Card Nerf - Necrium Apothecary

Submitted 4 years, 2 months ago by

Necrium Apothecary is having its mana cost increased to 5, from 4, in a patch later this week.

How do you feel about this change?

Once these changes are live, players will be able to disenchant the adjusted cards for their full Arcane Dust value for two weeks.

  • ShadowsOfSense's Avatar
    1500 1111 Posts Joined 10/23/2018
    Posted 4 years, 2 months ago

    Necrium Apothecary is having its mana cost increased to 5, from 4, in a patch later this week.

    How do you feel about this change?

    Once these changes are live, players will be able to disenchant the adjusted cards for their full Arcane Dust value for two weeks.

    Welcome to the site!

    0
  • JadesBeBack's Avatar
    185 61 Posts Joined 05/28/2019
    Posted 4 years, 2 months ago

    a fair and needed change. theres not much to add.

    404 skill not found

    2
  • YourPrivateNightmare's Avatar
    Skeleton 2010 4741 Posts Joined 03/25/2019
    Posted 4 years, 2 months ago

    pretty much what everyone expected. It's fair, it does the job and it keeps the card alive for future shenanigans while removing it as the mandatory buildaround for all Rogue decks.

    Now excuse me while I forcibly insert Gral into every Rogue deck until the game throws me out of Rank 5 as punishment.

    I tried having fun once.

    It was awful.

    2
  • RandomGuy's Avatar
    430 614 Posts Joined 05/29/2019
    Posted 4 years, 2 months ago

    This card might be dead now.

    0
  • Koetti's Avatar
    1095 863 Posts Joined 11/21/2019
    Posted 4 years, 2 months ago

    Damn, that's a shame they had to hit that Card. Pulling of fun/stupid Combos is gonna be much harder with this guy being clunkier.

    But I guess it was necessary though. Getting charged to death by 1 Mana 10-10s or a giant Leeroy Jenkins sucks.

    0
  • DoubleSummon's Avatar
    Ancestral Recall 1585 2271 Posts Joined 03/25/2019
    Posted 4 years, 2 months ago

    I think this card is still good, but now much less oppressive and you probably don't keep it in your opening hand.

    0
  • Hydrafrog's Avatar
    Gul'dan 1840 3268 Posts Joined 05/28/2019
    Posted 4 years, 2 months ago

    It's because of this card that I have been putting Hex into all my Shaman decks.  It didn't stop it from happening once... but it killed it from happening more than that. 

    0
  • anchorm4n's Avatar
    Toybox Tactician 1895 2305 Posts Joined 03/13/2019
    Posted 4 years, 2 months ago

    I'm curious how much impact this nerf will actually have. True, you can't curve from turn 3 Necrium Blade into turn 4 Necrium Apothecary anymore, but the potential is still there. And as of now, Invalid Deck ID + Necrium Vial wasn't even considered worthwile. Then there's a lot of survivability with buffed up lifesteal minions and rogues strong early game tools... maybe the deck survives. If not, I will finally craft Umbra and give it a shot in wild.

    I notice I am confused. Something I believe isn't true. How do I know what I think I know?
    Harry James Potter-Evans-Verres, hpmor.com

    0
  • Erodos's Avatar
    Crossroads Historian 945 1019 Posts Joined 05/29/2019
    Posted 4 years, 2 months ago

    Good change, it's still viable. Also don't think it will knock Rogue down from having a top-tier deck, since Galakrond is still insane.

    0
  • Zwane's Avatar
    Wizard 320 423 Posts Joined 06/04/2019
    Posted 4 years, 2 months ago

    The less I see this card played the better. As a mage mountain giant conjurer's calling junkie I don't mind the occasional mana cheat but this had me crying in the corner over mountain giants, galaxy spell and what not. If I draw the nuts I can still play a giant on 3 and conjure it on 4, but that needs 3 specific cards to work and not just one.

    0
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