• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 06:12
CEST 12:12
KST 19:12
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
HomeStory Cup 27 - Info & Preview17Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6Code S RO8 Preview: herO, Zoun, Bunny, Classic7
Community News
FEL Cracov 2025 (July 27) - $8000 live event12Esports World Cup 2025 - Final Player Roster12Weekly Cups (June 16-22): Clem strikes back1Weekly Cups (June 9-15): herO doubles on GSL week4Firefly suspended by EWC, replaced by Lancer12
StarCraft 2
General
Hybrid setting keep reverting. The SCII GOAT: A statistical Evaluation HomeStory Cup 27 - Info & Preview Esports World Cup 2025 - Final Player Roster HSC 27 players & groups
Tourneys
HomeStory Cup 27 (June 27-29) FEL Cracov 2025 (July 27) - $8000 live event $200 Biweekly - StarCraft Evolution League #1 SOOPer7s Showmatches 2025 RSL: Revival, a new crowdfunded tournament series
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers [G] Darkgrid Layout
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma Mutation # 477 Slow and Steady Mutation # 476 Charnel House
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Unit and Spell Similarities BW General Discussion NaDa's Body Soma Explains: JaeDong's Defense vs Bisu
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 [ASL19] Grand Finals [BSL20] ProLeague Bracket Stage - WB Finals & LBR3
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do. [G] How to get started on ladder as a new Z player
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread What do you want from future RTS games? Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine US Politics Mega-thread Canadian Politics Mega-thread Social coupon sites
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [\m/] Heavy Metal Thread Korean Music Discussion
Sports
NBA General Discussion 2024 - 2025 Football Thread TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024 Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Game Sound vs. Music: The Im…
TrAiDoS
StarCraft improvement
iopq
Heero Yuy & the Tax…
KrillinFromwales
I was completely wrong ab…
jameswatts
Need Your Help/Advice
Glider
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 716 users

Proposed Miracle Rogue Nerf

Forum Index > Hearthstone General
Post a Reply
Normal
Sherlock117
Profile Joined April 2013
United States40 Posts
May 18 2014 22:12 GMT
#1
I was thinking about Blizzard's recent nerf to Unleash the Hounds. It was a small change that mitigated how dominating face hunter and mid-range hunter had been at the very top levels (and indeed on ladder as well). The nerf was spot on and very effective, while not being a crippling blow to the Hunter class. While Hunter is now very rarely seen on ladder I think it is still competitive (just not dominating), but maybe needs a very small buff elsewhere (maybe change buzzard to 2/2?).

Now I'm wondering if similar very small changes could be made to Miracle Rogue to bring that deck down from OP status in line with all the other top decks. Right now Miracle Rogue is used by basically every single pro at the top level. While it is more difficult to play for less experienced ladderers than mid-range Hunter was, it can still be very annoying to encounter and know that there is essentially nothing you can do and you just hope the Miracle Rogue player doesn't have the right cards and you do.

Here are a couple ideas of some nerfs that could be implemented:
- Change Preparation from 0 mana to 1 mana
- Keep Preparation cost the same but reduce the cost of the next spell by 2 instead of 3
- Change Shadowstep from 0 mana to 1 mana

For people who can take an unbiased look at the entire game, what do you think the result of either of both of these changes would be? Would they completely cripple Rogue? Preparation is only used in Miracle Rogue and not in the Tempo version, so maybe changing that card is more appropriate.

Other than that, the only OP deck I run across right now is Zoolock, but no idea how that could possibly be nerfed.
Orion77
Profile Joined May 2014
0 Posts
May 18 2014 22:20 GMT
#2
I didn't mind Hunter as much as I mind Solitaire Rogue - people were complaining that it wasn't Unleash The Hounds but rather the draw mechanic that was broken. Regardless, Miracle Rogue appears to completely abuse the draw mechanic as my last game saw my opponent having 2 cards left whilst I was at 15. The nerf should be that the Auctioneer only draws one card per turn - that way the nerf hits all classes as well.

I don't like the fact that they have so many 0 cost spells but maybe that is to compensate for the abilities that the other classes have.
Alryk
Profile Blog Joined November 2011
United States2718 Posts
May 18 2014 22:21 GMT
#3
Yeah, I don't think the problem is shadowstep or preparation. It's the ability to draw 15 cards in one turn. THAT is what needs to be fixed imo.
Team Liquid, IM, ViOlet!
Grend
Profile Blog Joined April 2010
1600 Posts
May 18 2014 22:25 GMT
#4
Id rather nerf leeroy than anythung. I like the deck concept.
♞ Against the Wind - Bob Seger ♞
obesechicken13
Profile Blog Joined July 2008
United States10467 Posts
May 18 2014 23:05 GMT
#5
Doesn't target the real problem of miracle which is either the finishers or the gadzetan.
I'd rather not see miracle nerfed for a while even though I don't play it. The meta will shift. It's also a combo deck which Hearthstone lacks.

Prep would be strictly worse than innervate if it did 2 mana. The rogue cards should still all be good for a standard rogue deck. Imagine no one ever thought of miracle. Would the cards still be good? I guess prep could be argued to still be ok.
I think in our modern age technology has evolved to become more addictive. The things that don't give us pleasure aren't used as much. Work was never meant to be fun, but doing it makes us happier in the long run.
Came Norrection
Profile Joined March 2011
Canada168 Posts
May 18 2014 23:12 GMT
#6
Gadgetzan needs to just be limmited to 1 card per turn and be buffed to a 4/5.
"The lie is just a great story ruined by the truth."
Shameless
Profile Joined January 2011
Netherlands349 Posts
May 18 2014 23:18 GMT
#7
I love the miracle rogue deck
Liquid'HuK "That's Halo, don't worry"
Mortal
Profile Blog Joined November 2010
2943 Posts
May 18 2014 23:33 GMT
#8
Nerf Leeroy to kingdom come. It's dumb for every class to be able to have a Fireball with barely any drawback.
The universe created an audience for itself.
Dromar
Profile Blog Joined June 2007
United States2145 Posts
May 18 2014 23:35 GMT
#9
On May 19 2014 08:05 obesechicken13 wrote:
Doesn't target the real problem of miracle which is either the finishers or the gadzetan.
I'd rather not see miracle nerfed for a while even though I don't play it. The meta will shift. It's also a combo deck which Hearthstone lacks.


I agree with this. I think it's important for Hearthstone to have a variety of different decks with different playstyles.

On May 19 2014 07:21 Alryk wrote:
Yeah, I don't think the problem is shadowstep or preparation. It's the ability to draw 15 cards in one turn. THAT is what needs to be fixed imo.


I don't recommend this. The ability to draw 15 cards IS the combo portion of the deck. My suggestion is rather to change conceal in some way, or give classes a way to deal with a concealed Gadgetzan. The part that makes Rogue a bit questionable is the fact that they drop Gadgetzan, conceal it, and there's nothing the opponent can do about the fact that they're going to lose next turn. THAT'S the problem IMO.

Greendotz
Profile Joined October 2011
United Kingdom2053 Posts
May 18 2014 23:38 GMT
#10
If there had to be a nerf I'd much rather see it go on Preparation than Gadgetzan. I think it's an interesting card, same cost as a drake, potentially better drawing, but no guarantee of a draw and no +spell upside. Prep is a key component that allows Miracle to work, however even nerfing that would be a bad move in my opinion. Lets be frank, Prep is actually a pretty sucky card, it's kind of cool that people have not only found a use for it, but made it an essential component to a very powerful deck. Also I don't think Miracle is going to be around forever, if you don't draw your Gadgetzan's/Preps/Conceals then you usually fall flat. Also it's doing quite well as Agro's popularity has been toned down a little.

Miracle is probably going to fall out of fashion anyway, and if you nerf Prep or Gadget you're potentially wrecking some great deck combinations when more cards are released.

Leeroy is kind of a problem card too, Sylvanas, Tink and Pagle were all nerfed because they were been used in literally every type of deck. Leeroy has a viable place in every single deck with the exception of very control based decks that lack burst capability.
obesechicken13
Profile Blog Joined July 2008
United States10467 Posts
Last Edited: 2014-05-18 23:56:42
May 18 2014 23:44 GMT
#11
If you nerf conceal, I'd hope it's not a straight nerf but rather had some upside. Eg the stealth becomes permanent like Master of Disguise. Breaks on drawing cards w/ the creature.
I think in our modern age technology has evolved to become more addictive. The things that don't give us pleasure aren't used as much. Work was never meant to be fun, but doing it makes us happier in the long run.
Greendotz
Profile Joined October 2011
United Kingdom2053 Posts
May 18 2014 23:46 GMT
#12
On May 19 2014 07:21 Alryk wrote:
Yeah, I don't think the problem is shadowstep or preparation. It's the ability to draw 15 cards in one turn. THAT is what needs to be fixed imo.


lol, Preparation and Shadowstep are the only reason Gadget can draw 15+ Try doing a Miracle style deck with any other class, sure Druid has Innervate and Moonfire, but those aren't particularly useful spells at that time in the game. The ability to use Prep for 0 and Draw and them play another useful spell (Sap, Eviscerate, Shiv) for 0 leading to another draw is invaluable. Also Shadow step allows for the 12/16/18/22 damage Leeroy combos that allow Miracle to be so passive for 5-7 turns.
obesechicken13
Profile Blog Joined July 2008
United States10467 Posts
May 18 2014 23:48 GMT
#13
On May 19 2014 08:46 Greendotz wrote:
Show nested quote +
On May 19 2014 07:21 Alryk wrote:
Yeah, I don't think the problem is shadowstep or preparation. It's the ability to draw 15 cards in one turn. THAT is what needs to be fixed imo.


lol, Preparation and Shadowstep are the only reason Gadget can draw 15+ Try doing a Miracle style deck with any other class, sure Druid has Innervate and Moonfire, but those aren't particularly useful spells at that time in the game. The ability to use Prep for 0 and Draw and them play another useful spell (Sap, Eviscerate, Shiv) for 0 leading to another draw is invaluable. Also Shadow step allows for the 12/16/18/22 damage Leeroy combos that allow Miracle to be so passive for 5-7 turns.

I've definitely drawn more than 8 cards as druid with two wild growths. But yeah, that's on T10.
I think in our modern age technology has evolved to become more addictive. The things that don't give us pleasure aren't used as much. Work was never meant to be fun, but doing it makes us happier in the long run.
allyourbase
Profile Blog Joined March 2010
United States243 Posts
May 19 2014 00:10 GMT
#14
I think miracle will already be weaker as the meta shifts and new cards are released. Druids are getting an answer to a concealed auctioneer with poison seeds.
Something something justice
Enzymatic
Profile Joined August 2011
Canada1301 Posts
May 19 2014 00:36 GMT
#15
Shadowstep leroy needs the nerf bat. Once you take that mechanic out of miracle its a lot more balanced.
"Who hired this awful fountain gunner? He can't hit shit." - Yiss
Rewok
Profile Joined September 2010
40 Posts
Last Edited: 2014-05-19 00:59:52
May 19 2014 00:59 GMT
#16
As a Miracle Rogue player... this deck is TOUGH to win with!

There are lots of games where you play one wrong spell early and you can't cycle in time to race your opponent.

I don't think it needs a nerf because the deck itself doesn't win you the game. You really have to weigh that early game backstab on a 3/2 correctly. If you use it too late, you die before you can cycle (you take 3 dmg 3 turns in a row.) If you use it too early, your gadgetzan stops cycling one card earlier than the combo you needed (or the taunt you're up against lives with 2 hp and kills you next turn.)

It's a fun deck but far from a guaranteed win like Hunter was.

On May 19 2014 08:46 Greendotz wrote:
Show nested quote +
On May 19 2014 07:21 Alryk wrote:
Yeah, I don't think the problem is shadowstep or preparation. It's the ability to draw 15 cards in one turn. THAT is what needs to be fixed imo.


lol, Preparation and Shadowstep are the only reason Gadget can draw 15+ Try doing a Miracle style deck with any other class, sure Druid has Innervate and Moonfire, but those aren't particularly useful spells at that time in the game. The ability to use Prep for 0 and Draw and them play another useful spell (Sap, Eviscerate, Shiv) for 0 leading to another draw is invaluable. Also Shadow step allows for the 12/16/18/22 damage Leeroy combos that allow Miracle to be so passive for 5-7 turns.


Warlock works pretty well, too.
Eliezar
Profile Joined May 2004
United States481 Posts
May 19 2014 01:13 GMT
#17
I think the free mechanic and the draw mechanics are what needs to be looked at across the board. Unleash the Hounds could draw way too much and still can (although the mana cost helps with using it for a kill) and prevents buzzard unleash on turn 4.

Hunter's Mark for 0 mana
Prep, shadowstep and Backstab for 0 mana combo'd with Auction or other cards.
Soul Fire for 0 mana

If you add a mana to these cards it would be great. I was playing as warlock last night and played 13 straight warlocks on ladder. In so many of those matches the game shifted too far with turn 2 or 3 soul fires. I just in general don't like
DifuntO
Profile Joined November 2011
Greece2376 Posts
May 19 2014 01:17 GMT
#18
The problem is Leeroy i think not Preparation or Shadowstep.

