A sourcer's apprentice nerf that would work without killing the card could be "spells cost 1 less *than their starting mana cost*." Like Brann does not stack with Heart of Vir'naal, as they don't say double battle cry, or add one battle cry they say twice, this nerf would ensure that one apprentice would be useful but they don't stack, and it would not make SA crap for 1 mana spells. Note that this could, for example, make libram's more expensive and would anti synnergy deck of lunacy.
Nearly every combo deck Mage has used over the past few years all include Sorcerer's Apprentice. I do think that newer mana cheat and card draw Mage has definitely bolstered the archetype, but Sorcerer's Apprentice is the culprit and enabler of pretty much all of these decks
If we go by that logic we can also pinpoint the librarian from warlock as a problem. Because it is played in every combo warlock deck and played in dozens of other warlock decks. Same thing applies to secret passage from rogue, it is in every combo, aggro, miracle, high roll rogue deck without an exception. It is not a single card but a combination of cards that is the problem. Sorc. App. is not a problem on it's own, however it is a problem when coupled with molten reflections, ice blocks, potion of illusions. Secret passage is not a problem on its own, however it is a problem when coupled with shadow steps, preps into swindles, cutting classes and so on. Reducing the problem to a single card is not the correct approach in my opinion. If there wasn't an iceblock, frost nova, duplicates, ray of frosts, spring water etc. to support it, would not be a problem. I would like them to apply a general solution to the problem. Such as " reduce the cost of spells by 1 but spells can't cost less than 1 " or something or put a limit to how much cards can be drawn from deck in a turn. Add a graveyard mechanic to the game so that the res priest is not so cancer and unfun to play against. There are lots of things that they can do to solve the issues, but everybody knows they won't do anything to solve them
@@Stratovariuification what? Librarian is just a really good card, while apprentice is the enabler of most combos.. how the fuck do you even compare those as being similar lmaoo. You remove librarian, warlock gets a little slower in their combos. You remove apprentice, mage loses most of its combos. This is vividly clear, idk what the wall of text is for
@@amas4076 and again that is my point. If you remove the sorc. apprentice mage still has biscuits, flows, spring waters. Removing one part of the problem does not solve the equation. Even in standart where mages does not have access to Ice block and the busted shit we have in wild, they can still OTK in a single turn without sorc. apprentices. Reducing the problem to a single card does not solve the issue.
@@Stratovariuification I did say and agree that Mage has a critical mass of mana cheat and card draw. But the one with the highest usage rate and win rate over time is Sorcerer's Apprentice. If Sorcerer's Apprentice didn't exist, waker Mage, mozaki Mage, and ignite Mage simply would not exist as they do now.
0 cost or free spells have and will always be problematic in card games. Any time you can set up a system where you get benefit with no or too little cost, the game devs are just asking for trouble. Be it Apprentice or the old Sn1p-Sn4p deck in hearthstone, or Delve, Gitaxian Probe, or the Moxen in Magic, being able to cheat mana costs to 0 will always cause long term problems as well as limit future card design.
Hey greg, Roffle is live NOW on Twitch playing Quest Rogue haha what a coincidence! You can go watch now or watch in RAWfle or maybe in the channel in some days :)
About that talk of ignite mage i legit think 1 ignite is better because of more consistent draws and 1 scales faster, then 2 with tiny bit faster casting time. That deck should not exist as 79% winrate after 52 games is too much i think, but always better then seed lock meta.
What is the wild cheaters thing he is talking about? Also shiver picked up a lot in popularity recently. It was in the featured tempo storm deck and also the most popular variant in high legend. Losing steam because of evenlock but still a very playable and oft played card
I think if you nerf it to 4 and buff potion of illusion to 3 you can allow for decks that want to set up a combo turn to slowly build( like play double sorc app into double potion of illusion shenanigans to then set up the combo turn), but take it out of play for quick easy combo decks that kill you on turn 3 and still have the coin in hand.
Why would it be unnecessary to use the libram when you'll just get it right back when the minion dies? It would have made the 2/2 a 3/3 to survive the cannons
The only thing I can think is they have a ai to help cast all the spells in a tight time. It can be very hard pull off for a human but still possible like how apm priest was very hard deck to play
@@tarantulathree-one8013 Yeah, on second glance the Libram wasn't 0 cost yet. that only happened by end of turn given he played the Aldor. Turns out that paying attention and counting while distracted and half asleep is hard XD
Ignite is what needed to change, sorcerer's apprentice only thing that can make infinite ha-ha in opponent's face, so please don't touch that card almighty Roffle.
@@Roffle Hi PastRoffle. Video has now been out for an hour. Has it occurred to you that sean karlsen may in fact be a time traveler that accidentally backwards?