I want to start off this nerf thread by saying how much I hate nerf threads lol. Normally nerfs cause cards to become nonexistent in competitive play, or they don’t really change the card that much and we still have a problem. Also, it a lot of times seems as if people take them as just whining and refusing to adapt to the game. That is not how I want this thread to be. I just want to present an idea that will help to balance a card that is too over powered in some circumstances, without killing it completely.
The card in question: Spirit Shuriken
This is a staple in every top tier Victor and Garth out there. It can help you come back from an empty board and make it a game vs more aggressive decks, similar to Yari Marksman. While the initial cost of Shuriken vs Marksman seems higher, whenever you consider that you now have something to attack with, especially in victor, and that it may be around for the next turn to do it again, it is clear that it is a much more powerful card. With this one card, you can take osut any 2 allies that your opponent has, and leave the weakest on the board, and that is assuming that you have a completely empty board. If you pull off this move on turn 9 with Vic, which isn’t hard to do at all with his draw and ramping power, it can seal the game for you, even if the board is in the opponent’s favor. And speaking of, who says that having 3 allies on the board is the point of no return? Where the game is over? Especially since it doesn’t take into account what is on your side of the board. This card can be the main component in clearing a board that is far from uneven. One single card shouldn’t have this much power at such a relatively low cost.
My Solution(s)
There are many ways you could go about this nerf, you could make it ally differential rather than dependent solely on enemy allies, you could have it lose 2 durability instead of 1, you could make it a random ally, etc. But my personal favorite is making it 2 se. At its current state, there isn’t even a thought of whether it is the right move to use the 1 se to kill an ally. Most of the time you have enough se built up on your hero that you can use both it and Shuriken in the same turn. But with this additional cost, using the ability hurts your tempo in a way more comparable to what your opponent is getting. It will also make it harder to use the ability on back to back turns, as it will make using the ability in combination with the hero ability very hard.
This card should bring you back from the brink of defeat to an easy victory. That’s the main point of this thread. I think that this 1 card can totally swing the game. While it is okay for some factions (priest, elementals, actually everything with Valley of Doom, but with a much larger cost) to have board wipes, it is also okay for others to suffer from being swarmed.
P.S. Let’s try to keep this thread civil as I am sure that there will be differing opinions. We all just want what’s best for the game
Bookmarks