Leeroy + Shadowstep / UTH / Windfury - Rockbiter / Power Overwhelming - Faceless and many other combos.You see Leeroy in so many different different decks,even control decks,it's insane and Blizz need to nerf him somehow but not make him unplayable.
All I do is Stim.
ArchmageKruzer
Profile Joined August 2013
64 Posts
May 19 2014 01:23 GMT
#19
I don't play miracle, or rogue in general, but I've seen a lot of streamers using all their turn time when they play miracle. what if we lessen the amount of time per turn given for all classes?
Though quite frankly i don't know how hard that would hit other classes, as i just play druid mindlessly.

on a side note, would nozdormu be a viable option against the miracle rogues? or perhaps we could buff nozdormu? idk.
S1eth
Profile Joined November 2011
Austria221 Posts
May 19 2014 01:34 GMT
#20
Cards lke Gadgetzan Auctioneer and Starving Buzzard are bad for the game in the long run and need to be changed.
With Gadgetzan Auctioneer in the game, Blizzard cannot add more 0 or 1 mana spells to the game. If you leave him be, every class will sooner of later devolve into a Miracle combo deck that draws their whole deck in1 turn.
Same goes for Starving Buzzard, which makes it impossible for Blizzard to add good low mana cost beasts to the game.

seansye
Profile Joined November 2010
United States1722 Posts
May 19 2014 02:41 GMT
#21
Lol all your suggestions doesn't nerf Miracle, it kills it completely. Not that I have any better suggestions, but still. I also don't think Miracle rogue is anywhere near as bad as hunter was, but I'm sure we're ganna see a lot of bitching and moaning for it to be fixed.
I will master Speshul Taktics.!
Murkinlol
Profile Joined August 2010
United States366 Posts
May 19 2014 02:49 GMT
#22
1 card cap on gadgetzan is huge overreaction. A cap of 3 or 4 would be more fair.
Ratchets, designer jackets
TAMinator
Profile Joined February 2011
Australia2706 Posts
May 19 2014 03:17 GMT
#23
On May 19 2014 11:41 seansye wrote:
Lol all your suggestions doesn't nerf Miracle, it kills it completely. Not that I have any better suggestions, but still. I also don't think Miracle rogue is anywhere near as bad as hunter was, but I'm sure we're ganna see a lot of bitching and moaning for it to be fixed.

welcome to a gaming forum where 90% of the threads are just QQ and salt from gamers
Alryk
Profile Blog Joined November 2011
United States2718 Posts
May 19 2014 03:31 GMT
#24
On May 19 2014 08:35 Dromar wrote:
Show nested quote +
On May 19 2014 08:05 obesechicken13 wrote:
Doesn't target the real problem of miracle which is either the finishers or the gadzetan.
I'd rather not see miracle nerfed for a while even though I don't play it. The meta will shift. It's also a combo deck which Hearthstone lacks.


I agree with this. I think it's important for Hearthstone to have a variety of different decks with different playstyles.

Show nested quote +
On May 19 2014 07:21 Alryk wrote:
Yeah, I don't think the problem is shadowstep or preparation. It's the ability to draw 15 cards in one turn. THAT is what needs to be fixed imo.


I don't recommend this. The ability to draw 15 cards IS the combo portion of the deck. My suggestion is rather to change conceal in some way, or give classes a way to deal with a concealed Gadgetzan. The part that makes Rogue a bit questionable is the fact that they drop Gadgetzan, conceal it, and there's nothing the opponent can do about the fact that they're going to lose next turn. THAT'S the problem IMO.



Yeah I needed to actually think that through. I was a bit sleep deprived, one nap later and I agree much more . When I play against Miracle it's significantly easier when they don't get 2-3 turns of auctioneer draws. Just nerfing auctioneer would be unnecessary I guess. They should definitely wait a bit before changing anything at least. Miracle hasn't been on top for a long time yet.
Team Liquid, IM, ViOlet!
allyourbase
Profile Blog Joined March 2010
United States243 Posts
May 19 2014 03:44 GMT
#25
You could just lower the hp on auctioneer to make it play into more AoE damage cards.
Something something justice
d0k
Profile Joined September 2010
Germany20 Posts
Last Edited: 2014-05-19 03:54:47
May 19 2014 03:53 GMT
#26
not really serious:

give auctioneer a 50% chance to draw when a spell is played. Would ad some serious salt to the game ^.^

Everytime Auctioneer draws a card he looses a life.

Auctioneer draws card when enemy plays spells.

Auctioneer draws for both. ( depending who plays a spell, similar to cho)



I guess Auctioneer is going to be nerfed in some way for sure.
"If you can't find the needle, burn the haystack!"
Hryul
Profile Blog Joined March 2011
Austria2609 Posts
May 19 2014 04:11 GMT
#27
On May 19 2014 10:34 S1eth wrote:
Cards lke Gadgetzan Auctioneer and Starving Buzzard are bad for the game in the long run and need to be changed.
With Gadgetzan Auctioneer in the game, Blizzard cannot add more 0 or 1 mana spells to the game. If you leave him be, every class will sooner of later devolve into a Miracle combo deck that draws their whole deck in1 turn.
Same goes for Starving Buzzard, which makes it impossible for Blizzard to add good low mana cost beasts to the game.

Or they simply don't add more 0/1 mana spells to the game?! just look at shaman. they have 3 useful 1 mana spells but they are nowhere near as consistent with the draws as you would suggest with your doom argument.

On a sidenote: As far as I've seen it, the rise of miracle-rogue also enabled classes like mages to shine (for a bit). I even meet them sometimes at r3. So it's not all bad.
Countdown to victory: 1 200!
Mortal
Profile Blog Joined November 2010
2943 Posts
May 19 2014 04:18 GMT
#28
On May 19 2014 11:49 Murkinlol wrote:
1 card cap on gadgetzan is huge overreaction. A cap of 3 or 4 would be more fair.

You're kidding right? Long term the card is fundamentally fucked and cannot stand the way it is. It needs a drastic change in order to give Blizzard the opportunity to make 0-1 cost spells w/o feeling like they'll be exploited.
The universe created an audience for itself.
mezmery
Profile Joined April 2014
Ukraine0 Posts
May 19 2014 04:21 GMT
#29
why dont you cry about handlock? he has ability to pressure with his early set, at least removal pressure and at the same time can deal up to 28 damage at 1 turn, without any board presence(leeroy+pow+faceless+solufirex2), and he crushes turtle classes like priest or pally with jaraxxus easily). and his draw mechanic is also nice
die hard
Came Norrection
Profile Joined March 2011
Canada168 Posts
May 19 2014 04:23 GMT
#30
On May 19 2014 13:21 mezmery wrote:
why dont you cry about handlock? he has ability to pressure with his early set, at least removal pressure and at the same time can deal up to 28 damage at 1 turn, without any board presence(leeroy+pow+faceless+solufirex2), and he crushes turtle classes like priest or pally with jaraxxus easily). and his draw mechanic is also nice

Because we all get killed by that combo every time we face handlock...
"The lie is just a great story ruined by the truth."
Sherlock117
Profile Joined April 2013
United States40 Posts
Last Edited: 2014-05-19 04:25:28
May 19 2014 04:24 GMT
#31
On May 19 2014 12:53 d0k wrote:
not really serious:

give auctioneer a 50% chance to draw when a spell is played. Would ad some serious salt to the game ^.^

Everytime Auctioneer draws a card he looses a life.

Auctioneer draws card when enemy plays spells.

Auctioneer draws for both. ( depending who plays a spell, similar to cho)



I guess Auctioneer is going to be nerfed in some way for sure.


These are actually really funny ideas. Thanks for sharing.

For those who are suggesting a limit on the number of cards Gadgetzan can draw, sorry but I don't think that would ever happen. The card text would just be too complicated. I think lowering Gadgetzan health to 3 is a really interesting option, maybe with a corresponding buff of his attack to 5. That would keep Gadgetzan viable but make a concealed Gadgetzan attackable.

I disagree with those who say Preparation and Shadowstep are not necessary to a Miracle Rogue deck. Those are some of the most important pieces to keep the card draw engine moving. Yes, Leeroy is annoying but the goal of the deck is to thin out the deck and draw into Leeroy + Shadowstep + Shadowstep + either previous damage or Cold Blood. The Shadowstep is absolutely necessary for the finishing blow and the ONLY reason why 18+ damage is possible from the hand. But the only reason this combo can be achieved is by the thinning out of the deck due to Preparation playing 2 spells for free.

I also disagree that Conceal is the problem. It is certainly tough to deal with, but in a large number of games it is not what allows Miracle Rogue to win. Concealed Gadgetzan only allows the Miracle Rogue to get some damage in before the killing blow. Sometimes the amount of this damage is high and sometimes low, but it is almost never the game ender.

Maybe a milder nerf would be to keep Shadowstep cost at 0 mana but only have it reduce the cost of the minion by 1 mana next time instead of 2. This would only allow triple Leeroy on turn 10, a much more appropriate place for such a burst combo than turn 8. The big problem I can see with this and not being able to Shadowstep and Earthen Ring Farseer or SI:7 as easily for the Tempo Rogue.
mezmery
Profile Joined April 2014
Ukraine0 Posts
May 19 2014 04:33 GMT
#32
On May 19 2014 13:23 Came Norrection wrote:
Show nested quote +
On May 19 2014 13:21 mezmery wrote:
why dont you cry about handlock? he has ability to pressure with his early set, at least removal pressure and at the same time can deal up to 28 damage at 1 turn, without any board presence(leeroy+pow+faceless+solufirex2), and he crushes turtle classes like priest or pally with jaraxxus easily). and his draw mechanic is also nice

Because we all get killed by that combo every time we face handlock...

usually leroy-pow-soulfire is more that enough, yes
die hard
Release
Profile Blog Joined October 2010
United States4397 Posts
Last Edited: 2014-05-19 04:37:41
May 19 2014 04:37 GMT
#33
or they could give Leeroy the effect, "permanently lose X attack after each attack" (similar to druid of the claw transformation whereby the card is not reverted by sap/ss) or "after each attack, destroy one filled mana crystal, or leeroy dies" or even "summon a 1/1 whelp with taunt" instead of 2 1/1 tauntless whelps.
☺
Juicyfruit
Profile Joined May 2008
Canada5484 Posts
Last Edited: 2014-05-19 04:46:26
May 19 2014 04:44 GMT
#34
If it wasn't for the strong finishing potential of leeroy or malygos, the 15 or something cards that a miracle rogue draws is somewhat pointless and would just make the rogue lose of fatigue every game.

It's hard to say that Gadgetzan is going to be a problem even in the future because it only gives exceptional value when you load your entire deck full of low-cost spells, and if you load up your deck on low-cost spells it doesn't necessarily win you the game without a highly potent win-condition that doesn't require you to fight for the board.
Sherlock117
Profile Joined April 2013
United States40 Posts
May 19 2014 04:48 GMT
#35
On May 19 2014 13:44 Juicyfruit wrote:
If it wasn't for the strong finishing potential of leeroy or malygos, the 15 or something cards that a miracle rogue draws is somewhat pointless and would just make the rogue lose of fatigue every game.

It's hard to say that Gadgetzan is going to be a problem even in the future because it only gives exceptional value when you load your entire deck full of low-cost spells, and if you load up your deck on low-cost spells it doesn't necessarily win you the game without a very potential win-condition.


True. A Leeroy nerf might be needed to bring many burst decks into balance (but that might swing things really far into the control side and make the game boring). I don't think Gadgetzan is the problem either, I think it is the potential to get overly powerful combos with Leeroy. This can be done to some degree in other classes like Warlock, but by far the most common and powerful is turn 8 triple Leeroy in a Rogue deck.
Came Norrection
Profile Joined March 2011
Canada168 Posts
May 19 2014 05:00 GMT
#36
On May 19 2014 13:33 mezmery wrote:
Show nested quote +
On May 19 2014 13:23 Came Norrection wrote:
On May 19 2014 13:21 mezmery wrote:
why dont you cry about handlock? he has ability to pressure with his early set, at least removal pressure and at the same time can deal up to 28 damage at 1 turn, without any board presence(leeroy+pow+faceless+solufirex2), and he crushes turtle classes like priest or pally with jaraxxus easily). and his draw mechanic is also nice

Because we all get killed by that combo every time we face handlock...

usually leroy-pow-soulfire is more that enough, yes

Usually its the giants that kills me.
"The lie is just a great story ruined by the truth."
S_SienZ
Profile Joined September 2011
1878 Posts
May 19 2014 05:17 GMT
#37
Its telling how bursty the game is becoming with even Tides's warrior deck running Leeroy + double Manipulator.

It's getting to the point where whoever gets their combo first wins. It's almost inevitable that the first 5-10 damage gets chipped in the first few turns anyway. With Warrior armor being an exception.

Nerf Leeroy already or increase the HP cap of all heroes.
NovaTheFeared
Profile Blog Joined October 2004
United States7222 Posts
May 19 2014 05:29 GMT
#38
I think Gadgetzan 4/4 -> 4/2 and Leeroy either 5 mana or can't be targeted by your own spells should do the trick.
日本語が分かりますか
Advantageous
Profile Blog Joined May 2012
China1350 Posts
May 19 2014 05:30 GMT
#39
On May 19 2014 07:20 Orion77 wrote:
I didn't mind Hunter as much as I mind Solitaire Rogue - people were complaining that it wasn't Unleash The Hounds but rather the draw mechanic that was broken. Regardless, Miracle Rogue appears to completely abuse the draw mechanic as my last game saw my opponent having 2 cards left whilst I was at 15. The nerf should be that the Auctioneer only draws one card per turn - that way the nerf hits all classes as well.

I don't like the fact that they have so many 0 cost spells but maybe that is to compensate for the abilities that the other classes have.


I agree with this change, amongst all the changes proposed... Just seems more reasonable to have GA to only draw 1 card per turn or limited card per turn. However, GA could also overdraw cards if left on the field for too long, so in a way it's not that broken. Nonetheless does seem like a feasible nerf, even though GA isn't a class specific cards.
"Because I am BossToss" -MC ヽ༼ຈل͜ຈ༽ノ raise your dongers ヽ༼ຈل͜ຈ༽ノ I'm sure that all of my fellow class mates viewed me as the Adonis of the Class of 2015 already. -Xenocider, EG, ieF 2013 Champion.
seansye
Profile Joined November 2010
United States1722 Posts
May 19 2014 05:32 GMT
#40
The best change I can think of is make leeroy 5 damage. And seriously NovaTheFeared? changing gadgetzan to 4/2 would make him more crappier than cultmaster and he only costs 4 mana.
I will master Speshul Taktics.!
S_SienZ
Profile Joined September 2011
1878 Posts
May 19 2014 05:41 GMT
#41
On May 19 2014 14:30 Advantageous wrote:
Show nested quote +
On May 19 2014 07:20 Orion77 wrote:
I didn't mind Hunter as much as I mind Solitaire Rogue - people were complaining that it wasn't Unleash The Hounds but rather the draw mechanic that was broken. Regardless, Miracle Rogue appears to completely abuse the draw mechanic as my last game saw my opponent having 2 cards left whilst I was at 15. The nerf should be that the Auctioneer only draws one card per turn - that way the nerf hits all classes as well.

