I would not run imp-plosion if I knew it would only hit for 2 and this card reminds me a lot of an imp-plosion for 2. I suppose it does have the versatility of the silence, which will hopefully count for something.
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"Most believe there are two types of people who go into a crucible. The ones who become stronger from the experience and survive it, and the ones who die. But there's a third type. The ones who learn to love the fire" - Sebastian Blood
I'm a super nerd, and I run a spreadsheet where I calculate my exact mana estimation of cards, and I have Keeper listed as being +0.5 mana. It was a bit too strong. It is hard to justify strong cards for Druid because Innervate and Wild Growth are so outrageous.
2/3 would have been fine. Still playable, but certainly replaceable if quality 4 drops are printed. The problem is, up until now, there are very few. Keeper also benefits from there being very few silences in the game, as both Owl and Spellbreaker are bad.
This card is now -0.5, Druids will just run Spellbreaker instead, or possibly Gnomish.
I love that they seem to be valuing the "choose one" mechanic at 1 mana.
yeah, I also love, how they are making cards utterly unplayable... as if starfall wasnt bad enough, they had to really crap on AoL and keeper for some reason...
whats next, druid of the claw 3/3 charge or tazdingo body?, mechano cub 1/2 or 2/1 taunt? AoW 4/9 or 9/4?
I was being serious. I think having a flexible option SHOULD cost you an additional mana. Comparing this to Ironbeak Owl is just silly.
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I don't think the 2/4 body was that big of an issue. So 2/2 seems fine since it keeps the same mana and choose effects. The nerf I don't feel was that bad.
The body is a huge issue - it allowed Keeper to regularly trade 2-for-1 when played on curve. Now, it dies to plenty of 2-drops for free, and virtually every 3-drop and 4-drop already on the board when it is played. There isn't a 4-mana minion in the game which fails the vanilla test for 2-drops, yet still sees play. FWIW - while I think the card was over-nerfed, I think Druid has viable options. Savage Combatant and Mire Keeper each appear to be more than good enough to see play.
Keeper is still a versatile utility card, which sacrifices power for options. I can see using a 1-of in some druid decks. I mean, it's clear that many recent nerfs would be a bit nicer if the nerfed card was one more HP (Warsong, Owl, This, but eh.
Probably won't be played now. 2/3 would've made it decent but 2/2 is just too much tempo lost for a 4-drop. Looks like Mire Keeper's going to be taking its place.
I speculate that people will think this nerf makes it a bad card. These people are dead wrong. This card, with this nerf, is still OP as heck, its effect is just too strong...
^ This. While a 2/4 was a nice body to have on the board for soaking up some enemy minions, the big reason we play Keeper was the battlecry. It still has the exact same BC, so while it's obviously weaker than before it's still a very viable option.
I speculate that people will think this nerf makes it a bad card. These people are dead wrong. This card, with this nerf, is still OP as heck, its effect is just too strong...
^ This. While a 2/4 was a nice body to have on the board for soaking up some enemy minions, the big reason we play Keeper was the battlecry. It still has the exact same BC, so while it's obviously weaker than before it's still a very viable option.
Are there any examples of 4-mana 2/2s that see play? The nerf is huge - the card will very rarely trade 2-for-1. When it does, the body kills a 1/1 or a 1/2. Plenty of 2-drops kill it for free, because it has a terrible stat-line. As a 2/4, it often traded 2-for-1. The body could kill a 3/2 and stick around as a 2/1 to do even more trading. The difference between 4 health and 2 is big. Even bigger on a 4-drop. Why would this card be played instead of Mire Keeper, Savage Combatant, Klaxxi, or C'Thun's Chosen?
Huge nerf, and absolutely unnecessary. They solved the combo problem (whether it's an elegant solution or not is another story, but ... great, good job). And then made this guy a 2/2? Really? Nerf does not mean you destroy the card, it simply means you balance it a little.
I would not run imp-plosion if I knew it would only hit for 2 and this card reminds me a lot of an imp-plosion for 2. I suppose it does have the versatility of the silence, which will hopefully count for something.
"Most believe there are two types of people who go into a crucible. The ones who become stronger from the experience and survive it, and the ones who die. But there's a third type. The ones who learn to love the fire" - Sebastian Blood
hahahahahahahahhaa
Why 2/2?
I'm a super nerd, and I run a spreadsheet where I calculate my exact mana estimation of cards, and I have Keeper listed as being +0.5 mana. It was a bit too strong. It is hard to justify strong cards for Druid because Innervate and Wild Growth are so outrageous.
2/3 would have been fine. Still playable, but certainly replaceable if quality 4 drops are printed. The problem is, up until now, there are very few. Keeper also benefits from there being very few silences in the game, as both Owl and Spellbreaker are bad.
This card is now -0.5, Druids will just run Spellbreaker instead, or possibly Gnomish.
Spellbreaker it is your time to shine!
Still clearly playable. Remains one of the most versatile cards in the game.
This is a great example of an Over-nerf. Now the NEUTRAL card Spellbreaker is much better than this class card. Pathetic job on this one, Blizzard.
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Overnerfed.
Keeper is still a versatile utility card, which sacrifices power for options. I can see using a 1-of in some druid decks. I mean, it's clear that many recent nerfs would be a bit nicer if the nerfed card was one more HP (Warsong, Owl, This, but eh.
These delicious druid tears...
Probably won't be played now. 2/3 would've made it decent but 2/2 is just too much tempo lost for a 4-drop. Looks like Mire Keeper's going to be taking its place.
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Seems like a nice tirion buff to me. No longer will druid be guaranteed to have a silence in hand. I think the overnerf was appropriate.
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Huge nerf, and absolutely unnecessary. They solved the combo problem (whether it's an elegant solution or not is another story, but ... great, good job). And then made this guy a 2/2? Really? Nerf does not mean you destroy the card, it simply means you balance it a little.
4 Mana 4/3 Spellbreaker or this shit.