That's a bug fucking deal. That would bury most other cards into the ground. Some classes will probably forgo the card entirely now, because it became basically unplayable for tempo.
If the Old Gods become a considerable portion of the meta as Blizzard wants, tell me BGH won't still be in a huge number of decks.
Nah, a couple missteps aside, they did a pretty reasonable job IMO.
You think so? I think they completely lack a coherent design philosophy, and as such, these nerfs seem like misguided attempts at answers.
Nobody hates that card more than I do and I think that was more than appropriate. Instead of being a decent three drop that allowed you to play a bunch of other crap, it's a bad 5 drop that limits what you can play with it.
It's no longer going to be a consistent, game losing tempo swing.
To me, the card was about what's worth playing. I'll give you an example: when I first played Zoolock, I got one Sea Giant. Sweet! I put him in the deck. Then, consistently, I would play him in a match, and my opponent would play BGH. I realized it was better not to include Sea Giant in my deck at all than to include him, because up to then no one used BGH against me. There were no viable targets.
Will the new BGH make me want to include a heavy minion or two in a zoo deck? I think I'll avoid it still, because an insta-kill counter is just too much.
Not really. 0 mana spells shouldn't be the answer to giant taunts. This was on the lower end of the spectrum of what people wanted, but nobody should be surprised.
Well, Hunter doesn't have any other answers.
It does still hit face, it just costs 2 more mana. Tinkeroil is gone, I don't see why it needed a nerf at all.
Consecration and Holy Nova hitting face is perfectly fine.
I think all AoE should target only minions. Just be consistent with it.
Well, it's the worst card getting changed but we knew that it's ability had the potential to break the game if a card was introduced with the right ability.
Yeah, I'm okay with that one.
It's fair now.
"Draw 2 cards" is costed, on average, at 3 mana. In terms of how it was costed for it's stats, it was essentially a 4 mana 5-5 AND it had the malleability of being a heal instead of card draw.
You're right.
Nah, it has no business crushing early game on top of silence or doing 2 damage. Now it loses to 2 drops.
As a 4 drop, 2/2 and 2 damage is pretty odd.
This was actually more harsh than I expected, but I'm happy about that. A 1 drop that trades with half the two drops and clocks in 4-6 face damage is pretty gross. Now it's mostly about the deathrattle.
But how many decks will take a 1/1 with that purpose? That's a huge tempo loss for 2 face damage. I count on my Leper Gnomes trading with a lot of aggressive drops like Flame Imp.
It is kind of being passively nerfed with the loss of tokens.
Loss of tokens?