I don't like the fact that they have so many 0 cost spells but maybe that is to compensate for the abilities that the other classes have.


I agree with this change, amongst all the changes proposed... Just seems more reasonable to have GA to only draw 1 card per turn or limited card per turn. However, GA could also overdraw cards if left on the field for too long, so in a way it's not that broken. Nonetheless does seem like a feasible nerf, even though GA isn't a class specific cards.

Limiting the card draw to 1 would just make him a crappy Azure Drake.

Shamans have lots of cheap spells but Gadgetzan is rarely a problem there. Like someone else pointed out, you can draw all you want, it won't do jack unless you have a potent win condition (Leeroy / Malygos)
NovaTheFeared
Profile Blog Joined October 2004
United States7222 Posts
May 19 2014 06:03 GMT
#42
On May 19 2014 14:32 seansye wrote:
The best change I can think of is make leeroy 5 damage. And seriously NovaTheFeared? changing gadgetzan to 4/2 would make him more crappier than cultmaster and he only costs 4 mana.


Nonsense, he'd still be a lot stronger than cultmaster.
日本語が分かりますか
S1eth
Profile Joined November 2011
Austria221 Posts
May 19 2014 07:17 GMT
#43
On May 19 2014 14:41 S_SienZ wrote:
Show nested quote +
On May 19 2014 14:30 Advantageous wrote:
On May 19 2014 07:20 Orion77 wrote:
I didn't mind Hunter as much as I mind Solitaire Rogue - people were complaining that it wasn't Unleash The Hounds but rather the draw mechanic that was broken. Regardless, Miracle Rogue appears to completely abuse the draw mechanic as my last game saw my opponent having 2 cards left whilst I was at 15. The nerf should be that the Auctioneer only draws one card per turn - that way the nerf hits all classes as well.

I don't like the fact that they have so many 0 cost spells but maybe that is to compensate for the abilities that the other classes have.


I agree with this change, amongst all the changes proposed... Just seems more reasonable to have GA to only draw 1 card per turn or limited card per turn. However, GA could also overdraw cards if left on the field for too long, so in a way it's not that broken. Nonetheless does seem like a feasible nerf, even though GA isn't a class specific cards.

Limiting the card draw to 1 would just make him a crappy Azure Drake.

Shamans have lots of cheap spells but Gadgetzan is rarely a problem there. Like someone else pointed out, you can draw all you want, it won't do jack unless you have a potent win condition (Leeroy / Malygos)

Rogue 0/1 mana cards also happen to be pretty good on their own, not to mention they have a spell innervate called Preparation. Nobody is going to fill their deck with Ancestral Healing and Totemic Might just in the hopes of cycling them with Gadgetzan Auctioneer. A rogue could use those to deal 2 or 3 damage to a minion (Backstab), or make their next cost 3 less.
xTeiwazx
Profile Joined January 2014
0 Posts
May 19 2014 07:36 GMT
#44
Opened 6 top streams and none were playing miracle rogue. Give the meta some time. Miracle rogue is far less op than zoolock.
S_SienZ
Profile Joined September 2011
1878 Posts
May 19 2014 07:38 GMT
#45
On May 19 2014 16:17 S1eth wrote:
Show nested quote +
On May 19 2014 14:41 S_SienZ wrote:
On May 19 2014 14:30 Advantageous wrote:
On May 19 2014 07:20 Orion77 wrote:
I didn't mind Hunter as much as I mind Solitaire Rogue - people were complaining that it wasn't Unleash The Hounds but rather the draw mechanic that was broken. Regardless, Miracle Rogue appears to completely abuse the draw mechanic as my last game saw my opponent having 2 cards left whilst I was at 15. The nerf should be that the Auctioneer only draws one card per turn - that way the nerf hits all classes as well.

I don't like the fact that they have so many 0 cost spells but maybe that is to compensate for the abilities that the other classes have.


I agree with this change, amongst all the changes proposed... Just seems more reasonable to have GA to only draw 1 card per turn or limited card per turn. However, GA could also overdraw cards if left on the field for too long, so in a way it's not that broken. Nonetheless does seem like a feasible nerf, even though GA isn't a class specific cards.

Limiting the card draw to 1 would just make him a crappy Azure Drake.

Shamans have lots of cheap spells but Gadgetzan is rarely a problem there. Like someone else pointed out, you can draw all you want, it won't do jack unless you have a potent win condition (Leeroy / Malygos)

Rogue 0/1 mana cards also happen to be pretty good on their own, not to mention they have a spell innervate called Preparation. Nobody is going to fill their deck with Ancestral Healing and Totemic Might just in the hopes of cycling them with Gadgetzan Auctioneer. A rogue could use those to deal 2 or 3 damage to a minion (Backstab), or make their next cost 3 less.

Preparation and Shadowstep are at best, one offs generally in decks that don't run Gadgetzan.

Ancestral Healing has been experimented with, especially in metas where Black Knight is good. Gaara also recently shared a Shaman list that ran double Totemic Might and Gadgetzan, Lifecoach I believe even played a list that had double Gadgetzan in it. (Shaman).

Combo decks that have draw engines add flavour to deck archetypes that the game really needs. The problem is how ridiculously consistent it is and how difficult it is to get a good matchup against it, not the draw engine. The nature of the deck requires a good draw engine, any nerf to the engine would just cripple the deck as a whole.

Merely increasing the HP cap of heroes or nerfing Leeroy's damage / something would force Miracle Rogues to play a lot tighter, and also solve ridiculous Handlock burst / etc. at once.

Rated GG
Profile Joined May 2014
United States0 Posts
May 19 2014 07:39 GMT
#46
Gadgetzan, low cost spells, and Leeroy.. will fix like 50% of HS balance issues. Next would be Druid, Warrior, and Lock.
S1eth
Profile Joined November 2011
Austria221 Posts
May 19 2014 07:51 GMT
#47
On May 19 2014 16:38 S_SienZ wrote:
Show nested quote +
On May 19 2014 16:17 S1eth wrote:
On May 19 2014 14:41 S_SienZ wrote:
On May 19 2014 14:30 Advantageous wrote:
On May 19 2014 07:20 Orion77 wrote:
I didn't mind Hunter as much as I mind Solitaire Rogue - people were complaining that it wasn't Unleash The Hounds but rather the draw mechanic that was broken. Regardless, Miracle Rogue appears to completely abuse the draw mechanic as my last game saw my opponent having 2 cards left whilst I was at 15. The nerf should be that the Auctioneer only draws one card per turn - that way the nerf hits all classes as well.

I don't like the fact that they have so many 0 cost spells but maybe that is to compensate for the abilities that the other classes have.


I agree with this change, amongst all the changes proposed... Just seems more reasonable to have GA to only draw 1 card per turn or limited card per turn. However, GA could also overdraw cards if left on the field for too long, so in a way it's not that broken. Nonetheless does seem like a feasible nerf, even though GA isn't a class specific cards.

Limiting the card draw to 1 would just make him a crappy Azure Drake.

Shamans have lots of cheap spells but Gadgetzan is rarely a problem there. Like someone else pointed out, you can draw all you want, it won't do jack unless you have a potent win condition (Leeroy / Malygos)

Rogue 0/1 mana cards also happen to be pretty good on their own, not to mention they have a spell innervate called Preparation. Nobody is going to fill their deck with Ancestral Healing and Totemic Might just in the hopes of cycling them with Gadgetzan Auctioneer. A rogue could use those to deal 2 or 3 damage to a minion (Backstab), or make their next cost 3 less.

Preparation and Shadowstep are at best, one offs generally in decks that don't run Gadgetzan.

Ancestral Healing has been experimented with, especially in metas where Black Knight is good. Gaara also recently shared a Shaman list that ran double Totemic Might and Gadgetzan, Lifecoach I believe even played a list that had double Gadgetzan in it. (Shaman).

Combo decks that have draw engines add flavour to deck archetypes that the game really needs. The problem is how ridiculously consistent it is and how difficult it is to get a good matchup against it, not the draw engine. The nature of the deck requires a good draw engine, any nerf to the engine would just cripple the deck as a whole.

Merely increasing the HP cap of heroes or nerfing Leeroy's damage / something would force Miracle Rogues to play a lot tighter, and also solve ridiculous Handlock burst / etc. at once.


If the draw engines aren't changed now, everyone will play pure combo decks in a year.
S_SienZ
Profile Joined September 2011
1878 Posts
May 19 2014 07:53 GMT
#48
On May 19 2014 16:51 S1eth wrote:
Show nested quote +
On May 19 2014 16:38 S_SienZ wrote:
On May 19 2014 16:17 S1eth wrote:
On May 19 2014 14:41 S_SienZ wrote:
On May 19 2014 14:30 Advantageous wrote:
On May 19 2014 07:20 Orion77 wrote:
I didn't mind Hunter as much as I mind Solitaire Rogue - people were complaining that it wasn't Unleash The Hounds but rather the draw mechanic that was broken. Regardless, Miracle Rogue appears to completely abuse the draw mechanic as my last game saw my opponent having 2 cards left whilst I was at 15. The nerf should be that the Auctioneer only draws one card per turn - that way the nerf hits all classes as well.

I don't like the fact that they have so many 0 cost spells but maybe that is to compensate for the abilities that the other classes have.


I agree with this change, amongst all the changes proposed... Just seems more reasonable to have GA to only draw 1 card per turn or limited card per turn. However, GA could also overdraw cards if left on the field for too long, so in a way it's not that broken. Nonetheless does seem like a feasible nerf, even though GA isn't a class specific cards.

Limiting the card draw to 1 would just make him a crappy Azure Drake.

Shamans have lots of cheap spells but Gadgetzan is rarely a problem there. Like someone else pointed out, you can draw all you want, it won't do jack unless you have a potent win condition (Leeroy / Malygos)

Rogue 0/1 mana cards also happen to be pretty good on their own, not to mention they have a spell innervate called Preparation. Nobody is going to fill their deck with Ancestral Healing and Totemic Might just in the hopes of cycling them with Gadgetzan Auctioneer. A rogue could use those to deal 2 or 3 damage to a minion (Backstab), or make their next cost 3 less.

Preparation and Shadowstep are at best, one offs generally in decks that don't run Gadgetzan.

Ancestral Healing has been experimented with, especially in metas where Black Knight is good. Gaara also recently shared a Shaman list that ran double Totemic Might and Gadgetzan, Lifecoach I believe even played a list that had double Gadgetzan in it. (Shaman).

Combo decks that have draw engines add flavour to deck archetypes that the game really needs. The problem is how ridiculously consistent it is and how difficult it is to get a good matchup against it, not the draw engine. The nature of the deck requires a good draw engine, any nerf to the engine would just cripple the deck as a whole.

Merely increasing the HP cap of heroes or nerfing Leeroy's damage / something would force Miracle Rogues to play a lot tighter, and also solve ridiculous Handlock burst / etc. at once.


If the draw engines aren't changed now, everyone will play pure combo decks in a year.

Which was why I offered an alternative. Increase the HP of Heroes.

Combo decks should be more difficult to successfully pull off. This gives non-Warrior decks more leeway to stabilise and potentially kill off the combo player or force them to play pieces of their combo to survive.
S1eth
Profile Joined November 2011
Austria221 Posts
May 19 2014 07:56 GMT
#49
On May 19 2014 16:53 S_SienZ wrote:
Show nested quote +
On May 19 2014 16:51 S1eth wrote:
On May 19 2014 16:38 S_SienZ wrote:
On May 19 2014 16:17 S1eth wrote:
On May 19 2014 14:41 S_SienZ wrote:
On May 19 2014 14:30 Advantageous wrote:
On May 19 2014 07:20 Orion77 wrote:
I didn't mind Hunter as much as I mind Solitaire Rogue - people were complaining that it wasn't Unleash The Hounds but rather the draw mechanic that was broken. Regardless, Miracle Rogue appears to completely abuse the draw mechanic as my last game saw my opponent having 2 cards left whilst I was at 15. The nerf should be that the Auctioneer only draws one card per turn - that way the nerf hits all classes as well.

I don't like the fact that they have so many 0 cost spells but maybe that is to compensate for the abilities that the other classes have.


I agree with this change, amongst all the changes proposed... Just seems more reasonable to have GA to only draw 1 card per turn or limited card per turn. However, GA could also overdraw cards if left on the field for too long, so in a way it's not that broken. Nonetheless does seem like a feasible nerf, even though GA isn't a class specific cards.

Limiting the card draw to 1 would just make him a crappy Azure Drake.

Shamans have lots of cheap spells but Gadgetzan is rarely a problem there. Like someone else pointed out, you can draw all you want, it won't do jack unless you have a potent win condition (Leeroy / Malygos)

Rogue 0/1 mana cards also happen to be pretty good on their own, not to mention they have a spell innervate called Preparation. Nobody is going to fill their deck with Ancestral Healing and Totemic Might just in the hopes of cycling them with Gadgetzan Auctioneer. A rogue could use those to deal 2 or 3 damage to a minion (Backstab), or make their next cost 3 less.

Preparation and Shadowstep are at best, one offs generally in decks that don't run Gadgetzan.

