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BlizzPro’s Proposed Hearthstone Balance Changes

by - 10 years ago

It’s been just short of a month since the Hearthstone Closed Beta patch went live and we’ve seen a flurry of changes in the culture of the game as a result. Rogues are out, as we’ve discussed extensively, and Mages and Priests are in, having received buffs. Hunters, utilizing the Unleash the Hounds combo, along with Paladins, through the used of a number of diverse strategies have also risen to prominence, despite receiving almost little to no buffs. Druids, Shamans and Warlocks, while all seemingly viable, are not as commonly seen in Play Mode, but remain a factor in high tier competitive play.

This window, prior to soft release in the form of open beta, seems like a proper time to evaluate the state of the classes, and to decide if more changes need to be made. Those in charge of balancing the various decks have to consider empirical date and wonder if the most successfully used classes are winning because of a solid balance, or because some spells and minions are simply too strong. On the other side of the coin, it has to be decided if Rogues were perhaps nerfed overmuch, or if the class simply needs an innovator to come along and show the world once more the looming threat the class possesses.

I’ve spoken at length in my stream, on ManaGrind’s ManaCast and in articles that I feel certain classes need slight adjustments, and I’m curious to see what the rest of the community thinks of our proposed balance changes.

UnleashTheHounds

Hunters

CARD: Unleash the Hounds

PROBLEM: Presently, the most prevalent strategy used in conjunction with the Hunter decks is a combo wherein the player waits until about turn eight or nine and plays three or more small, cheap beasts along with the Unleash the Hounds spell, creating a combo that can do upwards of 20 damage within one turn, if there are no taunt creatures or traps such as a Paladin’s Noble Sacrifice on the board. The preparation for this is constant use of the Hunter hero power Steady Shot to whittle down the opponent, while making use of traps or any of the powerful forms of crowd control the deck features in order to keep their own health from dipping too low. The main issue here is that, this combo features little to no counter. The minions are all played on the same turn along with the Unleash the Hounds card, meaning instant death, most of the time.

SOLUTION: This might be too complex, but my suggestion would be to increase the mana cost of Unleash the Hounds by one per minion on the board. It would stay at one mana for one beast, but increase to two with the second and so on and so forth, until reaching a cap of four, beyond which it no longer charged additional mana. Not only would this reduce the total number of minions that the Hunter could utilize in one turn, it would force them to be choosier. A Hunter might have seven minions in hand, but it would behoove him to choose the combination of minions which can do the most damage that turn. Finally, this would handle the issue of two Unleash the Hounds being played on one turn. The Unleash the Hounds combo would still be able to do double digit damage and punish individuals for having no defenses, but it wouldn’t be a 90% of the time lethal combo, unless played when their opponent is low on health.

Flamestrike

Mages

CARD: Flamestrike

PROBLEM: Presently, Mages have three different damaging area of effect spells that unconditionally hit everything on the opposing board. In conjunction with spell power, mounting an offense against a Mage can be incredibly difficult, especially if your offense consists of crowding the board with smaller creatures. This wouldn’t be so bad except that the Mage deck already features the potential for incredible single target DPS with spells such as Fireblast, Frostbolt, Fireball and Pyroblast, as well as the more circumstantial Ice Lance.

SOLUTION: Change Flamestrike’s functionality to target four creatures on your opponents board. This would force players to strategically position their forces, just as players are currently forced to against spells such as Cone of Cold and Explosive Shot. If an opponent is sporting four or less creatures on the board, Flamestrike would function essentially as it does now. This change would still leave Mages with Blizzard and Arcane Explosion as unconditional damaging area of effect spells, but would give token decks a chance to have success against the casters.

