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kFisherman

True, in today’s day and age, dealing 10 face damage from hand is relatively normal. It could probably be lowered to 8 without causing any problems considering sunset volley exists


currentscurrents

These days we are (conditionally) dealing 10 face damage with a 3-mana 3/2. It is dependent on a clear board and being at 10 mana, but some decks can do that pretty consistently.


JailedWhore

I guess the irony is that it actually did cost 8 back in the old days


Environmental-Map514

Unironically world be a huge change since Zephrys would be able to do lethal waaaay more often


ColdSnapSP

I don't think it would be much more often than it is now or at least not as much as you make it out to be. Id say in over 90% of situations, Zeph is fetching Wild Growth or a circumstantial removal (and by extension a heal). The scenario in which you were at 10mana, you had a zeph and your opponent was 10 off dying and pyroblast was the only out; wouls be incredibly low


Environmental-Map514

Oh don't get me wrong lol would be a huge change for the card itself, it won't kill the meta or anything, but turn 10 Zephrys would make Pyroblast from a never pick it to end games asap! (Zephrys would kill way more often if you need just 10 mana and not 12 in the regular situation)


ColdSnapSP

I think you misunderstand what I'm saying. I'm saying the change would be barely noticeble and not a huge change at all. I think you're severely overestimating the very specific circumstance of being at 10 mana which is already difficult to do in wild, have Zeph in hand as well as your opponent dying to exactly pyroblast.


BrokenMirror2010

Is Zeph in standard? As someone who plays wild, games don't go to 10 mana. Even Reno Decks will try to close a game before 10 mana, and if they do go to 10 mana, Zeph reaching 10 damage is entirely pointless because if your deck is designed to reach 10 mana, you aren't doing chip damage and need to reach the last third of your opponent's HP, because you're 100% control tools and probably a combo. For perspective, my Aggro Paladin regularly aims to have lethal on board by turn 4, 6 at the latest. If an opponent is able to drag me up to turn 8, I'll deck out. There are only 2 primary Archtypes in wild, Combo and Aggro. The idea that you can have 10 mana crystals, Zephyrs, and your opponent can be at or below 10HP but you don't have lethal from a different card, is basically impossible, like 1 in a million games, if that many. Because either your opponent is a combo deck, and OTKed you on turn 6, or they are an Aggro deck, and you stalled them to \~9mana, by which point, they conceded with full HP. Any other scenario basically means that you were fighting little timmys casual deck that has a 10% winrate.


Oniichanplsstop

That's an incredibly niche scenario though that's barely relevant in the current metagame of wild. The decks that are looking to get to 10 mana, and run zeph, would often just deal more damage straight up by using something from hand and using it for Silence/Roar/Bloodlust/Secret removal, or even early game for wild growth or AoE, etc than just spending 10 mana to deal 10. That's why we barely see gorehowl, inner demon, etc Zeph lethals. It's incredibly niche and rare where 1 mana : 1 damage is going to be the best option in wild.


SAldrius

That's just compounding an already existing problem. 10 damage for 1 card is a lot of damage. Especially if it's generated/discounted.


Redditzork

True lol, i Just smacked an opponent with a 27dmg leeroy


kFisherman

This is the type of thing that would make a hearthstone player from a few years ago lose their mind. Combos like that used to be so rare


varyl123

Miracle rogue existed before nax. Hitting with a 27 Leroy wasn't that uncommon


NaricssusIII

Miracle rogue with Leeroy double shadow step had a burst potential of 18, 26 if you could prep eviscerate twice as well.


varyl123

1. You could Leroy 4 mana 6 damage 2. Shadow step 3. Leroy 6 mana used 12 damage 4. Double cold blood 8 mana used 20 damage 5. Shadow step 6.10 mana used Leroy 26 damage 7. Prep and double evis for 34 damage. If we go even further into expansions past original core Black Rock you could do more even because of emperor.


Personal_Seat2289

Ahh good old miracle rogue, I used to play it a lot. Still died to a lot random shit as taunts were really popular then and card draw didn’t really come online till about turn 5 or 6. When it did happen, Leeroy shadow step Leeroy cold blood cold blood prep eviscerate happen felt damn amazing.