Ancestral Healing has been experimented with, especially in metas where Black Knight is good. Gaara also recently shared a Shaman list that ran double Totemic Might and Gadgetzan, Lifecoach I believe even played a list that had double Gadgetzan in it. (Shaman).

Combo decks that have draw engines add flavour to deck archetypes that the game really needs. The problem is how ridiculously consistent it is and how difficult it is to get a good matchup against it, not the draw engine. The nature of the deck requires a good draw engine, any nerf to the engine would just cripple the deck as a whole.

Merely increasing the HP cap of heroes or nerfing Leeroy's damage / something would force Miracle Rogues to play a lot tighter, and also solve ridiculous Handlock burst / etc. at once.


If the draw engines aren't changed now, everyone will play pure combo decks in a year.

Which was why I offered an alternative. Increase the HP of Heroes.

Combo decks should be more difficult to successfully pull off. This gives non-Warrior decks more leeway to stabilise and potentially kill off the combo player or force them to play pieces of their combo to survive.

Increasing hero health would weaken any kind of aggro deck, and the Hunter hero ability in general far too much.
I'd rather we decrease burst potential (aka nerf leeroy).
When you can deal 30 damage in one turn with nothing on the board, then there's a problem.
S_SienZ
Profile Joined September 2011
1878 Posts
Last Edited: 2014-05-19 08:10:07
May 19 2014 08:04 GMT
#50
On May 19 2014 16:56 S1eth wrote:
Show nested quote +
On May 19 2014 16:53 S_SienZ wrote:
On May 19 2014 16:51 S1eth wrote:
On May 19 2014 16:38 S_SienZ wrote:
On May 19 2014 16:17 S1eth wrote:
On May 19 2014 14:41 S_SienZ wrote:
On May 19 2014 14:30 Advantageous wrote:
On May 19 2014 07:20 Orion77 wrote:
I didn't mind Hunter as much as I mind Solitaire Rogue - people were complaining that it wasn't Unleash The Hounds but rather the draw mechanic that was broken. Regardless, Miracle Rogue appears to completely abuse the draw mechanic as my last game saw my opponent having 2 cards left whilst I was at 15. The nerf should be that the Auctioneer only draws one card per turn - that way the nerf hits all classes as well.

I don't like the fact that they have so many 0 cost spells but maybe that is to compensate for the abilities that the other classes have.


I agree with this change, amongst all the changes proposed... Just seems more reasonable to have GA to only draw 1 card per turn or limited card per turn. However, GA could also overdraw cards if left on the field for too long, so in a way it's not that broken. Nonetheless does seem like a feasible nerf, even though GA isn't a class specific cards.

Limiting the card draw to 1 would just make him a crappy Azure Drake.

Shamans have lots of cheap spells but Gadgetzan is rarely a problem there. Like someone else pointed out, you can draw all you want, it won't do jack unless you have a potent win condition (Leeroy / Malygos)

Rogue 0/1 mana cards also happen to be pretty good on their own, not to mention they have a spell innervate called Preparation. Nobody is going to fill their deck with Ancestral Healing and Totemic Might just in the hopes of cycling them with Gadgetzan Auctioneer. A rogue could use those to deal 2 or 3 damage to a minion (Backstab), or make their next cost 3 less.

Preparation and Shadowstep are at best, one offs generally in decks that don't run Gadgetzan.

Ancestral Healing has been experimented with, especially in metas where Black Knight is good. Gaara also recently shared a Shaman list that ran double Totemic Might and Gadgetzan, Lifecoach I believe even played a list that had double Gadgetzan in it. (Shaman).

Combo decks that have draw engines add flavour to deck archetypes that the game really needs. The problem is how ridiculously consistent it is and how difficult it is to get a good matchup against it, not the draw engine. The nature of the deck requires a good draw engine, any nerf to the engine would just cripple the deck as a whole.

Merely increasing the HP cap of heroes or nerfing Leeroy's damage / something would force Miracle Rogues to play a lot tighter, and also solve ridiculous Handlock burst / etc. at once.


If the draw engines aren't changed now, everyone will play pure combo decks in a year.

Which was why I offered an alternative. Increase the HP of Heroes.

Combo decks should be more difficult to successfully pull off. This gives non-Warrior decks more leeway to stabilise and potentially kill off the combo player or force them to play pieces of their combo to survive.

Increasing hero health would weaken any kind of aggro deck, and the Hunter hero ability in general far too much.
I'd rather we decrease burst potential (aka nerf leeroy).
When you can deal 30 damage in one turn with nothing on the board, then there's a problem.

Hmmm point taken.

30 damage in one turn with nothing on board is an exaggeration though. You need to deal SOME damage before hand. (Realistically you will have to Eviscerate stuff on board)

But i still don't think Gadgetzan should be nerfed. It's generally set up on Turn 6. And decks like Handlock and certain Aggro classes have proven capable of keeping it honest, and those aren't really combo decks in the same vein as Gadgetzan. And from the other side, its nice to have Miracle as an option to keep certain decks from being dominant as well. I can agree to nerfing Leeroy's burst, but not the deck type in general.

S1eth
Profile Joined November 2011
Austria221 Posts
Last Edited: 2014-05-19 08:30:20
May 19 2014 08:24 GMT
#51
On May 19 2014 17:04 S_SienZ wrote:
30 damage in one turn with nothing on board is an exaggeration though. You need to deal SOME damage before hand. (Realistically you will have to Eviscerate stuff on board)

Leeroy Shadow Step Leeroy Shadow Step Leeroy Cold Blood Cold Blood Preparation Eviscerate
hiro protagonist
Profile Joined January 2009
1294 Posts
May 19 2014 08:43 GMT
#52
nerfing is sooooooo boring for card games. I would much rather have future cards solve current problems instead, much in the same way acidic swamp and Harrison are there to counter weapons. that way, the meta is more dynamic. if you just go around nerfing the flavor of the week, things will stagnate, and the game will be boring.

heres my 10 sec, shity card design:

a 0/6 neutral minion for 4 that says: "whenever your opponent draws more than one card per turn, put a copy of that card in your hand"

or something like that.
"I guess if you climb enough off-widths, one of these days, your gonna get your knee stuck and shit your pants. Its just an odds thing really" -Jason Kruk
Nekovivie
Profile Joined October 2011
United Kingdom2599 Posts
May 19 2014 08:55 GMT
#53
"Whenever you cast a spell, expend one mana crystal and draw a card."

Still makes the card good value but stops these endless turns where you have card after card.

It also indirectly nerfs the popular turn 5 auctioneer+coin+conceal play.
If you are not supporting K-Pop you are hurting E-Sports.
S_SienZ
Profile Joined September 2011
1878 Posts
May 19 2014 09:33 GMT
#54
On May 19 2014 17:55 Nekovivie wrote:
"Whenever you cast a spell, expend one mana crystal and draw a card."

Still makes the card good value but stops these endless turns where you have card after card.

It also indirectly nerfs the popular turn 5 auctioneer+coin+conceal play.

This will destroy the deck.

In effect its a mana wraith for spells.
Nekovivie
Profile Joined October 2011
United Kingdom2599 Posts
May 19 2014 09:48 GMT
#55
On May 19 2014 18:33 S_SienZ wrote:
Show nested quote +
On May 19 2014 17:55 Nekovivie wrote:
"Whenever you cast a spell, expend one mana crystal and draw a card."

Still makes the card good value but stops these endless turns where you have card after card.

It also indirectly nerfs the popular turn 5 auctioneer+coin+conceal play.

This will destroy the deck.

In effect its a mana wraith for spells.


Would it? Mana Wraith doesn't let you draw a card when you play a minion..
If you are not supporting K-Pop you are hurting E-Sports.
S_SienZ
Profile Joined September 2011
1878 Posts
Last Edited: 2014-05-19 10:00:46
May 19 2014 09:59 GMT
#56
On May 19 2014 18:48 Nekovivie wrote:
Show nested quote +
On May 19 2014 18:33 S_SienZ wrote:
On May 19 2014 17:55 Nekovivie wrote:
"Whenever you cast a spell, expend one mana crystal and draw a card."

Still makes the card good value but stops these endless turns where you have card after card.

It also indirectly nerfs the popular turn 5 auctioneer+coin+conceal play.

This will destroy the deck.

In effect its a mana wraith for spells.


Would it? Mana Wraith doesn't let you draw a card when you play a minion..

I mean you're essentially tacking on Mana Wraith's effect onto the current Gadgetzan.

In fact its worse since it only affects you.
Nekovivie
Profile Joined October 2011
United Kingdom2599 Posts
May 19 2014 10:03 GMT
#57
Well the idea would be you would be coerced into playing things first, before spamming card draw and draining your mana, greatly (potentially) reducing the effect of the auctioneer for miracle rogues without punishing other classes too severely. Just one of many suggestions though
If you are not supporting K-Pop you are hurting E-Sports.
S1eth
Profile Joined November 2011
Austria221 Posts
May 19 2014 10:05 GMT
#58
On May 19 2014 17:55 Nekovivie wrote:
"Whenever you cast a spell, expend one mana crystal and draw a card."

Still makes the card good value but stops these endless turns where you have card after card.

It also indirectly nerfs the popular turn 5 auctioneer+coin+conceal play.

You could also make him draw the cards for you at the end of the turn.
-Celestial-
Profile Joined September 2011
United Kingdom3867 Posts
May 19 2014 10:23 GMT
#59
On May 19 2014 13:23 Came Norrection wrote:
Show nested quote +
On May 19 2014 13:21 mezmery wrote:
why dont you cry about handlock? he has ability to pressure with his early set, at least removal pressure and at the same time can deal up to 28 damage at 1 turn, without any board presence(leeroy+pow+faceless+solufirex2), and he crushes turtle classes like priest or pally with jaraxxus easily). and his draw mechanic is also nice

Because we all get killed by that combo every time we face handlock...


So the basis of your complaint is is that Miracle Rogue's primary (and almost only) win condition (the Leeroy Combo) is what you die to every time you face Miracle Rogue? Er.....


Tons of suggestions here would flat out kill the deck, not "fix" it as some people feel it needs. Miracle Rogue is essentially entirely reliant on the Leeroy combo win condition (barring a few edge cases of epic Van Cleef combos that survives long enough to attack with). If you screw around too heavily with that combo or the ability to draw into that combo the deck isn't going to be viable anymore.

Personally I just feel this is all kinda reactionary. Miracle didn't "suddenly" become super strong; its been around for a while. Whether it coming to the fore as a result of the downfall of Hunter is a passing trend or not remains to be seen; and going for the throat of another thing right after the UTH nerf seems rather impatient.
"Protoss simultaneously feels unbeatably strong and unwinnably weak." - kcdc
DifuntO
Profile Joined November 2011
Greece2376 Posts
May 19 2014 10:35 GMT
#60
Guys, Gadgetzan Auctioneer is not the problem.

Again, Leeroy is the issue here,not the low cost spells and card draw.If there is any Rogue card that needs change that would be Conceal.They could change it so it doesn't work with Gadgetzan Auctioneer or minions with abilities(like Questing Adventurer).

I guess that would be a slight nerf to Gadgetzan Auctioneer because they can't keep him alive easily.
All I do is Stim.
okinoki
Profile Joined August 2010
Germany103 Posts
May 19 2014 11:19 GMT
#61
Hmm. Make the Auctioneer a 4/3?

I don't really think miracle rogue is overpowered at all. It is strong, yes and a OTK can happen but the deck is not invincible. Does it need a nerf? Not sure. If it gets nerfed people will move on to whine about warlock or warrior next. Generally I think buffing weaker cards would be a better way to deal with balance than nerfing the 'overpowered' ones.
Stephano • July • Jaedong • TLO
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
Last Edited: 2014-05-19 11:43:31
May 19 2014 11:25 GMT
#62
Defender of Argus and similiar cards already shit on Miracle Rogue. Leeroy deals 0 damage if the opponent has a taunt that has 2 attack.

I still do consider Miracle Rogue perhaps too strong. You could nerf Preparation to 2 mana but that would only affect Fan of Knives, really. Another thing that in my opinion might be good would be to change the effect of Gadgetzan to "draw a card when you cast a spell, but that card costs 1 more mana for this turn only". That way you could still empty your hand to draw a billion cards but couldn't keep drawing them endlessly with the cards you draw with it.
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
S1eth
Profile Joined November 2011
Austria221 Posts
May 19 2014 11:53 GMT
#63
On May 19 2014 19:35 DifuntO wrote:
Guys, Gadgetzan Auctioneer is not the problem.

Again, Leeroy is the issue here,not the low cost spells and card draw.If there is any Rogue card that needs change that would be Conceal.They could change it so it doesn't work with Gadgetzan Auctioneer or minions with abilities(like Questing Adventurer).

I guess that would be a slight nerf to Gadgetzan Auctioneer because they can't keep him alive easily.

There can be multiple issues.
Just like with Hunter. UtH was an issue, yes, and has been fixed.
But Starving Buzzard is still and will always be an issue that also needs fixing.
Both Leeroy and Gadgetzan auctioneer are issues, too.
Fi0na
Profile Joined February 2014
0 Posts
May 19 2014 12:15 GMT
#64
On May 19 2014 20:25 Shikyo wrote:
Defender of Argus and similiar cards already shit on Miracle Rogue. Leeroy deals 0 damage if the opponent has a taunt that has 2 attack.

