I really don't understand the hate, must every legendary have a keyword soup to be considered interesting? This is a build-around card worthy of its rarity, watch the reveal video if you lack some deckbuilding inspiration.
its an effect we have seen before, inclduing, last set on a epic in the same class.
Costing less with a certain condition isnt unique to be a legendary,
and they dont need a keyword, they do something speciall/unique/intresting/not seen before.
This is such boring effect for a legendary, and not just any legendayr. Antheron, who as at mount hyial and was the leader of the dreadlrods with tichondrius his death.
card seems powerfull enough, but this is boring as hell effect for a legendary.
I'm assuming they are 1-mana in hand. Even so, this feels way too slow. Maybe in a Wild Spell Hunter deck, but I don't think this sees play in Standard. Tough to call now though.
Edit: After seeing the Hunter Legendary (The Rat King), this makes more sense. That said, I still don't think the archetype sees much play.
maybe the hunter questline will be reward to give their beasts rush for rest of game, if so depending on hopw eays is to complete could be big help for this
Wording is the same as Skulking Geist, ie "x-cost card", which implies that you can progress the quest normally even though the cost of your cards has been modified.
its blizzard though, so even if wording is same how its coded may be differen
A win condition for Priest that the opponent can't stop, delay, or interact with except through a lucky Counterspell or Oh My Yog? Oh no.
by playing stuff on board that priets has tp answer, you can delay their quest process or they process their quest but dont deal with board as well/at all
Bumping Renew to restoring 5 Health is a straight up buff and we wouldn't want to see it, really.
It would be basically a Flash Heal with a Discover effect attached to it for just 1 mana, in a world where Palm Reading is a card and can consistently DiscoverRenew and discount your hand.
No thanks.
it would still be a nerf or at most a sidegrade, costing 2 even with bigger heal means wouldnt get it of wandmaker and doesnt cost 0 after 1 palm reading.
5hp would be comparable to flash of light but draw is usally better then discover (are ofc cases like a fatigue matcup^where discover is better) so it can heal 1more and priest is susposed too be better at healing.
Also flash heal only saw use for auchenei effect to be turned into 1 mana deal 5.
Renew at 5 would be a straight up buff. At best it could be increased to 4 and even that won't be necessary. Nerfs are supposed to make a card worse, not just shift it around.
Apo is broken and needs to be gutted. Unconditional lifesteal + an attack buff pretty much means unchecked healing potential for priest. at +1/+2 you can still use it with big minions like Mutanus, but you might not want to run more than one in your deck and instead actually have to rely on more predictable heal cards.
NErfs aren't meant to weaken cards, they are meant to weaken decks. If a card needs to be killed for the deck to be more balanced then that's the way it has to be.
yeah make worse, not destroy it. which a straight up mana cost increase does
APO is good but not broken on its own (only broken thing in samuro ) and No card should ever be gutted.
Nerfs should weaken the cards, not warsong/starving buzzard them
Not to spoil your fun, but apparently there are leaks that specify the cards (which come from the same source as ones for previous balance changes, which are derived from pro players who get to know about these changes early and said leaks have never been wrong so far)
Gibberling to 2-mana (makes sense)
Renew to 2-mana (also makes sense because it hits both the card itself as well as Wandmaker, which is one of the stronger best card generators and a great early game minion)
Apotheosis still under testing at +1/+2 (which would mainly hit the Samuro combo which is probably the biggest reason why Priest is allowed to be this greedy in the first place)
Pretty much sounds realistic to me.
if those are the real changes i dont like them.
Renew should be bumped up in healing with a mana cost increase (5 to be comparable to flash of light)
and apotheosis at 1/2 for 3 is pretty darn terrible card
That would as i see just be killing/nuking those cards, which is not what nerfs should do. Weaken not destroy
The probable targets for a nerf will likely be either Apotheosis, Renew or Venomous Scorpid. Renew would probably get bumped 1 mana up to remove it from wandmaker's pool, apotheosis at 4 might prevent the usual reno scenario a little later, and while Im not exactly very happy to see scorpid nerfed this card is a near guaranteed addition into anything that's not pure aggro its amazing. Nerfing its health to 2 might make it harder as an auto include while making it easier to clear so its not always the best thing to do on 3.
