The cubelock nerfs are huge in comparison to some of the others. Halving the heal is significant. Slowing that combo by a turn is also. You waste a turn and a card for 4 health and to cheat out at best a 9 drop? That's not nearly as powerful. Cube can still pull off the nuts on turn six but it isn't quite as one sided now. Even pally is going to be much different as is odd. Odd definitely can't use call nearly as well but its still a powerful effect.
Spiteful nerf is pathetic. So now an effect that values around 11-12sh costs 7 instead of 6. Great job.....
Quest rogue...I'm still not sure about. Definitely a lot weaker but damn was it oppressive. They really have no clue how to balance this game. An 80 IQ autist could see cubelock was going to be too powerful...so they made Godfrey, and voodoo doll. Retards.
On Dark Pact, I agree that I think some of you are minimizing the impact of health from 8 to 4. That's a big deal, I've seen cubelocks come back from the dead where they were in single digits. This change makes recovery harder than before.
My problem with the dark pact and lackey nerfs are that it's basically irrelevent against all but aggressive decks... often dark pact isn't even used for the heal and it's just as strong in combination with weapon and cubes
Yeah but there's no reason to completely erase the deck. As LLR mentioned, there are now effective counters for control decks that stop the shenanigans if Cube deck keeps showing up everywhere. The real problem is Spiteful and too powerful neutrals destroying unique decks. They didn't learn just a few months ago with Bonemare, CCreeper, earlier with Patches, and even as far back as undertaker. Overly powerful neutrals nerf the meta into a bland sameness that makes me want to check out even faster. You know when a valid Spiteful Murloc Pally has some success, you've fucked your game up. Or when every tempo deck was using Bonemare, CC, Southsea, Patches, etc. That's lazy ass design.
Yeah but there's no reason to completely erase the deck. As LLR mentioned, there are now effective counters for control decks that stop the shenanigans if Cube deck keeps showing up everywhere. The real problem is Spiteful and too powerful neutrals destroying unique decks. They didn't learn just a few months ago with Bonemare, CCreeper, earlier with Patches, and even as far back as undertaker. Overly powerful neutrals nerf the meta into a bland sameness that makes me want to check out even faster. You know when a valid Spiteful Murloc Pally has some success, you've fucked your game up. Or when every tempo deck was using Bonemare, CC, Southsea, Patches, etc. That's lazy ass design.
The counters have always existed, not much changes. Geist & Weapon Removal already were tech'd in... sure, it'll be a little easier (maybe) to fit them now that Even Paladin is nerfed, but I really don't think the aggro is going away, so you probably still better off NOT running Geist. Warlock still have good healing with Spellstones and DK, and Dark Pact for 4 is still good. The biggest nerf is Lackey. That 1 extra turn means aggro wins a few more games. Otherwise I don't see it really affecting much else.
I don't even know what my ideal meta would be but I know for a fact it wouldn't have the insane cheating/power moves. So yea, Spiteful is still going to be bullshit. Cubelock is still bullshit. Call to Arms is still bullshit. Quest Rogue PROBABLY has been eliminated though. So 1/4 down. 3 to go.
I actually feel the opposite is true...I don't think that the 5/5 to 4/4 is meaningful for quest rogue. The deck is like a solo non-interactive setup and when I get to win condition it doesn't matter if I'm charging with 8 4/4s or 8 5/5s...Wither way I'm winning.
I do think that the marginal nerfs to warlock will have a significant impact on it.
The spiteful nerf was marginal, but the deck was 1.5 Tier anyway...It will be interesting to see where everything lands after the dust settles.