I still do consider Miracle Rogue perhaps too strong. You could nerf Preparation to 2 mana but that would only affect Fan of Knives, really. Another thing that in my opinion might be good would be to change the effect of Gadgetzan to "draw a card when you cast a spell, but that card costs 1 more mana for this turn only". That way you could still empty your hand to draw a billion cards but couldn't keep drawing them endlessly with the cards you draw with it.


have a large taunt? Sap. Have a smaller taunt (<= 4-5 hp)? Eviscerate. Have multiple smaller taunts? Blade Flurry on a poisoned weapon. They all cost 2 mana, and with Preparation you can even use one or two of them in the same turn as the LEEEEROOOOOY JEEEEENKIIIIIIINS LEEEEROOOOOY JEEEEENKIIIIIIINS LEEEEROOOOOY JEEEEENKIIIIIIINS
Life is not fair. But that's what chocolate is for.
S_SienZ
Profile Joined September 2011
1878 Posts
May 19 2014 12:23 GMT
#65
What if they introduced a neutral minion that is basically like a Laughing Sister? Taunt that up and Miracle Rogue would struggle to deal with it outside of a Poisoned Assassin's Blade.
jonhy-
Profile Blog Joined September 2010
Slovakia167 Posts
May 19 2014 12:25 GMT
#66
nerf leeroy boring card let the malygos rogue take the place
A leader of my kind!Hi Devil
Slydie
Profile Joined August 2013
1913 Posts
Last Edited: 2014-05-19 12:51:39
May 19 2014 12:49 GMT
#67
Miracle rogue is fine, and far less frustrating to play aganist than hunters.

Yes, they are great with perfect draws, but which deck isnt?

If anything, nerf the auctioneer to 3 or 2 health, forcing the rogue to shaddowstep him rather than leeroy, I have seen it done!
Buff the siegetank
SLYvi
Profile Joined May 2014
Brazil0 Posts
May 19 2014 12:50 GMT
#68
On May 19 2014 10:23 ArchmageKruzer wrote:

on a side note, would nozdormu be a viable option against the miracle rogues? or perhaps we could buff nozdormu? idk.

maybe it's a good option, but nozdormu has to be way buffed to worth a slot even against miracle rogues
"live or leave" -life
Green_25
Profile Joined June 2013
Great Britain696 Posts
Last Edited: 2014-05-19 13:22:53
May 19 2014 13:19 GMT
#69
On May 19 2014 10:34 S1eth wrote:
Cards lke Gadgetzan Auctioneer and Starving Buzzard are bad for the game in the long run and need to be changed.
With Gadgetzan Auctioneer in the game, Blizzard cannot add more 0 or 1 mana spells to the game. If you leave him be, every class will sooner of later devolve into a Miracle combo deck that draws their whole deck in1 turn.
Same goes for Starving Buzzard, which makes it impossible for Blizzard to add good low mana cost beasts to the game.


Buzzard is by no means OP, it was in combination with unleash, since unleash is pretty garbage now it isn't nearly as strong.

Thats a two card combo, can't be compared to Gadgetzan.

Miracle was always more 'OP' than hunter, it even destroyed the midrange one, yet hunter got nerfed. Madness.
obesechicken13
Profile Blog Joined July 2008
United States10467 Posts
May 19 2014 14:31 GMT
#70
I'm so glad TL doesn't make the final balance decisions.
I think in our modern age technology has evolved to become more addictive. The things that don't give us pleasure aren't used as much. Work was never meant to be fun, but doing it makes us happier in the long run.
S1eth
Profile Joined November 2011
Austria221 Posts
Last Edited: 2014-05-19 15:03:52
May 19 2014 14:57 GMT
#71
On May 19 2014 22:19 Green_25 wrote:
Show nested quote +
On May 19 2014 10:34 S1eth wrote:
Cards lke Gadgetzan Auctioneer and Starving Buzzard are bad for the game in the long run and need to be changed.
With Gadgetzan Auctioneer in the game, Blizzard cannot add more 0 or 1 mana spells to the game. If you leave him be, every class will sooner of later devolve into a Miracle combo deck that draws their whole deck in1 turn.
Same goes for Starving Buzzard, which makes it impossible for Blizzard to add good low mana cost beasts to the game.


Buzzard is by no means OP, it was in combination with unleash, since unleash is pretty garbage now it isn't nearly as strong.

Thats a two card combo, can't be compared to Gadgetzan.

Miracle was always more 'OP' than hunter, it even destroyed the midrange one, yet hunter got nerfed. Madness.

You say that now, but in 2 years, you'll come crying OP at the new buzzard combo.
Buzzard made the old UtH broken, it made the new UtH broken, and it will make many future card combinations broken.

The UtH nerf was not supposed to "nerf Hunter", it's a fix to a broken card. Let's say Paladin is the weakest class right now. It would still be a good idea to fix a broken Paladin card even if that "nerfed" Paladin even more. People are just too short sighted.

Who cares if Hunter is overreliant on their one broken card combination at the moment and that one has been nerfed? There will be many more Hunter cards in the future.
KnowNothing
Profile Joined December 2010
69 Posts
May 19 2014 15:22 GMT
#72
I haven't played much this season so I can't say I know much about miracle rogue, but outside of nerfing gadgetzan (which seems reasonable), a nerf to Blade Flurry would be a big blow to miracle rogue. For example, if it only damaged minions miracle would have more difficulty coming up with the damage for kills out of nowhere.
ystao
Profile Joined February 2011
United States15 Posts
Last Edited: 2014-05-19 16:16:01
May 19 2014 16:15 GMT
#73
I don't play miracle rogue, but I think the deck is mostly fine. The "miracle" idea is fun, I'm never mad when my opponent draws 10 cards in a turn and kills me next turn. It does take skills to play the deck right.
The part I don't like is the otk potential(leeroy issue). A fireball that can be buffed(cold blood) and reused(shadowstep) is very difficult to play against.
obesechicken13
Profile Blog Joined July 2008
United States10467 Posts
May 19 2014 16:49 GMT
#74
On May 20 2014 00:22 KnowNothing wrote:
I haven't played much this season so I can't say I know much about miracle rogue, but outside of nerfing gadgetzan (which seems reasonable), a nerf to Blade Flurry would be a big blow to miracle rogue. For example, if it only damaged minions miracle would have more difficulty coming up with the damage for kills out of nowhere.

Rogues have pretty shitty board clear though. Unlike eg. Paladin, Druid, and Priest classes that have turn 4/5 clears Rogues have nothing but blade flurry and it's a two card combo that can almost never be kept in the opening hand. It's a pretty weak card as is so if you remove the damage to face it needs buffs elsewhere.
I think in our modern age technology has evolved to become more addictive. The things that don't give us pleasure aren't used as much. Work was never meant to be fun, but doing it makes us happier in the long run.
Rhayader
Profile Joined October 2012
Romania189 Posts
May 19 2014 16:54 GMT
#75
My suggestion would be to cap Shadowstep at 1 per turn.
eScapegoat100
Profile Joined March 2011
Canada71 Posts
May 19 2014 19:37 GMT
#76
On May 20 2014 01:54 Rhayader wrote:
My suggestion would be to cap Shadowstep at 1 per turn.


That's just so unintuitive and bleh from a game design standpoint. Nerfing Leeroy to 5 mana would have the same effect and also solve the warlock leeroy combo problem in a much more intuitive way.
<p align=center><a target=_blank href=http://www.nodiatis.com/personality.htm><img border=0 src=http://www.nodiatis.com/pub/5.jpg></a></p>
Rhayader
Profile Joined October 2012
Romania189 Posts
May 19 2014 20:37 GMT
#77
Maybe you're right, was very busy playing high stakes poker while i wrote that, didn't put much thought into it. While we're at it, u seem like a very good and knowledgeable player. If i pay you 50 bucks will u get me to legend rank?
eScapegoat100
Profile Joined March 2011
Canada71 Posts
May 19 2014 21:04 GMT
#78
Lol. I really only play arena but I'd be pleased to part you from your $50.
<p align=center><a target=_blank href=http://www.nodiatis.com/personality.htm><img border=0 src=http://www.nodiatis.com/pub/5.jpg></a></p>
AHeroicKumquat
Profile Joined May 2014
United Kingdom0 Posts
May 19 2014 21:15 GMT
#79
I think it's conceal that's the problem in miracle rouge.The card essentially means that you can ignore the general rule of 'if you want a minion to survive you need board control'. when you play against miracle rouge and you can deal with the gadgetzan after one turn you should usually have enough time to put pressure on the rouge and win before they can dig to their combo.
It's when they can get a full turn worth of spells with the gadgetzan that you're really in trouble, and that only ever happens with conceal.
Dreamer.T
Profile Joined December 2009
United States3584 Posts
May 23 2014 02:57 GMT
#80
I agree that something needs fixing. It doesn't matter what deck you run vs miracle rogue. If you aren't able to kill the rogue in a few turns and she gets her cards, you die regardless of how well you played since she only needs 1 or 2 turns to dish out more than 30 hp worth of damage with a combo.
Forever the best, IMMvp <3
sjschmidt93
Profile Joined April 2010
United States2518 Posts
May 23 2014 05:04 GMT
#81
Whatever happens, I just hope that miracle is still viable. It's incredibly unique and my favorite constructed deck to play by far.
My grandpa could've proxied better, and not only does he have arthritis, he's also dead. -Sean "Day[9]" Plott
Imperfect1987
Profile Joined August 2010
United States558 Posts
May 23 2014 05:14 GMT
#82
I feel like if they just make Gadgetzan a 9 mana 8/8 it will make the matchup more fair. Also it will alleviate futuristic design problems that the current Gadgetzan presents. If you keep Gadgetzan the way it is now, adding new cheap efficient spells makes non-Gadgetzan builds obsolete.
The keyboard is mightier than the pen.
aed
Profile Joined February 2014
United States0 Posts
Last Edited: 2014-05-23 14:19:13
May 23 2014 14:15 GMT
#83
If any card needs a tweak, it's Auctioneer - not Leeroy or the rogue class cards, which are fine. I kind of like the idea of changing the mana cost and body of Auctioneer slightly. Maybe to a 6 mana 5/4 or 4/5, or just lowering his health to 3. Either way would keep the card playable and miracle rogue viable, but would help a ton. Very curious to see if Blizz makes any changes effecting miracle rogue in the next patch or two.
StS Roflcopter
Profile Joined May 2014
0 Posts
May 23 2014 14:46 GMT
#84
I really like the shadowstep nerf. It really annoys me when Leeroy is put out 3 times in one turn, but it annoys me more knowing that the spell costs nothing. I somewhat agree with preparation costing 1. Altogether this is a great idea, but it may somewhat kill rogue, at least at the legend level.
weikor
Profile Blog Joined March 2011
Austria580 Posts
Last Edited: 2014-05-23 14:55:24
May 23 2014 14:54 GMT
#85
nozdormo - You and Your opponent can now play at most 2 cards per turn. Fixed, still active on the turn he dies, so if he gets assasinated, your opponent can play one card
Sherlock117
Profile Joined April 2013
United States40 Posts
May 23 2014 20:00 GMT
#86
On May 23 2014 14:04 sjschmidt93 wrote:
Whatever happens, I just hope that miracle is still viable. It's incredibly unique and my favorite constructed deck to play by far.


Agreed. I don't want to see miracle rogue nerfed to smithereens. It is such a different way to play than anything else. But it would be nice to see it interact with the other player a bit more and give the other person a chance to outplay. As it is now, miracle rogue vs nearly any other matchup is entirely dependent on how the miracle rogue draws regardless of what the other player draws. Any player who does not play miracle rogue in a bo3 or bo5 is at a disadvantage.
Sherlock117
Profile Joined April 2013
United States40 Posts
May 23 2014 20:02 GMT
#87
On May 23 2014 23:46 StS Roflcopter wrote:
I really like the shadowstep nerf. It really annoys me when Leeroy is put out 3 times in one turn, but it annoys me more knowing that the spell costs nothing. I somewhat agree with preparation costing 1. Altogether this is a great idea, but it may somewhat kill rogue, at least at the legend level.


Yes, it is a bit much. The whole reason this combo is possible on turn 8 though is because of the strength of the rest of the miracle rogue card draw engine and not the combo itself.

I really am liking the sound of tinkering with the stats of Gadgetzan (and not his ability). Would a 6 mana 6/3 be too crazy?
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
May 25 2014 21:15 GMT
#88
Can they just make Gadgetzan give you your cards at the end of the turn instead of during to prevent the retarded 6+ card chains?
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
killa_robot
Profile Joined May 2010
Canada1884 Posts
May 25 2014 22:33 GMT
#89
Why not just change Gadgetzan to "Whenever you play a spell that costs at least 1 mana, draw a card".
Sherlock117
Profile Joined April 2013
United States40 Posts
May 26 2014 03:01 GMT
#90
On May 26 2014 07:33 killa_robot wrote:
Why not just change Gadgetzan to "Whenever you play a spell that costs at least 1 mana, draw a card".


As much as suggestions like those are a good idea, I think it will be a while before Blizzard caves and incorporates lengthy ability explanations like that. At the moment they are keeping the game as simple as possible (and, to be honest, I think that is the better decision).
The_Masked_Shrimp
Profile Joined February 2012
425 Posts
May 26 2014 03:58 GMT
#91
make it so that you draw a card from gadgetzan whenever you summon a minion rather than when you cast a spell.

Then you'll all see your favorites zoolocks come back in full force...

Seriously nobody was whining about miracle rogues just a few weeks back. The deck is way less retarded than zoo and face hunter since you have to be able to manage your removals and when you play your minions instead of just getting all in with whatever card you top deck each turn like zoo does without second thoughts.