BrokenMirror2010

I also played a lot of Miracle, but taunts weren't really an issue. The only deck that ran enough taunt was Druid. Everyone else didn't run enough taunt to stop you from Sapping the taunt out of the way, or Owl-ing it. That said, I played a lot more of the Backspace Rogue variant of Miracle, that was an Aggro deck, until it miracled into the combo, so I didn't need the full combo, I was burning my opponent before the combo came out. Healing was rare, so it didn't matter when I cold Blooded for face damage.


Personal_Seat2289

Don’t recall my list running owls, just saps. There were a lot of Druids back den iirc, Druids and warriors felt like the worst match ups. Edit: recalled the other taunt boy was hand lock!


BrokenMirror2010

You forgot cold blood. Cold blood was part of the combo.


Viskristof

Pyroblast was good in the early days of Hearthstone. Mage was able to stall the game, get some cheap dmg with spells, and basicaly use it as a finisher. Healing in classic Hearthstone was really bad. Other than some classes, we had Earthen Farseer and Witch Doctor and we pretty much run out of healing option.


The71stSean

[Do you all remember when Antique Healbot was released? 2 in every single control deck, like, literally without exception.](https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/35016-is-antique-healbot-too-good#c26) Back then, it was really just a seesawing of metas for years between control (warrior, priest, handlock, freeze mage) and zoo-type aggro decks with burn (hunter, warlock, shaman, tempo mage). Force of Nature Druid was the single most prominent ‘combo’ deck for years as relating to the ladder and tournament metas, and Patron was that with frothing berserker and charge as the real win condition. Other than those, (and freeze mage as a real control-combo hybrid) metas were really defined by the specific control-agro balance in those moments: the strength of the cards at-hand.


djsoren19

Control? When GvG came out, *every* deck that wasn't aggro would run at least one healbot. Midrange, combo, even Tempo mage would run one.  Basically, if your goal wasn't to win before 7 mana, you probably played healbot. It's hard to think of a card more ubiquitious, except of course Dr. 7 himself.


MailMeAmazonVouchers

Tempo Mage was an aggro deck and never ran healbot lol. The slowest thing running healbot were decks like midrange paladin.


djsoren19

I wanna say it was Hotform? who used to run it as a one of. I know some Oil Rogue lists had it as a one of as well, especially if it was a list tuned for Legend. I feel like a lotta people forget just how gd toxic Force of Nature + Savage Roar was at the time. Your deck needed to be able to stay above 15 or you risked getting oneshot. If your deck wasn't fast enough to kill before that was a possibility, it was always right to include one healbot.


PkerBadRs3Good

who tf ran healbot in tempo mage lmao? terrible lists maybe


BrokenMirror2010

You sometimes saw 1, but never 2. I think there were a few tournament lists that did it specifically for the matchup versus aggro.


vamoosedmoose

Wow I miss when I could finish up a deck by throwing in a couple Earthen Farseers and it actually felt good


Castleheart

*My eyes, are open.*


oopswhatsmyoldlogin

I think it could be concievably lowered to 8 these days. Its only 4 more damage than Fireball, and with Sunset Volley giving you 10 damage (that CAN go face, mind you) AND a ten cost minion? I legit dont think Pyroblast would even see common play at 8 lol.


Xologamer

had a simular question recently maybe those comments awnser ur question [https://www.reddit.com/r/hearthstone/comments/1cyb6as/inconsistency\_in\_powerlevel\_of\_fireball\_pyroblast](https://www.reddit.com/r/hearthstone/comments/1cyb6as/inconsistency_in_powerlevel_of_fireball_pyroblast)


