5 Journey to Un'Goro Cards That Could Already Use a Nerf

Every Hearthstone expansion has "those card game" – the ones that turn stunned to be so stupidly overpowered, they get hit hard by the nerf bat. Mortician. Spirit Claws. Small-Fourth dimension Buccaneer. Even though the expansion has exclusively been out a calendar week, we already have a few cards from Journey to Un'Goro that we think could habit a little bit of "tweaking" from Blizzard.

While we're sure once the meta stabilizes, natural counters to these cards May arise, IT doesn't help that right now they are most irritating to turn against!

Here they are, starting with the identification number one offender:

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No-one could sustain predicted the dominance of The Caverns Below. Many a professional players ranked it quite an low, saying that it would be one of the hardest quests to pull off, with not that powerful of a reward. Turns out, just like with Dr. Smash, the pros were wrong. Thanks to cards like Stonetusk Boar, Gadgetzan Ferryman, Youthful Brewmaster, Shadowstep and course everyone's favorite mark down-team up of Southsea Deckhand and Patches the Sea robber, information technology is quite common for players to finish the quest by turn four, and then play it on turn 5. If they manage to have Preparation in hand, they can plane bring on the quest As soon as they clean it, leaving you everlasting Down a board of 5/5 minions.

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Ravenous Pterrordax seemed like a middling innocuous card. It has a bad big downside of having to destroy one of your friendly minions for the fine top of adapting twice. However, when you run through a card alike Devilsaur Egg, and adapt for +3/+3, you're suddenly looking at a 5/5 and 7/7 along board for only 4 mana. And people thought Priest-doctor's 4 mana 7/7 was bad!

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While not quite as bad as the fearful Mad Scientist, Arcanologist has an implausibly powerful effect for the almost every Mage deck. Beingness able to systematically draw secrets from your deck ensures you always have an activator for cards care Medivh's Man, Etheral Arcanist and Secretkeeper. In an Aggro deck it's awesome at ensuring you always have secrets to wreak, and in a control bedight that only runs one secret such as Ice Mental block, it's like having an extra two chances to cast the card.

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Another Adapt card. Isn't information technology funny how the pros thought Adapt wouldn't be a very impactful effect? Greaves Razormaw's strength comes from being able to Adapt a minion that wouldn't normally have the effect, leading to some stupid combos: Adapting an Unleash the Hounds dog with venomous to kill a high HP taunt, giving your Savanah Highmane rid, or making your Timber Wolf untargetable by spells. Information technology's too an incredibly good tempo card, as you can simply give a 1 drop like Raptor Hatchling +1/+1, +3 blast or +3 HP.

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Aggro decks, meet your nemesis. Tar Creeper, as a 1/5 taunt for 3 mana, doesn't seem particularly regnant. However, it has the added effect of having +2 attack during your opponent's routine. That means if you want to kill it, it's going to be a 3/5 connected turn 3. Act 3 is usually when aggro decks like Zoolock and Face Hunter have established a control board of tinny, deep stat minions, so having to burn through a 3/5 will more often than not kill off just about of their instrument panel.


Spell I'm sure as shootin some of you will reason that these cards are "perfectly balanced", we'ray certainly having a lot of trouble with them! Do you think there are other card game deserving of being along this list? Let us know in the comments!

https://www.escapistmagazine.com/5-journey-to-ungoro-cards-that-could-already-use-a-nerf/

Source: https://www.escapistmagazine.com/5-journey-to-ungoro-cards-that-could-already-use-a-nerf/

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