MindControl

Priests

CARD: Mind Control

PROBLEM: Depending on who you ask, Mind Control is either clunky, inflexible and doesn’t do enough or it is the single most overpowered spell in the game. The Priest deck win condition, it’s largely gimmicky, costs a whopping eight mana and will go as far as the minion it steals. In some instances, it’s absolutely crushing, robbing an opponent of a necessary, powerful minion. In other instances, against smarter opponents, it’s a one turn rental, before the stolen minion is summarily executed. It can also be a measure in futility, if the board is already hopelessly overrun and there’s no Tirion Fordring/Sunwalker for you to lift. In Priest versus Priest games, matches often comes down to attrition, waiting on your opponent to use their mind controls before you use your own. The card is, right now, decidedly not fun to deal with and limits the Priest to a slow, ponderous play speed.

SOLUTION: My proposed solution is a rework to the spell. Mind Control would be a five mana Priest spell that takes over an opposing unit, also silencing it and giving it a -2/-2, something along the lines of ‘Mental Fatigue’ after being possessed. The spell would be useful in the early to midgame for stealing a bruiser creature such as Chillwind Yeti (a card that right now gives the set fits) but its reduced mana cost would allow the Priest some flexibility and the potential for a more aggressive play style. If played later in the game, the Priest could still combo it with spells such as Power Word: Shield, Holy Smite, Holy Nova, Shadow Word: Death, Shadow Word: Pain, et cetera, but not Holy Fire, or minions such as Cabal Shadow Priest or Temple Enforcer. If the Priest did want to try and recycle the unit in order to remove the Mental Fatigue debuff, Youthful Brewmaster or Ancient Brewmaster would suddenly have great value as tech cards in the deck. With this change, I believe Priest could still be played as control, but  could also be run more offensively.

Backstab

Rogues

CARD: Backstab

PROBLEM: In its current incarnation, Backstab is decidedly rigid, and inflexible. Although it gained utility in the last patch in the form of being able to injure friendly minions (in order to trigger enrage conditions, as well as cards such as Gurubashi Berserker) it is no longer capable of activating the combo mechanic for cards such as Eviscerate in order to bring down larger minions. Moreover, if the card is top decked in a dire situation, the Rogue cannot use to harm an already damaged minion.

SOLUTION: Given the significant changes Rogues saw in the previous patch, consider reverting the card to its previous incarnation, or, continue to allow it to be used on friendly minions, while removing the ‘undamaged’ tag. This would restore flexibility to the card, and given the nerfs to other cards the Miracle Rogue deck such as Edwin VanCleef and Conceal, it shouldn’t be an issue.

Shiv

CARD: Shiv

PROBLEM: In the last patch, Shiv saw its mana cost bumped from one to two, and while the number might not seem incredibly significant, the change, in addition to mana cost changes to cards such as Headcrack, Conceal (both completely warranted) has slowed down the class significantly, severely brutalizing the effectiveness of the aggressive spell based Rogue build.

SOLUTION: Revert the mana cost of Shiv to one. The Rogue set has been slowed down in a couple of areas, so see how this change affects the viability of the aggressive spell based Rogue build.

BattleRage

Warriors

CARD: Battle Rage

PROBLEM: Battle Rage has received a couple of different changes, and in its most recent incarnation, it actually feels worse than it did in its original form. It’s incredibly difficult in Hearthstone to keep your minions alive, meaning that, quite often, this card is a two mana, draw one card spell. The original version at least helped you if your opponents had damaged minions on the board, as it could possibly be a tool to turn the tide. The real issue with Battle Rage right now is, if you’re already getting run over and have no minions on the board, all the card does is cycle to another card for two mana.

SOLUTION: Revert Battle Rage back to its second form (three mana, draw a card for each injured hero/minion on the board) with the caveat that card draw caps out at three. The text could read something like ‘Draw a card for each damaged character on the board, up to a maximum of three cards.’ This would give the Warrior a reliable means of card draw, even when the chips are down, along with a risk that it could be worthless if neither heroes are injured and the board’s clear.

What about ..

There are other cards that players would undoubtedly like to see repurposed, Brawl and Farsight being two of the most noteworthy offenders. That’s for another conversation though. This article is solely looking at balancing problematic, or overly weak cards.

