Hearthly wrote:
Druid is fucking ridiculous at the moment though, a lot of the deck guides you see, in the comments will be exchanges such as 'How do you win against Jade Druid with this deck' and the replies will be to the effect of, 'You don't, just concede'.
Druid was already a really strong deck and got a lot of powerful cards in the last update , some of the other DK are good but Druid is one of the better ones (Jade Druid was already one of the 'top' decks - why give it more power?)
Hearthly wrote:
The nerf to Innervate basically kills the card, it'll be interesting to see if it reigns in the worst excesses of Druid though.
I don't think it will , I have two druid decks I'm switching between and the Innervate card is only really of use in 3 scenarios for me :
1) Playing Ultimate infestation and getting close to 10 cards so use it to play a card
2) Getting either the Death Knight or the Lich king on the board 'early' (can be devastating with double innervates so death knight on my turn 3 with coin / innervate (x2) )
3) Getting that extra point to play Fandral first and then either Death Knight or Ancient of war in the same turn
Hearthly wrote:
Fiery Win Axe probably needed a tweak although it's a shame to see such an iconic Warrior card get a hit with the nerf bat.
It also slows down pirate warrior and the other 'quick' warrior decks who would often drop this , buff it and get quick damage
Hearthly wrote:
Not sure I really understand the reasoning on Hex - is it really such a problem anyway?
I assume its to try and level it with the other 'transform cards' like the mages sheep one
Hearthly wrote:
Spreading Plague is a bullshit card so good to see that get hit too.
I use it all the time and will keep using it at 6 , its basically the druids best defense card , and totally stops zoo , pushing it one further away may make things a little more touch and go but 'meh'
Hearthly wrote:
Murloc Warleader will still be viable I think, but it'll tone down the worst excesses of snowballing Murloc starts.
This is one i'm not sure of , yes there are a lot more murloc's around now with the last few expansion packs but other than the Shamen quest , or Murloc Paladin I dont really run into many decks using them.
If you have a Murloc deck , you obviously have 2 of those in there but I'm not sure , most have 1 health point and the +1 typically just protects them from Mage , most other decks have a 2 point 'damage all' card which would still take them out.