As for druid, well. One card can't fix the sorry state of the class, but if it has to be one card then its obviously going to be Lightning Bloom. Gibberling nerf would be fine, but the only reason why its a problem card is the mana cheat, not the burst gibberling bs on turn 1. Make it refresh mana instead of giving mana would change everything, removing the essential problem of the card, whether its in duels (where its funnily banned) or ranked constructed.
if make bloom refresh mana should be less overload §1 instead of 2)
I think a quest to play 3 games with him in your deck is the most likely. I expect it would disappear on the 16th, so they probably wouldn't want to do anything that requires much effort. So something that can be done trivially alongside a daily quest makes a lot of sense. I guess they could have an XP modifier span the whole day for players with Noz in their decks, though that's likely to mean more effort for the devs and would incentivise playing lots, so I doubt it.
Whatever they do, you can be sure there will be people who don't see it as a complete freebie that no-one is forced into and will complain about it :P
Hope its a special quest and nto double exp with noz in deck for a day.
I really hate the 15seconds turns of nozdormu, always have and if is going to be reward for it, i want it doen as quikly as possible so i can go abck to playing normally and not putting garbage card in my deck that does nothign but make it worse.
and what for? The only way to change it for Wild is to completely destroy it anyways, rendering it basically unplayable. You cannot "reasonably" nerf a card like this outside of reworking it, at which point you've effectively "banned" it anyways.
They literally said that once it actually rotates to Wild they'll end up changing it, so there is really no point in frontloading that change when the card itself will most likely end up non-existant anyways.
well i dont see point in waiting for 2years when could just do it now.
And its not like would be crazy hard to come up with someway to change stealer
The problem is, the card isn't the problem. Wild is the problem. You have so many cards there, there will be a stupid interaction every other patch at this point. And I believe that blizzard should not nerf cards that are fine in Standard just so Wild doesn't'become a shitfest. Because honestly that would mean nerfing a lot of cards to satisfy a smaller play base. Hence banning is the best solution. And lets be real. If its nerfed into oblivion, the card might aswell have been banned in wild anyway, because it won't see play.
But they can nerf cards only for WIld IF THEY WANTED.
Classic cleary shows they can have cards be different in different formats.
Banning is IMO not at all the Best solution, just the Laziest one IMO.
And banning is still differnt from nerfing into ground , since now cant ever at all use it wild (for as ban is in place) in any way shappe or form. Not in friendly matches, casual nor get it from rng where evn terrible cards may shine occasionly if pulled from rng.
But i dont persoanly agree a ban, i think evry colelctible card should always be usable in wild thats the pint of the format have acecs to evry single card.
They can make health costs (bloobloom/stealer/chogal) not bypass immune, or make it like once a turn BUT only for wild and keep as it is for standard, classic clealry shows they can do that if they want.
And i personaly should be satndard for balance changes, theyre meant for standard only (like say when galakrond nerfs happend for example) they should be for standard only, and wild doenst have to wait up to 2years or even more to MAYBE get it unnerfed. (they dint unnerf extar arms for example even though would be a complete non issue in wild at all)
and if that where to happens they could easly mention in the patchnotes like for example: Hand of adal changed to +2/+1 from +2/+2 in Standard but unchannged in wild. and others could just say then they effect both, like for example: Far watch Post is now 2/3 down from 2/4 in Standard AND Wild.
(just first 2 cards that where pretty recent changes that i thought of, and are just examples)
or giving your hero attack constantly even during oponenets turns
its an effect we have seen before, inclduing, last set on a epic in the same class.
Costing less with a certain condition isnt unique to be a legendary,
and they dont need a keyword, they do something speciall/unique/intresting/not seen before.
Thisd an effect we have seen alot in the game.