What do you think though? Do these changes make sense? Would you do have other answers? Did we miss a card? We want to see your opinions in the comments below.

 


posted in Hearthstone
JR Cook

JR has been writing for fan sites since 2000 and has been involved with Blizzard Exclusive fansites since 2003. JR was also a co-host for 6 years on the Hearthstone podcast Well Met! He helped co-found BlizzPro in 2013.


0 responses to “BlizzPro’s Proposed Hearthstone Balance Changes”

  1. Ainyan says:

    Lightspawn – or really, Inner Fire/Divine Spirit/Power Word: Shield. It is extremely easy for a priest to use any combo of the three buff cards (or even just the health buffers and a Lightspawn) to get a mob capable of doing 20-30 damage In. One. Hit. Divine Spirit + Inner Fire = 3 mana cost. Divine Spirit an Oasis Snapjaw, suddenly it’s 14 health. DS it twice (4 mana total), and it’s 28 health. IF (at 1 mana cost) and it’s 28 /damage/. On turn five, a priest can have a mob that, if played the round before, can virtually one-hit kill a hero on that round. And both DS and PW:S are base deck cards, while IF is a easily obtained common (either through decks or crafting).

    Unleash the Hounds is a great card, but it’s a lot more situational than the priest DS/DS/IF whammy. It requires you to have a lot of low level beasts, to keep strict control of the board, and to minimize damage done to your hero for 8-9 rounds. Honestly, no more deadly than a shaman with three totems and two low level creatures on the board who bloodlusts. At least it’s not a single creature like a priest can do.

    • eleanorundeadgoat says:

      I’m genuinely curious if you’ve actually had a chance to play the game yet, the thing about “Wombo Combo” is that it is very situational, effective against unsophisticated players sure but not a great overall strategy. Putting all your eggs in one basket makes you very susceptible to a silence, polymorph/hex, even the Paladin Humility (though this only works for Inner Fire, not Lightspawn) . . . You might have a 41-attack creature sitting on the board but if you have to cut through their taunt before you smack them in the face . . . there’s a good chance you’ll never get to their face. I think all those cards can have their place in a priest deck, especially Power Word: Shield but just because it can be powerful doesn’t mean it needs to be nerfed.

      • Ainyan says:

        I assure you, not only have I been playing the game since well before the patch/wipe, but I’ve used the so-called Wombo Combo quite often in both constructed play and in Arena. More often, in fact, than I’ve used the hunter ‘unleash all the hounds’ despite the fact that hunter tends to be my go-to deck. It’s a lot more annoying to get through 9+ turns of play without playing your beasts to control the board/minimize damage than it is to get through five or six while being able to play anything but your buff cards. If you put down an Oasis Snapshell, chances are it’s going to get ignored. If you’re stupid enough to buff it before it’s untapped, then you deserve to lose all of the buffs. And you should have been doing some board control for the previous turns, otherwise you’re just silly.

        • Robert Wing says:

          I’m not sure what tier you’re in where Oasis Snapjaw is ever left alive, but when I play, it’s like, play minion, next turn, every single minion is dead, unless the other person is about to lose. Moreover, it seems highly unlikely (at least to me, and I’ve been wrong before) that you can count on all of those cards coming together early enough for that to be your win condition.

          • Ainyan says:

            I’m running platinum right now since the reset a few weeks ago – been doing more Arena than constructed (except for quests). But, as you say – minions die quick. That works against the unleash the hounds trick too, since there’s a limit on how many low level beasts there are to play (and you can draw into) and it works best if you already have a beast or two on the board to buff. My point remains – it’s as annoying to plan to unleash all the hounds in turn 9 as it is to super-buff a mob (even if it’s a single DS/IF for 14 damage) on turn 5.