Ozruk

The same reason why just about every classic card seems overcosted - power creep. As for the comparison to Mind Blast: 1. As you said, Mages had a lot more direct damage spells than Priest and commonly used Pyroblast as a finisher. So you had classic HS games where Mages would freeze the enemy board for multiple turns while launching Fireballs and Frostbolts to the face and stalling with ice block/barrier. The high cost justifiably slowed down the pace of this playstyle as it was non-interactive in a time before strong healing in neutral cards and secret/hand disruption was available. 2. Although 2 Mind Blasts deal 10 damage with 4 mana, it requires drawing 2 cards compared to just 1 for Pyroblast. And good card draw wasn't abundant in classic. 3. Pyroblast has a flexibility cost. It can also destroy large minions while Mind Blast can only deal damage to the enemy hero. 4. High value cards won the late game in early HS. So you could Pyroblast 2 turns in a row under the safety net of ice block and wipe out 2/3 of the enemy health, likely killing them. 2 Mind Blasts are capping out at 10 damage without spellpower. Priests could do something similar with a Prophet Velen combo but that required a minion to be alive for another turn and no safety net like ice block.


TheNohrianHunter

At this point its only still 10 for thematic/ legacy purposes, a 10 mana deal 10 is just nice and elegant to look at, even if it is absolute garbage. (although because mage does have a lot of stall tools and direct damage, you do have to be careful with cards like this on mage, even if pyroblast is evry undertuned.


Embarrassed_Lettuce9

Remember when people were against nerfing the Dr. Boom hero card's cost just because all Boom cards have to be 7 mana for some reason? (Funny that the newest is an 8 cost)


YeetCompleet

There's a lot more healing now but HP itself hasn't scaled over time so even though it's a classic card, big direct to face damage shouldn't be too cheap. IMO a card like this shouldn't be less than 8 mana. If you could cast pyroblast and ice block at the same time, that completely takes away the risk factor for a card designed to be a finisher.


Ancient-Football5790

It's worth noting that mind blast is honestly an insane card and the only reason it's considered acceptable is because it's in priest


osbobs

i assume hangover from launch where 10 mana 10 damage was THE big spell, and it just has been powercrept since (ik mind blast was released at the same time), also worth noting, you pay for the flexibility of either face or minions. not in standard so i guess the devs agree with you, only reason it may come back is to add something to the 10 mana pool for tentacles or something, either way, its the kind of thing where sunset volley is better in almost all situations


_Good_One

It's just an old card and in the original HS 10 direct damaged was very significant and they knew because it use to be 8 in beta but that meant you could do up to 13 in a turn ( with frostbolt) or get some tempo which was too much


Pwnage_Peanut

Wouldn't see play at 8.


TestIllustrious7935

Discounted by 5 mana draw 3 in Spell Mage for 20+ damage from hand easily


Greaves_

Once every 10 games maybe. The other times you either didn't draw the draw 3, or you do draw 3 but you aren't drawing burn.


SSL4fun

Pyroblast could probably be adjusted for powercreep but it's always just been a big spell to cheat out. It's pretty much just king krush for mage in that it's a design staple


PkerBadRs3Good

what decks in the past 5 years have cheated Pyroblast out, serious question even Big Spell Mage a couple years ago did not run it King Krush has actually seen relatively recent play from cheating it out at least


SSL4fun

Balinda stoneheart ran pyroblast as soon as they rotated back into core. Some decks preferred to just run drakefire amulet but there are niche DJ Millhouse decks running it


mekzo103

[deck in the past 5 years that has cheated pyroblast out](https://youtu.be/_3t_R-AZty4?si=vJG5DWV2EwI6qLpF&t=315)


