Innervate is fine. It sacrifices card advantage for immediate tempo. It's only use is the early/mid game. It's almost always a dead card in the late gameKnife Juggler is fine. Take a look at the other, often played 2-drops, and you will see that he is on-curve. The 2-drops I'm talking about are: Sorceror's Apprentice, Armorsmith, Bloodmage Thalnos, Mechwarper, Shielded Minibot, etc....Mad Scientist is overpowered. He does, however, make Secrets playable in some decks.Piloted Shredder is definitely overpowered and in need of a nerf. Making him a 4/2, however, does not change his power level. The difference between 3 and 2 Health is nearly insignificant in for a Deathrattle minion. I've suggested before that his Attack be reduced to 3.Mysterious Challenger is certainly overpowered and in need of a nerf. I'd say that a 6/4 is still overpowered, however. In addition, his Battlecry is what makes Paladin Secrets, and therefore the deck, playable (I'm a big fan of diversity). I've heard the idea that his stats could be swapped with Mistcaller. As a 4/4, he becomes a 7/6 that disrupts your opponent's turn, which is perfect.Emperor is fine. 9 or 10 stats with an powerful effect is standard for a 6-drop. Compare to Sylvanas, Cairne, Sky Golem, Reno, and Justicar. With that said, he could stand to lose 1 Attack.Divine Favor is fine. When you're playing against Secret/Aggro Paladin, you can play around it. It's also a dead card against aggressive decks that vomit their hand within the first few turnsDr. Boom is easily the most valuable minion for his cost. He's got the potential to trade with 2 Boulderfist Ogres, a Knife Juggler, and a Ragnaros. A nerf is in order, however, I think it should bring him under the threshold of BGH. Doing so would make BGH less necessary. A 6/6 and two 1/1s that destabilize your opponent's board is good, in my opinion
Innervate, Juggler, Scientist, Shredder and Divine Favor aren't really the cards that need to change. Sure they can be annoying but they are not total game changers.The Challenger secret drawing reduction I can understand, but to cut it off 2 health is not allright.Emperor looks indeed more fair with 4 health, but his attack should stay 5. If not people will complain at Yeti's (and such)Now the Dr Boom's Boombots is really good. I never understood why those 2 bots can do more damage than the actually Dr himself. So yay for 1-3 dmg. But the 5 health is again not really fair.Anyway this is just my opinion. Always hard to nerf cards you love.
Emperor is fine at it is now, I'm agree for the rest.
I have always wanted Boom Bots to deal 0-4 damage instead of 1-4 damage. I think it would be a small change that would help bring Dr. Balance in line. Reducing the reliability of boom bots is key to the nerf because it makes answering the good doctor himself a larger part of handling the card (the less the boom bots are worth the easier it is to survive just trading in value with Dr. Boom).
Finally! S*ck it secret paladins :D. Also my opinions:Innervate: I don't think this change is needed. It was okay to play something 2 turn sooner because it forced your enemy to destroy is immediately and it happened almost every time.Knife Juggler: I like it, it's good.Mad Scientist: Probably one of my favorite cards from the list that i thought it needs a nerf. Well done.Piloted Shredder: Now even a 2-cost minion can kill it. Well okay, it died anyway when you summoned it.Mysterious Christmas Tree: That's what i was waiting for a long time! Still i would increase it's mana cost with 1.Emperor Thaurissan: It's died all the time you summoned it almost because of it's value, so not much change.Divine Favor: Good, but didn't expect that one.Dr.Boom: Well it's the most OP legendary now so yeah it needed a nerf. It's value now is okay, but i think 5 health maybe a little bit too much nerf.
Mysterious Challenger: Before I thought that it should be 5/4.Emperor Thaurissan: I would suggest 5/4. 4 attack falls in priest "dead zone" unless they have Entomb.Others are fine.edit: From Duowan, some guys suggest nerfing Dr. Boom like : Let Boom Bots hit anything, including your own characters.
Innervate is fine: you get to play stuff earlier, but you empty your hand.Knife Juggler is fine: fun synergies are, well, fun. And as to limiting design space, do you really want a pile of board-filling cards?Mad Scientist is OK either way: The design space issue seems a bit far-fetched, but at the same time the nerf is pretty minor.Piloted Shredder could perhaps use a nerf, but 3 attack seems better.Mysterious Challenger needs a nerf, and limiting the number of secrets seems the way to go, so looks like a good change.Emperor Thaurissan: This one really needs a nerf. The problem is that while combos are fun, this card powers combos so much that they get nerfed into oblivion. Without Thaurissan, would the Warsong nerf have happened? Without Thaurissan, would anyone be thinking of nerfing Force of Nature/Savage Roar? So what I would do is give the Emperor the Nat Pagle treatment; the enabled combos are a lot less threatening if they are not certain to happen. (And if that happens, can we have Warsong back? OK, OK, it was just a thought!) Alternatively, maybe keep the stats as is and bump the cost to eight or so.Divine Favor is fine: I didn't even know this was an issue. As others have pointed out, there are plenty of other ways of getting outrageous card draw.Dr. Boom probably needs a nerf, but better would be to make it more fun. Maybe if Dr. Boom dies before his Boom Bots they self-destruct, damaging a random character from either side? Or maybe they turn on their ex-master's side, only damaging a character on their own side?