  2. Ainyan says:

    Lightspawn – or really, Inner Fire/Divine Spirit/Power Word: Shield. It is extremely easy for a priest to use any combo of the three buff cards (or even just the health buffers and a Lightspawn) to get a mob capable of doing 20-30 damage In. One. Hit. Divine Spirit + Inner Fire = 3 mana cost. Divine Spirit an Oasis Snapjaw, suddenly it’s 14 health. DS it twice (4 mana total), and it’s 28 health. IF (at 1 mana cost) and it’s 28 /damage/. On turn five, a priest can have a mob that, if played the round before, can virtually one-hit kill a hero on that round. And both DS and PW:S are base deck cards, while IF is a easily obtained common (either through decks or crafting).

    Unleash the Hounds is a great card, but it’s a lot more situational than the priest DS/DS/IF whammy. It requires you to have a lot of low level beasts, to keep strict control of the board, and to minimize damage done to your hero for 8-9 rounds. Honestly, no more deadly than a shaman with three totems and two low level creatures on the board who bloodlusts. At least it’s not a single creature like a priest can do.

    • eleanorundeadgoat says:

      I’m genuinely curious if you’ve actually had a chance to play the game yet, the thing about “Wombo Combo” is that it is very situational, effective against unsophisticated players sure but not a great overall strategy. Putting all your eggs in one basket makes you very susceptible to a silence, polymorph/hex, even the Paladin Humility (though this only works for Inner Fire, not Lightwell) . . . You might have a 41-attack creature sitting on the board but if you have to cut through their taunt before you smack them in the face . . . there’s a good chance you’ll never get to their face. I think all those cards can have their place in a priest deck, especially Power Word: Shield but just because it can be powerful doesn’t mean it needs to be nerfed.

      • Ainyan says:

        I assure you, not only have I been playing the game since well before the patch/wipe, but I’ve used the so-called Wombo Combo quite often in both constructed play and in Arena. More often, in fact, than I’ve used the hunter ‘unleash all the hounds’ despite the fact that hunter tends to be my go-to deck. It’s a lot more annoying to get through 9+ turns of play without playing your beasts to control the board/minimize damage than it is to get through five or six while being able to play anything but your buff cards. If you put down an Oasis Snapshell, chances are it’s going to get ignored. If you’re stupid enough to buff it before it’s untapped, then you deserve to lose all of the buffs. And you should have been doing some board control for the previous turns, otherwise you’re just silly.

        • Robert Wing says:

          I’m not sure what tier you’re in where Oasis Snapjaw is ever left alive, but when I play, it’s like, play minion, next turn, every single minion is dead, unless the other person is about to lose. Moreover, it seems highly unlikely (at least to me, and I’ve been wrong before) that you can count on all of those cards coming together early enough for that to be your win condition.

          • Ainyan says:

            I’m running platinum right now since the reset a few weeks ago – been doing more Arena than constructed (except for quests). But, as you say – minions die quick. That works against the unleash the hounds trick too, since there’s a limit on how many low level beasts there are to play (and you can draw into) and it works best if you already have a beast or two on the board to buff. My point remains – it’s as annoying to plan to unleash all the hounds in turn 9 as it is to super-buff a mob (even if it’s a single DS/IF for 14 damage) on turn 5.

  3. eleanorundeadgoat says:

    The thing about your ideas for Flamestrike and Unleash the Hounds is that they’re very focused on keeping the game simple–every spell (& battlecry) is either single-target, AOE, or a “cone” of three minions; if your Unleash the Hounds minions all had to be three next to each other, that would be too big a nerf, for example, and if they nerfed Flamestrike I would probably just go cry in my pillow. The “change how much mana you pay” I don’t think is ever going to be a Hearthstone mechanic, either . . . they’re really holding onto their core values of “easy to learn, difficult to master.”

    I also don’t think they’re going to sacrifice simplicity of play at the lower level for upper-level balancing, in Masters and competitive the shifting metagame does some of the balancing work and Blizzard is really maintaining their focus on the experience of beginner-through-intermediate play, which as a platinum player I really appreciate. I’m also just thinking about how after the balancing patch a lot of masters/competitive/experienced-with-Magic types were freaking out about the rogue hero power “nerf” but the devs said the change was mostly due to the fact that they didn’t like the “or if” nature of the ability.