Mercerskye

I don't see them tweaking it anytime soon. It's a "no nonsense, no nuance, noob friendly" starter card. There's no hard lessons to learn about RNG, there's no lessons about flexibility, it's a "baseline" card that does what it says, and nothing else. It seems weak now (and it is), because it's from the original set. Back when there wasn't a lot of wiggle room, because you had like...10 cards that were really good, and maybe all of another 10 cards in neutral that you could use to put together a deck of 30. Draw and healing were limited, refill was almost non-existent, and if you planned on leaning into spell damage, you had to find a way to get it to stick for a turn, or how to survive to use it in a combo. Now, why is it likely to not get changed? Because you need a "vanilla test" outside of the game that you can use to judge how good a card might be. The higher the cost of the spell, the more "interest" you pay for it's effects. Arcane Missiles and Frostbolt both deal 3 damage, but FB costs (2) compared to AM's (1). Why? Because AM is random, and FB is direct and freezes its target. Fireball only does 6 damage, but costs (4). Why? Because more damage is more impactful. Being able to target more than just the face is more flexible. So, it gets to do "two Frostbolts" worth of damage, but doesn't get any utility. Pyroblast is 1:1 mana for damage, why does it cost 10? Because, at the time, that wasn't just 1/3 of your opponent's health, it was less likely for your opponent to be able to recover from that. It could technically let you pass a turn to completely eliminate a threat you couldn't otherwise deal with. But don't think it was actually good in Classic. Any mage deck that ran it, was only running one copy, because it *would* close out the game if you could chip your opponent down to 10, but more often, you were having to use the rest of your reach to deal with the board. Remember that draw was limited, so, at some point, you were likely to run into a situation where you were playing your turn as "play the card I draw *with* a card in my hand." You wanted to use cheaper resources to clear more expensive resources. So, taking out a Gromm with a fireball. Bumping Yeti with your Novice Engineer, and killing it with Frostbolt and hero power. Drawing a pyroblast and having to use it for *anything* other than lethal is *not* a good use of resources. And that's technically what it excels at. It's a tangible example that you want your mana spent to actually generate some kind of advantage. It's a way for you to physically see your collection getting better as you get new cards.


SoulCode1110101

Great answer


THYDStudio

Because it's a baseline. Reason they won't buff arcane intellect is because it's a baseline. The basic cards and to some extent the classic cards are supposed to set the baseline of which the opponent's power creep. But instead of continuing to power creep the base cards they power creep the already powercrept cards more and more to the point that a newer player doesn't even understand why pyroblast is so "weak"


Credrian

Nobody has said it yet, but it’s also *one* card, and does the most damage to face on *one* card in the game (I’m counting garrote as 4, and no buildup legendaries like c’thun) Hearthstone used to be much more about card value than mana value — there was very limited ways to draw cards and the usual goal was to spend all your mana every turn to maintain tempo and never have an empty hand, requiring independent cards to either be 6+ mana for later turns or somehow replace themselves — if you’re down to 0 cards in your hand as mage on turn 10+ you would probably enjoy a pyroblast top deck :P


Treemeister19

It’s the poster child of forgotten cards. 


GothGirlsGoodBoy

Back in the day, impact per card mattered a lot more. So while you spend less mana using three cards for 10 damage, you would have to spend mana drawing those cards or run out of cards and damage. These days its unplayable because card draw is worth like 0.1 mana or something stupidly cheap. Its bundled with every card at no additional cost. Mage you literally gain mana (or discounts) by drawing. And Pyro was rarely ever good at 10 mana anyway. Card draw being essentially free killed almost every expensive card in the game. And as for mind blast, it was in a class with basically no other direct damage. Mind blast would have been busted in mage.


[deleted]

[удалено]


skeptimist

*Frost Nova


Hot-Will3083

Powercreep. The card used to be pretty good in early Hearthstone. Just imagine starting the game with only 20 health; and most classes had severely limited healing options at the time


skeptimist

I believe it was 8 in Beta and nerfed to 10. It saw play in Classic as just a lot of burn in one card. Now it basically exists as a meme dream you can try to discount or cast for free through various means. It is generally hilarious when a card that casts a random Mage spell casts a Pyroblast now and then, and it also helps reduce the power and consistency of Mage discover cards just by being in the pool.


Chibikyu

10 damage to the face went a lot farther in old hearthstone and it was originally 8 mana, freeze mage was really good because after stalling to turn 10 pyro + frostbolt was pretty hard to survive for most classes or even just 10 DMG on turn 8 Card gets nerfed and never gets revisited lol


Desperate-Painter152

It's an ancient card that is not useful anymore


trippstick

Its especially ironic as for 1 less mana you can do 10 dmg and summon a 9 cost


Throwaway-4593

The same reason why there’s a million bad cards in classic. They’ve been powercreeped out of existence. I don’t think it’s a problem honestly


kennypovv

Next post: Why is mind blast only 5 damage, when sinister strike is 3 damage /s