The problem with Undead

Discussion

Lets get back to the era of Gentle Megasaur Murlocs. Back then we had up to 7 divine shield poison murlocs for an effective 14 potential minions / threats. With some tinkering with baron and selfless, you could push that to 15 or a bit over 16 if we count Baron and the 1/1 plants as an extra minion.

Fast forward a bit and we had the Holy meckrel taunt for an infinite divine shield poison minion that pushed the effective threats number to above 20 , or if you're lucky with the ping pong, could see 2 of those solo entire boards of deathrattles.

We're today nowhere near the Holy Meckrel era of needing to deal with 20 or more effective minions on the board, but we're very close to that. Let me explain :

With the unique ability of undeads to scale the attack of everything including spawned minions, we find ourselves sometimes facing 20 or more effective threats that we need to deal with : 1 Collosus of the sun would count as 4 threats since he needs 4 attacks to be dealt with

1 Eternal summoner counts as 3, slam a reborn on it and it becomes 6

now lets say you have 2 of each, 1 anub'arak, 1 sister deathwhisper, 2 soulsplitter and 1 Handless forsaken , that makes the total number of things you need to deal with be : 28 or 29 depending on who gets the reborns from the soulsplitters.

i know the general consensus is to get big stats and out stat them , but when each summon gets to 20+ attack, you find yourself in a position where your board needs 600 + effective HP with a respectable amount of attack value to be able to survive. push that to 30 or 40 which is what you would see after someone had their Anub'arak die for a few turns and that value gets up to 900/1200 effective HP you need to have on board to survive.

to put it even more into perspective...600 HP is like having 6 murlocs with 100 HP each...even during the quests era, having such a board was not something you would see very often.

I think reducing the attack scaling of Anub from +2 to +1, reducing the number of summons undeads can do or a combination of those could reduce their power level to a more healthy state.

i'm open to thoughts or any corrections you guys could give.

Posted Jan 21, 2023, 6:20 PM UTC

46
Katchano•

There are several cards that need to be adressed.

First off, the eternal knight. Why does this guy starts as a 4/1? You should lose tempo for a later benefit. It should be 1/1 or a 2/1.

Then the guy with (avenge 1) give 3 attack. This is just stupid. Avenge 2 would be more fair

The Sister. Why is this allowed to give more than 50-100 stats per combat for free, while we have a card like Kalesgos that gives you +6/6 for 2 gold??? The Sister should give +1/1 , not more.

If these changes are not enough, I agree that Anub should give +1 attack

3
zUkUu•

The only card that creates issues is the 4 drop that has reborn and gives other undead reborn. Remove that and they would probably be almost balanced.

At the very least it should be a 5* or lose Reborn itself.

2
smittymjMMR: 8,000 to 9,000•

I wouldn't mind sister if it just didnt buff itself. The sister always ends up as the biggest minion as it's usually at the back

2
Stef_Hobbit•

Nerfing the avenge 1 minion will go a long way to balancing undead. Avenge 2 or +2 attack would be a good start.

Nerfing Sister down to +1/+1 or simply making the boost not permanent would be more fair in comparaison to other tribes’ t6 minions.

Eternal knight is fine as is. Its only as strong as it is now because undead are invading the minion pool currently. Once is falls to the same frquency as other tribes it wont be busted

-1
Katchano•

But avenge 1 minion does not affect undead much, its a tempo managerie minion

0
Stef_Hobbit•

Its too strong. I put one of those bad boys in with a couple reborns and i can power level to t6. Nowni have access to sister and summoner

1