    • Robert Wing says:

      I hope they nerf Flamestrike just SO you go cry into your pillow.

      And, I sort of wonder about that. The devs said at one point that the game will go where the community takes it. If it does become something more ‘hardcore’ like Starcraft II, I have to wonder if they’d start heeding the competitive community more, as they’re the people who will probably log the most time playing.

      Also, I think Zederok made a good point above. It might necessarily be Flamestrike that needs changing, so much as the single target DPS spells just might need some toning back. Mage does, right now, too much damage when it’s all tallied up.

  4. eleanorundeadgoat says:

    The thing about your ideas for Flamestrike and Unleash the Hounds is that they’re very focused on keeping the game simple–every spell (& battlecry) is either single-target, AOE, or a “cone” of three minions; if your Unleash the Hounds minions all had to be three next to each other, that would be too big a nerf, for example, and if they nerfed Flamestrike I would probably just go cry in my pillow. The “change how much mana you pay” I don’t think is ever going to be a Hearthstone mechanic, either . . . they’re really holding onto their core values of “easy to learn, difficult to master.”

    I also don’t think they’re going to sacrifice simplicity of play at the lower level for upper-level balancing, in Masters and competitive the shifting metagame does some of the balancing work and Blizzard is really maintaining their focus on the experience of beginner-through-intermediate play, which as a platinum player I really appreciate. I’m also just thinking about how after the balancing patch a lot of masters/competitive/experienced-with-Magic types were freaking out about the rogue hero power “nerf” but the devs said the change was mostly due to the fact that they didn’t like the “or if” nature of the ability.

    • Robert Wing says:

      I hope they nerf Flamestrike just SO you go cry into your pillow.

      And, I sort of wonder about that. The devs said at one point that the game will go where the community takes it. If it does become something more ‘hardcore’ like Starcraft II, I have to wonder if they’d start heeding the competitive community more, as they’re the people who will probably log the most time playing.

      Also, I think Zederok made a good point above. It might necessarily be Flamestrike that needs changing, so much as the single target DPS spells just might need some toning back. Mage does, right now, too much damage when it’s all tallied up.

  5. Zederok says:

    Unleash the hounds: Increase the cost to at least 3 if not 4 will effectively eliminate the cheesy combo while keeping the card balanced with cards like Bloodlust and Savage Roar. Seeing as the Card gives charge it should be valued much more then the additional +attack of the latter 2 cards.

    Flamestrike I am fine with. What I am not fine with is the damage of Fireball and Pyroblast. Both should be rebalanced back to where they were in the Alpha Patchs. 5 and 8 respectively. Flamestrike’s damage should also be reduced to 3. IMO there should be no AOE spell that wipes the board of almsot every minion. AOE clear is meant for smaller minions.

    Mind Control: Love your proposed chage to MC. I was thinking of how you turn MC into a permanant minion enchantment where it becomes susceptible to Silencing effects, giving the original Minion’s owner the ability to steal it back. But your change makes more sense.

    Rogue: We’ve already talked at length about Rogues and we both agree they were nerfed too hard, these changes will help while still keeping the Miracle Rogue at bay.

    Battle Rage: Agreed, nice change.

    Lastly here are a few more I would like to see addressed:
    -Shattered Sun Cleric
    -Dark Iron Dwarf
    -Defender of Argus

    All 3 of these cards are single handidly creating a Midrange dominance in high level play, especially considering the prevelance of Moon’s Mage Agro (which I’d clasify as Midrange), Trump and Kripp both feature all 3 of those cards in every single deck they run in constructed. Right now they are too good and turns your 2 drops into reliable threats or allows those 2 drops to trade with your opponents 4 drops. My change would be to reduce the health of every one of those cards 1 or 2 but keep their funcionality the same. However this will open up those cards to a high likely hood of being 2 for or 3 for 1.

