Dude, the core problem of Renew is not that it heals and it discovers. The big problem is that you can generate it an oppressive amount of times with Wandmaker + Raise Dead, while also discounting it to 0 mana allows it to save it for insane turns with Sethekk or Xyrella. Adding +2 health seems fine. 2 mana for an effect like +3 health and a discover is just too expensive.
The issue IS NOT with the amount of healing, is with the amount of card generation that's possible to get and the insane combo potential. I don't know why you're suggesting that the problem is the healing.
Agreed 100% percent, the problem was that "pay" equals "damage yourself". If they fixed that interaction it would be so nice.
But nevermind, not that hard of a ban I think. There were only 2 way outs with this one, either fixing the problem with inmunity, or banning it. Nerfing was not a choice. The card is OK in standard.
-1 Rimetongue: It's a nice card but a lot of times I ran out of frost spells and the other copy was just a 3/4
-1 Rigged Faire Game: I can trigger the first one consistently, but the second one was sometimes untriggerable.
-1 Cult Neophyte: Removed one, I think just one copy is enough as a tech card.
-1 Flamestrike and -1 Primordial Protector: Most of the times I was dead before reaching turn 7 or 8.
+2 Stones +1 Glacier: Early game support. Adventurers are insane sometimes, and are nice curve fillers. Glacier is a solid 1/3 with a board clear potential.
+ Sayge: More reliable for drawing than Rigged Faire Game, and also a 5/5 which is OK.
+ Kel'thu: The combo with Shattering Blast is just THAT nasty that I couldn't resist to add it.
Dude, the core problem of Renew is not that it heals and it discovers. The big problem is that you can generate it an oppressive amount of times with Wandmaker + Raise Dead, while also discounting it to 0 mana allows it to save it for insane turns with Sethekk or Xyrella. Adding +2 health seems fine. 2 mana for an effect like +3 health and a discover is just too expensive.
The issue IS NOT with the amount of healing, is with the amount of card generation that's possible to get and the insane combo potential. I don't know why you're suggesting that the problem is the healing.
Can we talk about the sword hilt? Even that concept is senseless enough, but making the first guard the smaller one is just LOL.
”Hey I’m the ruler of the shadow isles and you can cut my hand extremely easy”
I highly doubt they don't have timed quests, since there are events lots of times. This should be a short spanned event.
They really should create a quest for pushing this event, I love it!
Agreed 100% percent, the problem was that "pay" equals "damage yourself". If they fixed that interaction it would be so nice.
But nevermind, not that hard of a ban I think. There were only 2 way outs with this one, either fixing the problem with inmunity, or banning it. Nerfing was not a choice. The card is OK in standard.
I've updated it a little bit.
-1 Rimetongue: It's a nice card but a lot of times I ran out of frost spells and the other copy was just a 3/4
-1 Rigged Faire Game: I can trigger the first one consistently, but the second one was sometimes untriggerable.
-1 Cult Neophyte: Removed one, I think just one copy is enough as a tech card.
-1 Flamestrike and -1 Primordial Protector: Most of the times I was dead before reaching turn 7 or 8.
+2 Stones +1 Glacier: Early game support. Adventurers are insane sometimes, and are nice curve fillers. Glacier is a solid 1/3 with a board clear potential.
+ Sayge: More reliable for drawing than Rigged Faire Game, and also a 5/5 which is OK.
+ Kel'thu: The combo with Shattering Blast is just THAT nasty that I couldn't resist to add it.