Even if they are a pain I prefer this rogue era if it must be compared to last month zoo/hunter fest
DiceToss
Profile Joined February 2008
Croatia62 Posts
May 26 2014 05:20 GMT
#92
How about:

SHADOWSTEP: return a minion to your hand: it costs 2 less, it loses 1 health.
GOGOG
trinxified
Profile Joined December 2010
Canada7774 Posts
Last Edited: 2014-05-26 06:04:02
May 26 2014 06:02 GMT
#93
Nerfing Leeroy also nerfs Windfury / Rockbiter / Flametongue Totem combos. That's not cool
figq
Profile Blog Joined May 2010
12519 Posts
May 26 2014 06:59 GMT
#94
I expect 1 or 2 of the zero-cost rogue spells to become slightly more expensive. Keep in mind, even then miracle rogue would still work, just not with as high win percentage as now. I don't think auctioneer has to be nerfed and miracle style decks to be destroyed. I believe they are fun part of the game and should stay. Only their success rate has to be controlled. But if they sometimes draw 10 cards in one turn - good, that's awesome and should be cheered.
If you stand next to my head, you can hear the ocean. - Day[9]
B_Type13X2
Profile Joined October 2012
Canada122 Posts
May 26 2014 08:22 GMT
#95
I was just playing against a miracle rogue normally I would view it as a waste to blow 2 whirlwind with an azure drake to remove a single card but not when its a stealthed Gadgetzan. as soon as I took out that card I could see my opponents gameplan implode from that point on.
Half the fun of the internet is untwisting the 20 layers of BS around everything
SegmentedWhale
Profile Joined May 2014
United States0 Posts
May 26 2014 18:46 GMT
#96
If Leeroy got nerfed to being a 5/2 I think it would be a substantial enough decrease in power to balance leeroy out across the board, not just in miracle. Leeroy just supports so many decks that it would curve the aggression of hearthstone as a whole.
Rosethorna
Profile Joined May 2014
Russian Federation0 Posts
May 26 2014 19:18 GMT
#97
In most of the games I've played and watched, Leeroy not so much a problem. Gadetzan has to be nerfed. Here is a thought, keep him as a 4/4 and same cost. Place him on the board, draw 3 cards instantly, then he vanishes permanently. (2 in deck equals 6 card draw) and minion free. I think this would balance out the abusive Rogue use of spells. This card draws better than Pat Nagle, and he became 50%. I still like to use him. It is quite fun to risk
StartNovv
Profile Joined May 2014
0 Posts
May 26 2014 21:48 GMT
#98
Gadetzan is the issue with Miracle Rogue. The problem is how you change it. You could lower its attribute value to a 3/3 or something like that so that it becomes in range of a bunch of removals like Shadow Word Pain, and Frostbolt, but the issue is the huge advantage card potential of the card-draw on the same turn as Gadetzan is played. This also help with the Gadetzan/Conceal combo which keeps him alive one turn longer, and often time, that's all the Miracle Rogue needs.

Leeroy is the issue for most rush decks. My issue with it is that it's an easy card to use, and the backdrop doesn't really matter if it's only used to kill the opponent outright.
Jerom
Profile Joined April 2011
Netherlands588 Posts
Last Edited: 2014-05-26 23:46:31
May 26 2014 22:57 GMT
#99
How about leeroy jenkins having 5 attack instead of 6 attack? Would that work?

Or conceal being 2 mana? I could see that work aswell. That's a much smaller nerf though, since it gets combod with preparation a lot.
Itsmedudeman
Profile Blog Joined March 2011
United States19229 Posts
May 26 2014 23:06 GMT
#100
This thread makes me facepalm... Jesus christ some of these suggestions are just so terrible...
The_Symbiont
Profile Joined March 2014
New Zealand0 Posts
May 27 2014 00:26 GMT
#101
Trump's suggestion (though he didn't say miracle rogue necessarily needed a nerf) was to remove Gadgetzan entirely and replace it with a legendary card with the same stats and relevant lore, so you only have one in your deck.

I like having miracle rogue running around in the meta, but it is a bit frustrating and non-interactive for the opponent.
Nekovivie
Profile Joined October 2011
United Kingdom2599 Posts
May 27 2014 08:59 GMT
#102
On May 27 2014 09:26 The_Symbiont wrote:
Trump's suggestion (though he didn't say miracle rogue necessarily needed a nerf) was to remove Gadgetzan entirely and replace it with a legendary card with the same stats and relevant lore, so you only have one in your deck.

I like having miracle rogue running around in the meta, but it is a bit frustrating and non-interactive for the opponent.


I don't like removing cards from the game. The pool is already relatively limited (Naxx will increase it a bit but still..) so I hope they don't go that route.

If you are not supporting K-Pop you are hurting E-Sports.
krndandaman
Profile Joined August 2009
Mozambique16569 Posts
May 27 2014 09:04 GMT
#103
--- Nuked ---
Nekovivie
Profile Joined October 2011
United Kingdom2599 Posts
May 27 2014 09:08 GMT
#104
I think one of the issues is that there's too many cheap spells in the game, especially for rogue. What if the text was something like;

"When you cast a spell that costs 2 or more mana, draw a card."

That would stop you being able to cycle so effectively with coin, conceal, prep etc, while still leaving gadgetzan open for other classes. Only thing is it kinda hurts Shaman with RB and LB spells :\
If you are not supporting K-Pop you are hurting E-Sports.
S_SienZ
Profile Joined September 2011
1878 Posts
May 27 2014 09:10 GMT
#105
On May 27 2014 09:26 The_Symbiont wrote:
Trump's suggestion (though he didn't say miracle rogue necessarily needed a nerf) was to remove Gadgetzan entirely and replace it with a legendary card with the same stats and relevant lore, so you only have one in your deck.

I like having miracle rogue running around in the meta, but it is a bit frustrating and non-interactive for the opponent.

Make it full refund 1600 dust and I'll back this change fully
DDK003
Profile Joined April 2014
Germany0 Posts
May 27 2014 11:28 GMT
#106
Change Gadgetzan so it reads " Draw a Card at the end of your turn for each spell you cast"

So it's still the same amount of draws but you can no longer draw into something to use it at the same turn.
I think this change is fair because Gadgetzan can still draw you a lot of card but with a delay
FlyingWhale
Profile Joined February 2014
0 Posts
Last Edited: 2014-05-27 13:54:48
May 27 2014 13:52 GMT
#107
Change Gadgetzan so you lose 10 seconds of your turn every time you draw a card? If Miracle Rogue doesn't have enough time to play its whole turn, it's fixed!
Interactive and explicative Legend-level stream: http://www.twitch.tv/flyingwhale_hs
Nekovivie
Profile Joined October 2011
United Kingdom2599 Posts
May 27 2014 14:20 GMT
#108
"When you cast a spell, exchange one card in your deck for one card in your hand."

A way to get rid of those awkward dead cards and maybe get something useful! /shrug
If you are not supporting K-Pop you are hurting E-Sports.
Doraemon
Profile Blog Joined January 2010
Australia14949 Posts
May 27 2014 14:42 GMT
#109
i think like buzzard, a limit on number of card draws per turn is all that required, 1 or 2 max.
Do yourself a favour and just STFU
Sherlock117
Profile Joined April 2013
United States40 Posts
May 27 2014 17:30 GMT
#110
On May 27 2014 08:06 Itsmedudeman wrote:
This thread makes me facepalm... Jesus christ some of these suggestions are just so terrible...


How about providing a positive contribution...like a suggestion of your own?
weikor
Profile Blog Joined March 2011
Austria580 Posts
May 27 2014 18:02 GMT
#111
if you put a limit of one or two on gadgetzan, why wouldnt you just play azure drake
Azuzu
Profile Joined August 2010
United States340 Posts
May 27 2014 18:17 GMT
#112
Make shadowstep cost 1. Never add any 0 mana cost cards to the game ever again.
koreasilver
Profile Blog Joined June 2008
9109 Posts
May 27 2014 18:44 GMT
#113
On May 28 2014 02:30 Sherlock117 wrote:
Show nested quote +
On May 27 2014 08:06 Itsmedudeman wrote:
This thread makes me facepalm... Jesus christ some of these suggestions are just so terrible...


How about providing a positive contribution...like a suggestion of your own?

Miracle rogue has already been losing steam over the past month without any artificial measures like the ones that have been vomited all over this thread. There isn't really a whole lot of real suggestions to say besides "learn how to play against it like other high level players have".
S_SienZ
Profile Joined September 2011
1878 Posts
May 27 2014 19:24 GMT
#114
On May 28 2014 02:30 Sherlock117 wrote:
Show nested quote +
On May 27 2014 08:06 Itsmedudeman wrote:
This thread makes me facepalm... Jesus christ some of these suggestions are just so terrible...


How about providing a positive contribution...like a suggestion of your own?

You don't need to know what the right answer is to know that a particular answer is flawed.

He's right, some of these ideas would outright kill the archetype.
KelsierSC
Profile Blog Joined March 2013
United Kingdom10443 Posts
May 27 2014 19:26 GMT
#115
On May 28 2014 04:24 S_SienZ wrote:
Show nested quote +
On May 28 2014 02:30 Sherlock117 wrote:
On May 27 2014 08:06 Itsmedudeman wrote:
This thread makes me facepalm... Jesus christ some of these suggestions are just so terrible...


How about providing a positive contribution...like a suggestion of your own?

You don't need to know what the right answer is to know that a particular answer is flawed.

He's right, some of these ideas would outright kill the archetype.


I don't think that would be a bad thing.

I can play solitaire anytime I want on my computer
Zerg for Life
S_SienZ
Profile Joined September 2011
1878 Posts
May 27 2014 19:34 GMT
#116
On May 28 2014 04:26 KelsierSC wrote:
Show nested quote +
On May 28 2014 04:24 S_SienZ wrote:
On May 28 2014 02:30 Sherlock117 wrote:
On May 27 2014 08:06 Itsmedudeman wrote:
This thread makes me facepalm... Jesus christ some of these suggestions are just so terrible...


How about providing a positive contribution...like a suggestion of your own?

You don't need to know what the right answer is to know that a particular answer is flawed.

He's right, some of these ideas would outright kill the archetype.


I don't think that would be a bad thing.

I can play solitaire anytime I want on my computer

I can always play Vanilla YGO too if all I wanted was to bump minions into each other.

It's hardly as OP as many exaggerate it to be. Frustrating to play against? Maybe, but so are quite a few decks out there. Archetype variety is crucial to the variety of a TCG. At most, Miracle needs a subtle nerf.
S1eth
Profile Joined November 2011
Austria221 Posts
May 27 2014 19:54 GMT
#117
If you give every class 10 good secrets to play, Miracle Rogue will never be able to play their turn within 90 seconds.
koreasilver
Profile Blog Joined June 2008
9109 Posts
May 27 2014 20:28 GMT
#118
The biggest problem I have with threads like this is that it basically purely focuses on speculating about things that are beyond your own control, which is the easiest way to complain about things. Instead of a big QQ fest on what should change about Miracle Rogue, we should instead be having bigger discussions about how to beat the archetype. In some ways I think people already have been constructing decks with this in mind, at least intuitively or accidentally. Handlocks have been making their decks faster with the exclusion of Jaraxxus and Alexstraza, the popular Druid archetype these days is basically Ramp Druid that floods the board with taunts that is overwhelming to deal with for aggro decks, and I've been seeing Hunters again recently that are really hard to deal with for both Miracle Rogue and Shamans (that have been seeing a huge resurgence the past month).

It might be true that Miracle Rogue needs a slight touch-up, but from seeing how players have been shifting over the past month since the Hunter nerf, I'm honestly leaning more to thinking that Miracle Rogue doesn't actually need any nerfs.
Azuzu
Profile Joined August 2010
United States340 Posts
May 27 2014 21:11 GMT
#119
Some people have definitely figured out some stuff that works...alright... against miracle but I still expect to see 12/16 spots minimum taken up with miracle rogues this season. On one hand, this doesn't bother me so much because it is probably the highest skill cap deck to pilot. On the other, it does create pretty one sided "I can't do anything" games.

I think it's unlikely we'll see any direct nerf to miracle. Naxx will shake things up a lot and it will be a while before any deck comes out as king.

One other random suggestion to fix miracle: Make blade flurry minions only. Reducing incidental damage to make the rogue do some work to get into lethal range sounds reasonable to me. This would also cap their burst in some situations.
Aceace
Profile Joined June 2011
Turkey1305 Posts
Last Edited: 2014-05-27 22:35:37
May 27 2014 22:35 GMT
#120
".....it is probably the highest skill cap deck to pilot."

I believe this is plain wrong! I'm not saying playing miracle is easier then face warrior-hunter but.. Come on it isn't rocket science! When playing with Druid-pala-both handlocks etc. you have to get board control, play around board clears and you should always consider possible burst damage to your face.

Miracle Playstyle

Turn 1-5 get rid of enemy minions (Well.. Rogue is great at it. Backstab, SI:7, Poison etc....)
Turn 5-10 Draw as much as your deck to get your extremely good burst.

Rogues don't pay attention to enemy board clears, They don't pay attention to enemy burst (Generally they much much faster cycle their deck). This isn't that hard.
Dün dündür, bugün bugündür. (Yesterday was yesterday, today is today)
koreasilver
Profile Blog Joined June 2008
9109 Posts
May 27 2014 23:23 GMT
#121
Are you seriously trying to say that Druid takes more decision making than Miracle Rogue?
Aceace
Profile Joined June 2011
Turkey1305 Posts
May 27 2014 23:31 GMT
#122
I am seriously saying all classes which try to establish a board are harder than miracle rogue.
Dün dündür, bugün bugündür. (Yesterday was yesterday, today is today)
koreasilver
Profile Blog Joined June 2008
9109 Posts
Last Edited: 2014-05-28 01:14:20
May 28 2014 00:23 GMT
#123
By that logic zoolock would be the most vigorously hard deck to play. Despite all your nonsense, Miracle Rogue is concerned with board control - if they didn't they wouldn't play cards like sap, SI7 agent, and blade flurry. A certain kind of board control is necessary to finish the game because there has to be a clear path to the enemy champion with Leeroy - why do you think Miracle Rogue was weak during the Hunter era? It wasn't just because flare reveals concealed units - it was moreso due to traps. Why do you think handlock is considered to have an advantageous matchup against Miracle Rogue, and why do you think conservative taunt heavy Druid decks do well against Miracle Rogue? Miracle Rogue doesn't have to establish board control in the same way that more conventional decks do, but it still has to maintain control over the board if it wants to win or else it won't be able to survive until it establishes its win conditions. If you seriously think Druid, which is probably the most straightforward class with the most uncomplicated decision making is harder to play than Miracle Rogue then you just have no idea how Miracle Rogue actually plays and probably have never even played the deck before. Just watching Kolento play Miracle for a couple minutes will make it crystal clear that he always makes sure he has control over the board. He is always interacting with his opponent's board so that he doesn't lose tempo - it's not "solitaire" in any real sense. If Miracle literally did not care at all for establishing the board then you wouldn't see players put down SI7 or farseer when they won't make use of their abilities for the pure purpose of putting down a 3/3 on the board.

