04/13/2014 11:09 AMPosted by HappyFeetI wrote the response to this in another thread yesterday;
"On the subject of MC. I don't think it needs a nerf exactly, but a tweak might stop a lot of complaining (my own included). Maybe instead of just taking the minion the priest could take the card? So you steal rag and instead of a rag on your board you get one in your hand or deck, that way MC would become a 2 for 2 instead of a 2 for 1. (Right now you spend card/mana (1 move) once and remove a creature from the board while simultaneously getting a creature on your side (2 benefits) but if they change it like my suggestion you'd need to spend card/mana to remove and card/mana to replay it)."
Everything else you can recover from. Cabal shadowpriest's best target is probably a golemn which isn't all too bad, mind vision/thoughtsteal are more rng fun than reliable mechanics, shadow madness is akin to a multishot and all of them can easily be recovered from since they take place in the mid game.
But MC is the only one that MIGHT be an issue if you don't specifically play around it, which you should, just like you should play around flamestrike, pyro, consecrate, equality/wild pyro/consecrate, UTH, explosive shot and a million other things. On paper though MC can use a bit of a tweak and that's only because of the cost/benefit ratio.
Comparing it to flamestrike we can see that 1 card gives the mage board control but NOT the momentum since they need more mana to play anything of their own. MC though removes AND gives momentum in one card. The cost is very prohibitive but other similar costing spells, like pyroblast (again going back to mage) don't give as much of a benefit.
The only card that's similar is Deathwing since he removes the board and gives you a 12-12 all at the same time. But the penalty is so severe and the rarity of the card is so high that you rarely see anyone play it in serious decks. MC remains the only ability that shifts the momentum of the game by itself, even the UTH needs other cards to back it up.
Having said all that, I don't think an MC nerf is nearly as urgent as a mid game buff to priests. Their turn 2-5 is utter !@#$. I'm not saying give them much but something that could maybe make priests capable of more aggression. When was the last time you saw an aggro priest? Every other deck has an aggro version that could work but priest is pretty much stuck with the stupid inner fire combo which you stop seeing past rank 15 (because it's unreliable). Priest needs tweaking for sure.
You'd have to significantly reduce the cost of MC for your suggestion to work.