Today I want to tell you my opinion about Goblin Curse and why it should be at least a 3-elixir card. To know the why question, first we need to examine the ultimate goal of the goblin curse card, specifically why people use goblin curse rather than other spells. Of course, people don’t use goblin curse to counter swarm units like skeletons and bats (zap and arrow is a much better deal here). They use goblin curse to turn them into goblins or to talk otherwise to deploy goblins straight into the opponent’s field. Meanwhile, there is another spell that helps you to deploy skeletons straight into the opponent’s field, which is called a graveyard, and it costs at least 5 elixir (quite a high price). However, now with only 4 elixir (curse + rage), I could destroy every opponent’s swarm units and deploy goblins (a better version of skeletons). Add more to the opponent’s insult: the goblins deploy receive a rage effect and damage amplification, and how could that possibly be balanced? Just a moment caught off guard or low elixir, the hold tower just got blown. Don’t mistake that I object to that idea—the idea of a combo that blows the whole tower. There are many combos in the game to help you destroy towers very fast (that’s called the beat down strategy), and they come at a very high price. Turning to the main point, how can the Goblin Curse 3 elixir strategy work?. At its first release, the goblin curse, with its big radius and damage amplification, reminded me about another spell in the past, which is the 3 elixir rage. The goblin curse makes opponent units receive more damage from attacks, while the rage increases your unit’s attack speed, which also means dealing more damage. Everyone knows that the 3 elixir rage in the past didn’t work, but I would argue this case won’t be repeated with a 3 elixir goblin curse. I would say that the goblin curse is an interesting mix between rage and graveyard spell; it increases your unit damage output and also helps you to deploy goblins into opponent’s field .For that reason, for that extra utility, it should be 1 more elixir than the rage.
Yet I don’t see anyone maining a Goblin Curse deck in top ladder, mid ladder, ranked or challenges. This sounds more like another old Meganight complaint, but instead of Meganight you’re pissed off at one of the least used cards in the game. To be precise Goblin Curse currently has a usage rate of 2% and including all evos it is the 123rd most used card in the game out of 153 cards/evos. Although Goblin Curse is in the midst of all spells based on its win percent, it is not even close to being as overwhelming as Dagger Duchess when she was released let alone any card when it was first released. A nerf to 3 elixir would completely bury the card 6 ft under Barbarian Hut.
You completely misunderstand what I presenting. I don’t say that we need to nerf the goblin curse to 3 elixir; I’m implying that we should change the goblin curse into a 3 elixir card. Give it back its initial radius and some of its damage amplification and change it into a 3 elixir.
Hes asking for a rework, not a nerf, his points kinda make sense tbh.