Druid is my second most played class and is probably my favourite class overall because of how solid and versatile it is, but I'm not so deluded to think that any Druid archetype is "difficult" to play. The hardest it gets to actually playing is Token, and it's not like the thought process behind the overall strategy of Druid decks is all that difficult either.
gobbledydook
Profile Joined October 2012
Australia2602 Posts
May 28 2014 00:55 GMT
#124
just try playing miracle against aggro and then you will facepalm.
I am a dirty Protoss bullshit abuser
S_SienZ
Profile Joined September 2011
1878 Posts
May 28 2014 01:27 GMT
#125
On May 28 2014 08:31 Aceace wrote:
I am seriously saying all classes which try to establish a board are harder than miracle rogue.

No.

Druid quite literally plays itself from the hand.

The only deck that you listed that I can agree to being harder than Miracle would be Handlock.

In case you haven't noticed, not contesting for board = more worrying about dying early game. Rogue has some good clears, but if you don't draw 1 of 4 (Backstab and SI) against a fast deck you are quite literally fucked by Turn 5.
Aceace
Profile Joined June 2011
Turkey1305 Posts
May 28 2014 02:09 GMT
#126
On May 28 2014 09:23 koreasilver wrote:
By that logic zoolock would be the most vigorously hard deck to play. Despite all your nonsense, Miracle Rogue is concerned with board control - if they didn't they wouldn't play cards like sap, SI7 agent, and blade flurry. A certain kind of board control is necessary to finish the game because there has to be a clear path to the enemy champion with 7Leeroy - why do you think Miracle Rogue was weak during the Hunter era? It wasn't just because flare reveals concealed units - it was moreso due to traps. Why do you think handlock is considered to have an advantageous matchup against Miracle Rogue, and why do you think conservative taunt heavy Druid decks do well against Miracle Rogue? Miracle Rogue doesn't have to establish board control in the same way that more conventional decks do, but it still has to maintain control over the board if it wants to win or else it won't be able to survive until it establishes its win conditions. If you seriously think Druid, which is probably the most straightforward class with the most uncomplicated decision making is harder to play than Miracle Rogue then you just have no idea how Miracle Rogue actually plays and probably have never even played the deck before. Just watching Kolento play Miracle for a couple minutes will make it crystal clear that he always makes sure he has control over the board. He is always interacting with his opponent's board so that he doesn't lose tempo - it's not "solitaire" in any real sense. If Miracle literally did not care at all for establishing the board then you wouldn't see players put down SI7 or farseer when they won't make use of their abilities for the pure purpose of putting down a 3/3 on the board.

Druid is my second most played class and is probably my favourite class overall because of how solid and versatile it is, but I'm not so deluded to think that any Druid archetype is "difficult" to play. The hardest it gets to actually playing is Token, and it's not like the thought process behind the overall strategy of Druid decks is all that difficult either.


First of all im playing Malygos miracle mainly and Paladin for fun atm. Also my most played class is druid. To be honest I don't have any experience with warlock. I just don't like it.

As you say "miracle rogue is concerned with board control". In a different perspective of course. I think you're missing one critical point. Rogues aren't concerned with board control. Rogues main concern is both heroes HP and getting rid of enemy minions. Killing enemy minions delay the game to reach necessary cards. Dealing damage to enemy hero with your minions, lower the amount of burst damage. This is not "board control" This is different. And I don't believe this is harder than conventional board control. Because conventional board control includes board clears, card efficiency and tempo advantage. When im playing miracle I consider enemy removal. But not like playing with druid or paladin. Because they will use some mana to remove my minion and they put a smaller minion on board with leftover mana. This will help delay the game.

Please compare Druid vs priest or Control paladin vs Handlock matchup against a Miracle rogue matchup. I'm not saying miracle is easier than "Hit to the Face" decks. I'm just saying Miracle Rogue isn't that hard to play. I'm just saying its way easier than people say.
Dün dündür, bugün bugündür. (Yesterday was yesterday, today is today)
Sherlock117
Profile Joined April 2013
United States40 Posts
May 28 2014 02:53 GMT
#127
On May 28 2014 04:34 S_SienZ wrote:
Show nested quote +
On May 28 2014 04:26 KelsierSC wrote:
On May 28 2014 04:24 S_SienZ wrote:
On May 28 2014 02:30 Sherlock117 wrote:
On May 27 2014 08:06 Itsmedudeman wrote:
This thread makes me facepalm... Jesus christ some of these suggestions are just so terrible...


How about providing a positive contribution...like a suggestion of your own?

You don't need to know what the right answer is to know that a particular answer is flawed.

He's right, some of these ideas would outright kill the archetype.


I don't think that would be a bad thing.

I can play solitaire anytime I want on my computer

I can always play Vanilla YGO too if all I wanted was to bump minions into each other.

It's hardly as OP as many exaggerate it to be. Frustrating to play against? Maybe, but so are quite a few decks out there. Archetype variety is crucial to the variety of a TCG. At most, Miracle needs a subtle nerf.


A subtle nerf was exactly what I was suggesting. I am not asking to wipe Miracle Rogue out of the game. It's just annoying that right now top level bo3/bo5 matches are basically won by whose Miracle Rogue deck wins more games.

There may be bad suggestions in this thread, but at least they are attempts to find a solution. A post saying that all the suggestions in this thread are trash is not necessary and just ruins the community. I'd prefer to see constructive posts.
S_SienZ
Profile Joined September 2011
1878 Posts
May 28 2014 05:19 GMT
#128
On May 28 2014 11:53 Sherlock117 wrote:
Show nested quote +
On May 28 2014 04:34 S_SienZ wrote:
On May 28 2014 04:26 KelsierSC wrote:
On May 28 2014 04:24 S_SienZ wrote:
On May 28 2014 02:30 Sherlock117 wrote:
On May 27 2014 08:06 Itsmedudeman wrote:
This thread makes me facepalm... Jesus christ some of these suggestions are just so terrible...


How about providing a positive contribution...like a suggestion of your own?

You don't need to know what the right answer is to know that a particular answer is flawed.

He's right, some of these ideas would outright kill the archetype.


I don't think that would be a bad thing.

I can play solitaire anytime I want on my computer

I can always play Vanilla YGO too if all I wanted was to bump minions into each other.

It's hardly as OP as many exaggerate it to be. Frustrating to play against? Maybe, but so are quite a few decks out there. Archetype variety is crucial to the variety of a TCG. At most, Miracle needs a subtle nerf.


A subtle nerf was exactly what I was suggesting. I am not asking to wipe Miracle Rogue out of the game. It's just annoying that right now top level bo3/bo5 matches are basically won by whose Miracle Rogue deck wins more games.

There may be bad suggestions in this thread, but at least they are attempts to find a solution. A post saying that all the suggestions in this thread are trash is not necessary and just ruins the community. I'd prefer to see constructive posts.

Your post which I responded to was saying that the archetype being dead would not be a bad thing, hardly subtle.

Yes, it's necessary. A bad solution is worse than continuing to ponder for a better one. You're operating under the assumption that doing something is always better than nothing, which is not true.
-Celestial-
Profile Joined September 2011
United Kingdom3867 Posts
May 28 2014 15:30 GMT
#129
On May 19 2014 21:15 Fi0na wrote:
LEEEEROOOOOY JEEEEENKIIIIIIINS LEEEEROOOOOY JEEEEENKIIIIIIINS LEEEEROOOOOY JEEEEENKIIIIIIINS


Completely off topic: This should now be compulsory to write at the top of any thread discussing Miracle Rogue.

I can't stop laughing. X-D



On May 23 2014 23:54 weikor wrote:
nozdormo - You and Your opponent can now play at most 2 cards per turn. Fixed, still active on the turn he dies, so if he gets assasinated, your opponent can play one card


Wording should probably be simpler like "Only two cards can be played this turn." to fit in with the way Hearthstone words things and to make the effect "sticky" beyond Nozdormu dying. Your previous text sort of implied it was tied to the card being on the board.

Don't necessarily agree with it with respect to Miracle Rogue and not sure if it'd "fix" Nozdormu; but its a fascinating idea.
"Protoss simultaneously feels unbeatably strong and unwinnably weak." - kcdc
pjc8513
Profile Joined October 2012
20 Posts
May 28 2014 16:42 GMT
#130
On May 28 2014 09:23 koreasilver wrote:
blah blah blah ....
I'm not saying miracle is easier than "Hit to the Face" decks. I'm just saying Miracle Rogue isn't that hard to play. I'm just
saying its way easier than people say.


Frankly, the problem with all of this is that -- the game itself isn't "that hard to play".

The game is simple. It is intentionally simple. Relative to other decks, though, Miracle is a nice challenge if at all for no other reason that it is a very different play style and mindset.
Sherlock117
Profile Joined April 2013
United States40 Posts
May 29 2014 03:23 GMT
#131
On May 28 2014 14:19 S_SienZ wrote:
Show nested quote +
On May 28 2014 11:53 Sherlock117 wrote:
On May 28 2014 04:34 S_SienZ wrote:
On May 28 2014 04:26 KelsierSC wrote:
On May 28 2014 04:24 S_SienZ wrote:
On May 28 2014 02:30 Sherlock117 wrote:
On May 27 2014 08:06 Itsmedudeman wrote:
This thread makes me facepalm... Jesus christ some of these suggestions are just so terrible...


How about providing a positive contribution...like a suggestion of your own?

You don't need to know what the right answer is to know that a particular answer is flawed.

He's right, some of these ideas would outright kill the archetype.


I don't think that would be a bad thing.

I can play solitaire anytime I want on my computer

I can always play Vanilla YGO too if all I wanted was to bump minions into each other.

It's hardly as OP as many exaggerate it to be. Frustrating to play against? Maybe, but so are quite a few decks out there. Archetype variety is crucial to the variety of a TCG. At most, Miracle needs a subtle nerf.


A subtle nerf was exactly what I was suggesting. I am not asking to wipe Miracle Rogue out of the game. It's just annoying that right now top level bo3/bo5 matches are basically won by whose Miracle Rogue deck wins more games.

There may be bad suggestions in this thread, but at least they are attempts to find a solution. A post saying that all the suggestions in this thread are trash is not necessary and just ruins the community. I'd prefer to see constructive posts.

Your post which I responded to was saying that the archetype being dead would not be a bad thing, hardly subtle.

Yes, it's necessary. A bad solution is worse than continuing to ponder for a better one. You're operating under the assumption that doing something is always better than nothing, which is not true.


Nope. Wasn't my post. I don't want the deck archetype dead. I've been fairly clear about that the entire thread (though I don't expect anyone to read the entire thing).

I agree in some cases doing nothing is better than doing something. However, this is not one of those cases. There are things that can be done that will improve the game. For example, releasing a new set of cards (i.e. Curse of Naxrammus) is doing something and is probably going to be better than doing nothing.

I guess we'll just have to wait until those new cards to come out until Miracle Rogue has a competitive (not gimicky) hard counter. Oh well.
Iron_
Profile Joined April 2010
United States389 Posts
Last Edited: 2014-05-29 05:33:37
May 29 2014 04:03 GMT
#132
This miracle rogue deck has me just about quitting the game until something is done. It's just not fun to play against at all. Unless they get the worst cards in the universe, or they just plain suck and should be 10 ranks lower because of the deck, you just can't really win.

I figured I'd go with a taunt heavy style to try and counter the burst damage. He took out 3 taunts all 4/5 or greater while losing no minions and taking 4 total damage. I'm around 70% vs everybody else and 5% vs this, otherwise I'd likely go from rank 3 to a decent bit higher.

This deck is garbage and makes me extremely annoyed and not enjoy the game. After several more games vs this garbage I think I'll hang it up until they do something.

EDIT: In the spirit of the thread (I came here originally looking for ways to play vs this silliness) I'll go with an idea as well. I like the idea of making Leeroy not able to get spells cast on it. That's already in the game for some cards. This way the rogue can't do 87 burst damage on turn 8. This doesn't change leroy too much (actually might buff it vs say a mage), but stops the thing that makes this miracle rogue deck just stupid.
serum321
Profile Joined January 2012
United States606 Posts
May 29 2014 12:12 GMT
#133
Kinda over the miracle rogue bullshit, I really think they could stand to change gadgetzan to whenever you cast a spell that costs 2 or more, but I know that would kill miracle rogue. Without totally killing it they can start by increasing the cost of conceal to 2 or 3.
padiseal2
Profile Joined August 2012
Austria721 Posts
May 29 2014 14:29 GMT
#134
Didn't read the whole thread so sorry in advance if it has been said before.
Trump suggested on stream that Gadgetzan should be replaced by a legendary with excactly the same stats and effect. This way you can only have one in your miracle deck and it doesn't really affect any other decks since no one runs 2 gadgetzans anyways
Samsungjackets on twitch || 강민수 화이팅
Reaperbros7
Profile Joined May 2014
United States0 Posts
May 29 2014 16:49 GMT
#135
Hey guys. I make hearthstone videos if you're at all interested. Here are some links. Feel free to check me out.

channel: https://www.youtube.com/user/ReaperBros7
Hearthstone vid:
Simplo
Profile Joined April 2014
0 Posts
Last Edited: 2014-05-29 18:13:24
May 29 2014 17:53 GMT
#136
It is way more intersting to play against miracle than against Control Warrior or Handlock. It actually feels like playing a completely different game. By the way, it is not too hard to counter that "op combo" you know.... (*cough Defender of Argus cough*) So maybe just adjust to the meta instead of writing QQ posts about crushing one of the rarely seen actually interesting deck types.