This is such boring effect for a legendary, and not just any legendayr. Antheron, who as at mount hyial and was the leader of the dreadlrods with tichondrius his death.
card seems powerfull enough, but this is boring as hell effect for a legendary.
should be able to atatck heroes, or if not have 4attack or 3 durablity this
i have my doubts, its 6 mana that doesnt imeadtly threaten alot of damage or have a way to secure the board.
maybe the hunter questline will be reward to give their beasts rush for rest of game, if so depending on hopw eays is to complete could be big help for this
its blizzard though, so even if wording is same how its coded may be differen
by playing stuff on board that priets has tp answer, you can delay their quest process or they process their quest but dont deal with board as well/at all
and you can mutanus xyrella possibly.
and rumble run troll champions, they got pretty much full voicelines and animations can be taken from their cards
Yeah il do it, itsa free quest, but i hope i wont run into anyone else with it. Its 1500 extra exp for little effort so why wouldnt i take even it.
But il just do those 3games and then imeadlty delete that deck and not touch it till next month nozdormu.
it would still be a nerf or at most a sidegrade, costing 2 even with bigger heal means wouldnt get it of wandmaker and doesnt cost 0 after 1 palm reading.
5hp would be comparable to flash of light but draw is usally better then discover (are ofc cases like a fatigue matcup^where discover is better) so it can heal 1more and priest is susposed too be better at healing.
Also flash heal only saw use for auchenei effect to be turned into 1 mana deal 5.
yeah make worse, not destroy it. which a straight up mana cost increase does
APO is good but not broken on its own (only broken thing in samuro ) and No card should ever be gutted.
Nerfs should weaken the cards, not warsong/starving buzzard them
if those are the real changes i dont like them.
Renew should be bumped up in healing with a mana cost increase (5 to be comparable to flash of light)
and apotheosis at 1/2 for 3 is pretty darn terrible card
That would as i see just be killing/nuking those cards, which is not what nerfs should do. Weaken not destroy
if make bloom refresh mana should be less overload §1 instead of 2)
Animations often make it quite bti lonegr then 15 seconds.
and i Dont even want to play with 15seconds turns in the first place
Hope its a special quest and nto double exp with noz in deck for a day.
I really hate the 15seconds turns of nozdormu, always have and if is going to be reward for it, i want it doen as quikly as possible so i can go abck to playing normally and not putting garbage card in my deck that does nothign but make it worse.
well i dont see point in waiting for 2years when could just do it now.
And its not like would be crazy hard to come up with someway to change stealer
They dont have to ruin it for standard becasue wild, if they wanted to that is.
They Could make it be different between different game modes;
Or do a pretty reasonable nerf that keeps the card usable and not a warsong style nuke from orbit nerf.
But they can nerf cards only for WIld IF THEY WANTED.
Classic cleary shows they can have cards be different in different formats.
Banning is IMO not at all the Best solution, just the Laziest one IMO.
And banning is still differnt from nerfing into ground , since now cant ever at all use it wild (for as ban is in place) in any way shappe or form. Not in friendly matches, casual nor get it from rng where evn terrible cards may shine occasionly if pulled from rng.
First time it happens.
But i dont persoanly agree a ban, i think evry colelctible card should always be usable in wild thats the pint of the format have acecs to evry single card.
They can make health costs (bloobloom/stealer/chogal) not bypass immune, or make it like once a turn BUT only for wild and keep as it is for standard, classic clealry shows they can do that if they want.
And i personaly should be satndard for balance changes, theyre meant for standard only (like say when galakrond nerfs happend for example) they should be for standard only, and wild doenst have to wait up to 2years or even more to MAYBE get it unnerfed. (they dint unnerf extar arms for example even though would be a complete non issue in wild at all)
and if that where to happens they could easly mention in the patchnotes like for example: Hand of adal changed to +2/+1 from +2/+2 in Standard but unchannged in wild. and others could just say then they effect both, like for example: Far watch Post is now 2/3 down from 2/4 in Standard AND Wild.
(just first 2 cards that where pretty recent changes that i thought of, and are just examples)