Apart from issues with Mysterious Challenger and Dr Boom the rest of this QQ is just a pile of a horse crap.
Imo:Shredder should be a 3-3.Entomb and Mind Control both need a rework because they prevent any control archetype from really emerging.Dr. GG should stay a 7-7 but the bots should deal 1 to 2 dmg max.I agree with his Innervate change though, and I'm glad someone finally realizes how dumb this card is.
yep what you did to dr boom is just what I thought should be done, good stuffSame with shredder. Just right.Juggler a 2/2 instead of 3/2.. just the minor adjustment the old basterd needed.I;m actually ok with the old innervate. You sacrifice a card to accelerate, and you draw it later it's a dead card.Challenger, sure making him weaker, but I'd still pull 1 of each secret you have in the deck.
Innervate: Innervate doesn't need a change directly. Its power level changes pretty radically based on what is being innervated and what your opponents have. The difference between innervating a Thaurissan or Dr. Boom is huge compared to innervating a removal spell. This card's strength is completely defined based on how much the meta values effects vs stat points, and how cost-efficient removal is. If effects become less powerful for the statlines on respective minions, innervate becomes less swingy.Knife Juggler: I think knife juggler needs a minor change, if just because it's too obviously the "strongest" 2 drop that both requires an immediate answer and can be used to provide an immediate effect. Minion-based matchups can be completely defined by it. Personally, I think the effect would make more sense as a larger, costlier minion, allowing it to provide board control without being used as a "spell" with token summoners. That being said, I don't really think it's essential that it gets changed either, especially with the card pool that's currently available.Mad scientist: This is a weird card. I recognize the power level of a free draw and tempo play, but I've also never felt that scientist was game-defining in almost any game I've played. I think increasing effective silence options would be a better solution than changing scientist directly.Piloted Shredder: Shredder's a card that deserves a nerf in my opinion, if just for the sake of variety. Reducing its attack by 1 is the solution I like best, since the main problem with shredder is that it's too competitive with the other 4 drops. Consider how much of a better answer a buffed Twilight Guardian or Water Elemental is compared to a Sen'jin Shieldmasta. Reducing shredder's attack to 3 will be sufficient for most decks to consider and probably use other 4 drop options, since piloted shredder won't trade up on so many cards. I agree with a previous comment that reducing the health to 2 is pretty irrelevant. It still trades up on most everything, and doesn't really die to much that it didn't die to already, unless you're playing 1 cost 2/1s. Amusingly, one of the biggest effects of reducing shredder to 2 health is making Mad Scientist better. I think reducing the attack would be a better approach.Challenger: I used to hate secret decks a lot, but with practice, I've gotten better at dealing with them. That being said, I think the issue with secret decks is actually more a problem with Piloted Shredder than Challenger. Its a weird thought, but dismantling the secret tree is a lot easier if they don't have another body in play, especially if you've got a BGH. I think reducing challenger's stats is the right way to go if you were going to change him, since it reduces the cost value of the card and gives more time to draw an answer, without diminishing the effect, but I think that addressing shredder first and then analyzing the effect on the deck would be a good idea. Still, a nerf would make printing better pally secrets less of a scary thought.Thaurissan: If there's a problem with thaurissan, it's that his effect is too valuable on a guy who's big enough to avoid being eaten or traded up on. Its too much of a no-brainer to play him on a relatively even board, gaining tempo for future turns while eating answers or opposing minions. A shift in the meta to using larger midrange minions would be a huge difference (when I played Toshley for a while, I found Thaurissan really easy to deal with). You can either reduce Thaurissan's attack by 1 to allow big minions to eat him more easily, or reduce his health to allow smaller minions to trade up more easily. This is another card that I think a better solution would come from printing better large minions, but a stat nerf may be a good idea for the sake of avoiding power creep.Divine Favor: I like that this card got a mention, considering how gigantic of a swing it is against control decks. I would rather see cheaper, more consistent draw over such swingy one hit wonders, especially since it can be so dead in other situations. I'd agree with the nerf on favor, and give other options for aggressive paladin builds.Dr. Boom: I have the same issue with Dr. Boom as Piloted Shredder. He's so good that he supersedes most other choices for high drops. I actually agree with the proposed changes. It's incredibly frustrating when you kill him and the bots still take out 1-2 minions, and a boom bot should never be able to trade on well-statted 4+ cost minion. The proposed changes make him directly comparable with Baron Geddon, allowing you to save the extra damage, in exchange for only having it trigger one time for two targets. He's still a better drop on an empty board, but now you'd have to think about it when you're playing it against opposing minions.