Needed to go harder at this card. Like, I think you might still keep this in the mulligan. That's how insane he is compared to what's available in standard.
Combo Priest loses when it can't keep the board. This at 3 means they'll have a harder time taking the board early. I might have liked to see more, but this should be a meaningful nerf.
I'm pretty sure they did. Last format was also dominated by Boom and Luna. I think they wanted to see if the new stuff would change the power dynamic, but it didn't.
Another fun "trick" about the nomi/floop/elise version is that you can play Hidden Oasis and then a Floop-Nomi in the same turn, staving off fatigue, setting up a taunt, and 39/40 stats.
I think that deck would be better and less clunky - but as it stands, it has 0 chance against warrior. And it is probably is outvalued by most other midrange decks.
Personally, I've been sticking with Elise/Nomi as my endgame because Maly felt too clunky. But both work. And I think there may be a few other directions one could try as well.
The deck just needs something to do at the end of the game. With Warrior and Zephyros in the game, a wall of stats is too easy to deal with.
I love what Kibler proposed for Dr. Boom, Mad Genius - Change Battlecry to: "Battlecry: Mechs in your hand and deck gain Rush" and remove +7 Armor Hero power.
That way he still will be 7 mana 7/7. But changing into it will makes you more vulnerable (no more armour gain) and only Mechs you actually have in deck will have rush. That way all those discovered ones will not have Rush and would be much less problem. To benefit from this Battlecry you would have to actually put Mechs into deck.
Luna played on 4 with coin is absurd. And 4 Mana Conjurer's Calling is much less oppressive (harder to play twinspell, no chance to be generated from Magic Trick.
As he noted though, the tricky part with that nerf is that it completely wrecks micro-squad. So in this case, not only have you nerfed the rush aspect, but you've trashed the hero power by removing the Blast Shield and effectively removing Micro-Squad.
I hate Boom as much as anyone, but even that seems extreme to me.
Dr. Boom, Mad Genius is getting nerfed in some fashion. It seems like removing the Armor hero power and reducing the armor Boom gives makes sense Some manner of Luna's Pocket Galaxy and Conjurer's Calling will be nerfed. Maybe Luna's to 6 and Conj to 4.
Early/Emergency Hall of Fame Candidates: Brawl, Mountain Giant, Divine Spirit/Inner Fire (I doubt DS/IF will be hit right now since they basically built the expac around it.)
I can't think of a nerf that makes any sense for Murloc Paladin, which is okay, because I'm not convinced yet that the deck needs it. Maybe you make Lens cost 5.
I wonder if quest druid would be better if people did not expect their quests to be done right on turn 5. if maybe you tried harder to secure a board in the early turns, then completed the quest on turn 7-9 and started winning the game using value from your hero power from there. You could focus less on shoving all their choose one cards in their deck, and run a more control package with the quest for some smaller plays. you would focus more on small value plays like Nourish, or Ancient of Lore, and less on giant swing plays like Druid of the Claw, or Oasis Surger.
The main problem with quest druid is that people are playing it like a big tempo deck where they can make big swim turns, but you are not doing much with your first 4 turns. I think playing a slower deck would be better,
I believe this is actually the correct way to play against the most aggressive decks like Murloc Paladin and Warlock Zoo. The entire bottom half of your deck is removal. Use it to stay alive. Even if it puts off your stabilization turn, you live to get to that turn.
Back to unplayable! Hooray!
Needed to go harder at this card. Like, I think you might still keep this in the mulligan. That's how insane he is compared to what's available in standard.
Combo Priest loses when it can't keep the board. This at 3 means they'll have a harder time taking the board early. I might have liked to see more, but this should be a meaningful nerf.
People are still going to bitch up a storm. This doesn't stop big priest from being the average wild deck that it's been.
I've been playing Reno Mage since there's no way LPG survives this, and man, that deck is so dirty. So glad that it'll be gone soon.
I'm pretty sure they did. Last format was also dominated by Boom and Luna. I think they wanted to see if the new stuff would change the power dynamic, but it didn't.
There's also plague of murlocs.
Overall, I agree the mechanics of Boom are an issue. But making it a 10 mana card would be a very significant nerf.
Jambre's hand paladin is also a really pleasant surprise. I think that it would see a lot more play if the Murloc Aggro wasn't so highrolly
Another fun "trick" about the nomi/floop/elise version is that you can play Hidden Oasis and then a Floop-Nomi in the same turn, staving off fatigue, setting up a taunt, and 39/40 stats.
I think that deck would be better and less clunky - but as it stands, it has 0 chance against warrior. And it is probably is outvalued by most other midrange decks.
Personally, I've been sticking with Elise/Nomi as my endgame because Maly felt too clunky. But both work. And I think there may be a few other directions one could try as well.
The deck just needs something to do at the end of the game. With Warrior and Zephyros in the game, a wall of stats is too easy to deal with.
At least they have to nerf Luna's Pocket Galaxy now...right?
This was the last specialist event for the time being. GM (which starts this week) is the new format.
I hate how much Bomb Warrior “solves” our current meta . Been making the climb from 5 with it.
Highlander Mage? Bombs
Highlander Hunter? Bombs
Prismatic Lens? Bombs
No Win condition warrior? Bombs
Somebody order a bomb? 💣
Right - but at that point they're virtually doing a complete redesign of the card, and that's not how they do things. They'd just HOF it instead.
As he noted though, the tricky part with that nerf is that it completely wrecks micro-squad. So in this case, not only have you nerfed the rush aspect, but you've trashed the hero power by removing the Blast Shield and effectively removing Micro-Squad.
I hate Boom as much as anyone, but even that seems extreme to me.
If I had to guess:
Dr. Boom, Mad Genius is getting nerfed in some fashion. It seems like removing the Armor hero power and reducing the armor Boom gives makes sense
Some manner of Luna's Pocket Galaxy and Conjurer's Calling will be nerfed. Maybe Luna's to 6 and Conj to 4.
Early/Emergency Hall of Fame Candidates: Brawl, Mountain Giant, Divine Spirit/Inner Fire (I doubt DS/IF will be hit right now since they basically built the expac around it.)
I can't think of a nerf that makes any sense for Murloc Paladin, which is okay, because I'm not convinced yet that the deck needs it. Maybe you make Lens cost 5.
EDIT: Oh I like the summon 5 murlocs thing.
To the guy who was playing Shaman and randomly generated 3x Zephyros. You are the worst kind of person.
I believe this is actually the correct way to play against the most aggressive decks like Murloc Paladin and Warlock Zoo. The entire bottom half of your deck is removal. Use it to stay alive. Even if it puts off your stabilization turn, you live to get to that turn.
Quest Rogue is not anywhere near what I thought it'd be.