  6. Zederok says:

    Unleash the hounds: Increase the cost to at least 3 if not 4 will effectively eliminate the cheesy combo while keeping the card balanced with cards like Bloodlust and Savage Roar. Seeing as the Card gives charge it should be valued much more then the additional +attack of the latter 2 cards.

    Flamestrike I am fine with. What I am not fine with is the damage of Fireball and Pyroblast. Both should be rebalanced back to where they were in the Alpha Patchs. 5 and 8 respectively. Flamestrike’s damage should also be reduced to 3. IMO there should be no AOE spell that wipes the board of almsot every minion. AOE clear is meant for smaller minions.

    Mind Control: Love your proposed chage to MC. I was thinking of how you turn MC into a permanant minion enchantment where it becomes susceptible to Silencing effects, giving the original Minion’s owner the ability to steal it back. But your change makes more sense.

    Rogue: We’ve already talked at length about Rogues and we both agree they were nerfed too hard, these changes will help while still keeping the Miracle Rogue at bay.

    Battle Rage: Agreed, nice change.

    Lastly here are a few more I would like to see addressed:
    -Shattered Sun Cleric
    -Dark Iron Dwarf
    -Defender of Argus

    All 3 of these cards are single handidly creating a Midrange dominance in high level play, especially considering the prevelance of Moon’s Mage Agro (which I’d clasify as Midrange), Trump and Kripp both feature all 3 of those cards in every single deck they run in constructed. Right now they are too good and turns your 2 drops into reliable threats or allows those 2 drops to trade with your opponents 4 drops. My change would be to reduce the health of every one of those cards 1 or 2 but keep their funcionality the same. However this will open up those cards to a high likely hood of being 2 for or 3 for 1.

  7. Andrew Wilkie says:

    I’m sorry, but I don’t agree with your Shiv suggestion. When mages have to pay 3 to draw 2 cards, Rogues should NOT get to pay 1 to deal 1 damage AND draw a card. There are other cards like this in other decks, too.

  8. Andrew Wilkie says:

    I’m sorry, but I don’t agree with your Shiv suggestion. When mages have to pay 3 to draw 2 cards, Rogues should NOT get to pay 1 to deal 1 damage AND draw a card. There are other cards like this in other decks, too.

  9. Simon Eismann says:

    Good lord, that are some silly suggestions…
    You are targeting the right areas, but your solutions are wayyy too complex, you don’t want that much text on a Card.

    – Nerfing the UTH hunters is hard by hitting unleash, because to make it affect them you would have to up the manacost by 1 (i don’t think 1 would be enough) and that would make the spell ridiculous. You could maybe remove the +1 dmg. the other idea i have is to make the young dragonhawk not a beast, since that is where most of their dmg comes from.

  10. Simon Eismann says:

    Good lord, that are some silly suggestions…
    You are targeting the right areas, but your solutions are wayyy too complex, you don’t want that much text on a Card.

    – Nerfing the UTH hunters is hard by hitting unleash, because to make it affect them you would have to up the manacost by 1 (i don’t think 1 would be enough) and that would make the spell ridiculous. You could maybe remove the +1 dmg. the other idea i have is to make the young dragonhawk not a beast, since that is where most of their dmg comes from.

  11. Amaz says:

    Not a bad article, but some of the proposed changes aren’t hitting the mark for me.

    While balancing cards, I would compare it to other existing cards. Why would I choose Assassinate for 5 when the “revamped” Mind Control costs the same AND gives me the opponent’s minion+removing deathrattle effects?

    Other comparisons include Mortal Coil for Shiv and AI for Battle Rage. Also, I love playing token decks, and I do not find Flamestrike to be a big problem.

    The main problem I see right now is not enough Rogue players, and that’s due to the perception of Rogues getting nerfed – It’s hard to balance a class when nobody plays it!

