Healthy change, ensures aggro shaman will be at a lower tier, nothing really to say about the card other than it was a needed change.
Its usability is going to extend past the 1 damage nerf, I feel that keeping the 2 damage and maybe increase the drop on the card would of made for a better balance decision as the card is basically a powerplay with the buff or not, however this nerf will stop tempo plays for when Sergeant is the only card played on the field, so now instead of it trading with most 2 drops it can realistically trade with some minor 2 and most 1 drops. Overall a pretty non-noticeable change as the card will continue to be played at all levels.
This is a pretty huge nerf, who knows why this out of all the tempo cards were nerfed, but none the less its still a pretty huge hit. The card realistically is garbage now, there would be no reason to include the card in a aggro deck now as before the chances of getting tempo swings were extremely common. This card is now in the depths of warsong commander, and will only be played in extremely niche shaman decks. However the card is still quite useful as the tempo plays are still there, you get a random choice of 4 totems with a 3 drop for 3/2. You're just not going to see it as much as you did previously.
Nothing too big here, Call of the Wild really never saw any play to begin with, and when you did see a hunter the card was really never played as game were decided long before 8 mana, now 9. More so, the mana nerf isn't a big deal as the card is quite the powerplay and you really have nothing else to play after the 8 mana now 9, so overall nothing too big.
This was quite the surprise to me as control warrior wasn't really huge in the current meta, revive priest and most if not all aggro decks wiped the floor with controlish decks, why they decided to nerf execute is unknown as the card is worth more than 1 mana in most if not all cases. When and why to play the card goes into account for each time you play the card and you have to remember Warrior only has 3 useful removal spells in their arsenal. Overall a pretty drastic change.
OTK decks are gutted now, nothing else to really add, charge was shit regardless of what deck you played it in unless it was specifically OTK warrior, nerf changes nothing at all, and I'm glad OTK on warrior is gone. The card as I see it now is mainly for tempo advantage and board control swings, by no means is the card ever going to be played again, however the card isn't nerfed into uselessness, so the usage of the card is still present.
Basically the nerf for the Yogg is that if he dies/hexed/put back into hand/silenced at any point during the spells being casted, he automatically stops casting spells. It's a pretty noticeable change, mages are going to have a sizable amount of decks hit, other than that, a nerf like this needed to happen on launch for the card.
Do you have any input? Post down below with your comments/concerns with the current balance patch.
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bump for discussion