P.S. I do not play Miracle.
Fulla
Profile Joined January 2011
United Kingdom519 Posts
May 29 2014 20:58 GMT
#137
Didn't read every post not sure if it was proposed. But Trump recently suggested making Auctioneer a legendary, i.e. can only have max 1 per deck. How's that for a nerf?
New Hearthstone Cards ----> www.youtube.com/FullasGames
AceLunaris
Profile Joined April 2014
Malaysia2 Posts
May 30 2014 09:30 GMT
#138
what about making Leeroy untargetable by spells a-la Faerie Dragon? No Shadowsteps, no PO's, no Cold Bloods

seems legit, no?
Potato SEA player no flamerino pls
Beamo
Profile Joined March 2003
France1279 Posts
Last Edited: 2014-05-30 10:30:03
May 30 2014 10:22 GMT
#139
On May 29 2014 13:03 Iron_ wrote:

I figured I'd go with a taunt heavy style to try and counter the burst damage. He took out 3 taunts all 4/5 or greater while losing no minions and taking 4 total damage. I'm around 70% vs everybody else and 5% vs this, otherwise I'd likely go from rank 3 to a decent bit higher.



Until high legend you face way more warlocks than Rogues (31% vs 15% for my experience on more than 400 games played between rank 5 and rank 1 on EU), you even face more druids (18%) than rogues...
Miracle Rogue is not broken for the ladder like Hunter used to be (completely killing Shaman along the way).
The biggest problem with Rogue is how it's killing tournament play.

With the stats you are announcing if on US server you find the same amount of rogues as on EU you should of hit legend in less than 125 games.
And you have to be pretty bad to lose 95% of the time vs Miracle with a deck you have tailored to beat it... >.<
Doraemon
Profile Blog Joined January 2010
Australia14949 Posts
Last Edited: 2014-05-30 15:10:38
May 30 2014 15:03 GMT
#140
On May 30 2014 18:30 AceLunaris wrote:
what about making Leeroy untargetable by spells a-la Faerie Dragon? No Shadowsteps, no PO's, no Cold Bloods

seems legit, no?


not a bad idea, but it also hurt some other decks.

i think this is exactly where root cause analysis needs to be done, is it leeroy, is it gadgetzan or something else?

for me, i'd change gadgetzan to either draw 2 cards max per turn, or only draw cards for spells over 2 mana. preparation shiv is just disgusting, 3 cards for 0 mana? sure
Do yourself a favour and just STFU
Release
Profile Blog Joined October 2010
United States4397 Posts
May 30 2014 18:14 GMT
#141
What about making Leeroy summon two Whelps with taunt? That would at least require a fan of knifes or a blade flurry for the Shadowstep combo to be effective (or some decent board presence).
☺
FallDownMarigold
Profile Blog Joined December 2010
United States3710 Posts
May 30 2014 19:56 GMT
#142
On May 31 2014 03:14 Release wrote:
What about making Leeroy summon two Whelps with taunt? That would at least require a fan of knifes or a blade flurry for the Shadowstep combo to be effective (or some decent board presence).

At that point you might as well suggest that Leeroy be removed from the game...
S1eth
Profile Joined November 2011
Austria221 Posts
May 30 2014 20:24 GMT
#143
On May 31 2014 03:14 Release wrote:
What about making Leeroy summon two Whelps with taunt? That would at least require a fan of knifes or a blade flurry for the Shadowstep combo to be effective (or some decent board presence).


a fan of knifes

THREE Fan of Knives
HardlyNever
Profile Blog Joined July 2011
United States1258 Posts
May 30 2014 20:32 GMT
#144
I hate how everyone wants something nerfed the minute it becomes strong or even the top deck for a little while. Miracle rogue is one of the most unique decks in the game, is hard(er) to play than most other decks, and has hard counters that exist. There are some games where it is literally impossible for this deck to win, because it doesn't hit the right card draw mechanics.

If something needs to be nerfed, though, it is definitely leeroy. This card is showing up in nearly every class at this point, even in decks that it really doesn't make much sense to play him. I've seen him in rogue, druid, warlock, warrior, hunter, paladin, shaman and even mage decks. That to me is the sign of a possible problem card.
Out there, the Kid learned to fend for himself. Learned to build. Learned to break.
Rechact
Profile Joined May 2014
Canada0 Posts
May 30 2014 21:25 GMT
#145
I strongly disagree that Gadgetzan needs to be nerfed. Gadgetzan is one of the few cards in the game that produces interesting interactions between cards. The correct way to nerf the effectiveness of miracle rogue is to provide equally interesting interactions for the rest of the field. The problem is that the card pool is too limited, and most of the effects too simple to see anything near the creativity present in games like M:TG.

Miracle works because it provides strong synergy deck-wide, something that doesn't otherwise exist for most classes. Nerfing that synergy is ultimately a blow to the game itself. If conceal is too powerful, instead of making it cost more, create a neutral creature with an ability that reveals concealed creatures. If draw is too powerful, make a neutral that deals damage each time an opponent draws a card (and this would have other interesting synergies). That way, instead of making the game more simple and less fun by hitting the game's most interesting deck with the nerf bat, it just forces the player to be wary of things that might counter it and broadens the scope of decks that could be played.

That said, if an immediate nerf is absolutely necessary to ensure the integrity of the game in the immediate future, it seems to me a Leeroy nerf reducing it to a 5/2 would be fine. Take 3 damage off the Shadowstep rampage, and take 2 off the Warlock Faceless combos.
Sherlock117
Profile Joined April 2013
United States40 Posts
May 31 2014 00:10 GMT
#146
I would probably keep Leeroy in my deck with a 5/2 stat-line. Definitely still worth it and probably brings the card in line with the rest of the game.
kmillz
Profile Joined August 2010
United States1548 Posts
June 01 2014 09:12 GMT
#147
What about making Leeroy cost 5 mana instead of 4 but change him to a 7/2? This would slightly nerf his cost-effectiveness while maintaining him as a powerful finisher.
XenOsky
Profile Blog Joined March 2008
Chile2259 Posts
Last Edited: 2014-06-01 09:21:57
June 01 2014 09:20 GMT
#148
On May 31 2014 03:14 Release wrote:
What about making Leeroy summon two Whelps with taunt? That would at least require a fan of knifes or a blade flurry for the Shadowstep combo to be effective (or some decent board presence).



Make leeroy summon one Whelp 0-2 with taunt. that way the attacking player needs to have something to deal with the taunt before attacking directly with leeroy.
StarCraft & Audax Italiano.
thirtyapm
Profile Joined January 2012
521 Posts
June 01 2014 13:39 GMT
#149
the problem is not leeroy
jrkirby
Profile Blog Joined August 2010
United States1510 Posts
June 01 2014 14:46 GMT
#150
Here's my prediction: at some point in time, gadgetzan will be changed to only draw from spells that cost one or more mana.
Sherlock117
Profile Joined April 2013
United States40 Posts
June 01 2014 21:01 GMT
#151
On June 01 2014 23:46 jrkirby wrote:
Here's my prediction: at some point in time, gadgetzan will be changed to only draw from spells that cost one or more mana.


Gadgetzan is only OP in this one deck. I don't see it being a problem in other decks that have 0 cost spells. For example, I think Gadgetzan is a cool card to add to a Malygos Druid deck where you would have potential combos with Moonfire or Wild Growth + Excess Mana.
LunarDestiny
Profile Blog Joined August 2008
United States4177 Posts
June 01 2014 21:56 GMT
#152
With Gadgetzan staying the way it is, it limits that future spell cards being low mana.
c0ldfusion
Profile Joined October 2010
United States8293 Posts
June 02 2014 17:18 GMT
#153
On May 31 2014 04:56 FallDownMarigold wrote:
Show nested quote +
On May 31 2014 03:14 Release wrote:
What about making Leeroy summon two Whelps with taunt? That would at least require a fan of knifes or a blade flurry for the Shadowstep combo to be effective (or some decent board presence).

At that point you might as well suggest that Leeroy be removed from the game...

I 2nd that motion. Every deck running Leeroy is pretty BS to be honest.
Iron_
Profile Joined April 2010
United States389 Posts
June 04 2014 06:11 GMT
#154
I agree that nerfing Gadgetzan is a bad idea because it's terrible in every other deck if it gets nerfed. Leeroy is certainly the issue, and basically just makes people angry in general in every one of it's uses in this game. I suppose some people call it "fun" and "different". I call it bullshit and I'd like to see it go away.

In any case, I hate miracle rogue so much I'm out for now. I left SC2 because they refused to do anything about the silly TvP, but they finally made a change. Going back to that until I see they do something about this fucking stupid miracle rogue deck. It's simply no fun whatsoever to just wait until a turn 8 and have them do almost a full 30 damage in one turn, while my druid is hoping for a specific 2 card combo to do a MUCH less 14 damage on turn NINE. Derp.
eXdeath
Profile Joined August 2011
France66 Posts
June 04 2014 10:37 GMT
#155
Some form of burst damage is needed for the game, just like aggro being viable is needed to help balance things. But when it's way above 50% of total health (sometimes over 85%) in one turn it's just too much.
When it's not very reliable like Mage with Apprentice + spells/icelance it's less of a problem (still bullshit though) but when it's consistent like in Miracle Rogue I understand why it's a problem and can get very annoying for players.

Came Norrection
Profile Joined March 2011
Canada168 Posts
June 04 2014 20:14 GMT
#156
On June 04 2014 19:37 eXdeath wrote:
Some form of burst damage is needed for the game, just like aggro being viable is needed to help balance things. But when it's way above 50% of total health (sometimes over 85%) in one turn it's just too much.
When it's not very reliable like Mage with Apprentice + spells/icelance it's less of a problem (still bullshit though) but when it's consistent like in Miracle Rogue I understand why it's a problem and can get very annoying for players.


I have been killed from 30 health in 1 turn from miracle rogue when he was at 1 health. All he had was a stealthed gadgetzan on the field.
"The lie is just a great story ruined by the truth."
Ovid
Profile Blog Joined October 2013
United Kingdom948 Posts
June 04 2014 21:05 GMT
#157
On June 05 2014 05:14 Came Norrection wrote:
Show nested quote +
On June 04 2014 19:37 eXdeath wrote:
Some form of burst damage is needed for the game, just like aggro being viable is needed to help balance things. But when it's way above 50% of total health (sometimes over 85%) in one turn it's just too much.
When it's not very reliable like Mage with Apprentice + spells/icelance it's less of a problem (still bullshit though) but when it's consistent like in Miracle Rogue I understand why it's a problem and can get very annoying for players.


I have been killed from 30 health in 1 turn from miracle rogue when he was at 1 health. All he had was a stealthed gadgetzan on the field.


Leeroy (6) Shadowstep Leeroy x2 (12) Coldblood x2 (8) Prep Evis x2 (8)
So 34 damage is maximum in one turn that has happened to be twice, both with my priest deck.
I will make Yogg Saron priest work...
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
June 04 2014 21:32 GMT
#158
I think a tiny leeroy nerf would suffice to reduce the combo finishes of decks a little bit. Like make leeroy a 5/3 instead of a 6/2 maybe. It is possible that gadgetzan would be broken if more spells get made though, a simple fix would just be to alter conceal in some way that it won't work anymore in this style.
Not that I think miracle rogue balance wise, but I can see how people would not like this style of play to be viable. Hearthstone has a lot of two card damage combo's to finish now though, a small leeroy nerf would remove a lot of these and would make leeroy more restricted to decks that actually abuse it in some way like hunter.
Sherlock117
Profile Joined April 2013
United States40 Posts
Last Edited: 2014-06-05 00:02:18
June 05 2014 00:02 GMT
#159
I'm beginning to agree more and more with a Leeroy nerf. If Reckless Rocketeer cost 6 mana for a 5/2, and the downside of Leeroy isn't much a downside, it seems like a 5/2 Leeroy for 4 mana is entirely reasonable with the practice of making legendaries underpriced. A 6/2 Leeroy for 4 mana is seeming to be excessive.
Normal
Please log in or register to reply.
Live Events Refresh
Next event in 48m
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
Britney 17975
Calm 8564
Flash 2562
Soma 1237
Rain 683
Bisu 634
BeSt 327
Free 222
TY 123
Nal_rA 114
[ Show more ]
Killer 60
Soulkey 51
Hyuk 46
JulyZerg 34
Last 31
GoRush 24
Noble 19
ajuk12(nOOB) 9
Dota 2
XcaliburYe329
Fuzer 185
Counter-Strike
kennyS885
Super Smash Bros
Westballz59
Heroes of the Storm
Khaldor236
Other Games
Stewie2K1146
singsing1114
Organizations
Dota 2
PGL Dota 2 - Main Stream23450
Other Games
gamesdonequick979
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Michael_bg 4
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 1104
• Ler95
Other Games
• WagamamaTV206
Upcoming Events
HomeStory Cup
48m
CSO Cup
5h 48m
BSL: ProLeague
7h 48m
SOOP
22h 48m
SHIN vs ByuN
HomeStory Cup
1d 1h
BSL: ProLeague
1d 7h
Replay Cast
2 days
Replay Cast
2 days
WardiTV European League
3 days
The PondCast
3 days
[ Show More ]
RSL Revival
4 days
WardiTV European League
5 days
RSL Revival
5 days
Korean StarCraft League
6 days
CranKy Ducklings
6 days
RSL Revival
6 days
Liquipedia Results

Completed

Rose Open S1
2025 GSL S2
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
BSL Season 20
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Championship of Russia 2025
RSL Revival: Season 1
HSC XXVII
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025

Upcoming

CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.