  12. Amaz says:

    Not a bad article, but some of the proposed changes aren’t hitting the mark for me.

    While balancing cards, I would compare it to other existing cards. Why would I choose Assassinate for 5 when the “revamped” Mind Control costs the same AND gives me the opponent’s minion+removing deathrattle effects?

    Other comparisons include Mortal Coil for Shiv and AI for Battle Rage. Also, I love playing token decks, and I do not find Flamestrike to be a big problem.

    The main problem I see right now is not enough Rogue players, and that’s due to the perception of Rogues getting nerfed – It’s hard to balance a class when nobody plays it!

  13. CyanKnight says:

    What the hell. No. Jesus, those are some convoluted solutions..

    How about slightly nerfing Hunter’s removal spells, so Hunter OTK becomes more of a high-risk, high-rewards kind of thing. Multi-shot could cost 5 mana, and you’re already halfway there. Buff some things that don’t help OTK to keep other Hunter decks viable.

    Spell damage and mass removal may be too strong. This could turn out to be a fundamental design flaw. I don’t really get the problem with flamestrike though, it’s hella expensive and easy to play around. Nerf mage’s key creatures slightly in P/T to allow their opponents to comfortably hold back on playing creatures. For instance, Sorcerer’s Apprentice could be a 2/2, Ogre Magi a 3/4, etc.

    People cry about Mind Control, but that’s another one that’s not so bad imo. Northshire Cleric does way more for Cleric decks. Just bump up the cost by 1 and it’ll be fine. People will still be frustrated about getting their creature stolen, but hey, life is tough.

    As many people have said. The only nerfs rogue needed were the coin not counting as a spell and the Defias ringleader. Guess they’ve been proven right. Just unnerf the rogue cards and give up your stubborn resolve to have the coin count as a spell. I forgot what the previous incarnation of Backstab was, but please don’t make it another Arcane Bolt/Shot

    Battle Rage is another one with an incredibly convoluted solution. I think it’s fine. It’s not great, but worst case scenario it always replaces itself for 2 mana, and sometime it really shines and you get to draw a hand full of cards for only 2 mana. If you really need to change it, maybe make it only draw cards for damaged minions. This will make it awfully good with Whirlwind, but that by itself is a pretty bad card, so it’ll be allrgiht.

  14. CyanKnight says:

    What the hell. No. Jesus, those are some convoluted solutions..

    How about slightly nerfing Hunter’s removal spells, so Hunter OTK becomes more of a high-risk, high-rewards kind of thing. Multi-shot could cost 5 mana, and you’re already halfway there. Buff some things that don’t help OTK to keep other Hunter decks viable.

    Spell damage and mass removal may be too strong. This could turn out to be a fundamental design flaw. I don’t really get the problem with flamestrike though, it’s hella expensive and easy to play around. Nerf mage’s key creatures slightly in P/T to allow their opponents to comfortably hold back on playing creatures. For instance, Sorcerer’s Apprentice could be a 2/2, Ogre Magi a 3/4, etc.

    People cry about Mind Control, but that’s another one that’s not so bad imo. Northshire Cleric does way more for Cleric decks. Just bump up the cost by 1 and it’ll be fine. People will still be frustrated about getting their creature stolen, but hey, life is tough.

    As many people have said. The only nerfs rogue needed were the coin not counting as a spell and the Defias ringleader. Guess they’ve been proven right. Just unnerf the rogue cards and give up your stubborn resolve to have the coin count as a spell. I forgot what the previous incarnation of Backstab was, but please don’t make it another Arcane Bolt/Shot

    Battle Rage is another one with an incredibly convoluted solution. I think it’s fine. It’s not great, but worst case scenario it always replaces itself for 2 mana, and sometime it really shines and you get to draw a hand full of cards for only 2 mana. If you really need to change it, maybe make it only draw cards for damaged minions. This will make it awfully good with Whirlwind, but that by itself is a pretty bad card, so it’ll be allrgiht.