable in certain formats, it will be null and void in standard where it is needed. It will die... horribly.
I just have more faith in gas station sushi in the middle of Arkansas at 2 AM on Sunday than I do in Blizzard being able to nerf a card and not obliterate it's usefulness. The only exception that I can think of was The Caverns Below which was beat up multiple times and still sees "some" play. These are just my assumptions, take it for what it's worth.
Why are people not using this? You can hit a minion when you don't control any yourself to avoid the draw back.
I really like the discard mechanic... but it just needs a little more help honestly.
Why am I not seeing more of this in Even-Warlock?
This stupid minion has spelled doom already so much... such a royal pain especially with that fel lord in play
I hope to see this actually used. The fact that it hits all minions instead of just one, so good.
5 to deal 8... totally worth it. 5 top deal 8 to 3 minions thanks to Zentimo in wild, priceless
Who cares that your opponent knows you played this... it is going to be auto include in rogue decks
This guy is just dumb in wild. My opponent cast him and was able to keep stealthing him and/or bouncing him to save him all while getting tons of secrets on the board. I'm just glad that I was able to get rid of him before he got Secretkeeper out
Good Gods I love this card! it is pretty much an auto include in every priest deck
I think I have used this minion more than any other Priest minion this set
I have already abused this so much with Lady Liadrin. I kept dropping it on silver hand recruits and when they died I get it back. By the time I had Liadrin in hand, I had 6 free Librams I could play every turn. TAc that onto a Questing Adventurer and it gets stupid
I have made so much use of this stupid weapon. Wild Murloc Paladin now gets more help to fill your hand with fish people.
Autoinclude in every mage deck
This is such a great card for Mage. If you have sorcerer's apprentice in play, along with Kael'thas... it's just dumb
I officially hate this card on the other side of the table.
This is such crap. I had 10 mana and played this and only got one excessive mana card. I understand why since it is one spell to get 2 mana, but both mana crystals should count
I still have yet to see this used in Standard or Wild
How long until this card gets the attention it deserves?