This will do nothing to knock down Druid, you're still going to see Druid as 90% of your matches. They didn't even target what the problem was, the issue is Druid's ramping ability/mana crystal gain from Wild Growth, Jade Blossom, Mire Keeper, they will still be dropping Infestation on turn 7 if need be and max mana so nerfs such as Spreading Plague now costing 6 means nothing and can still combo with the 4 mana taunt card.
Couldn't agree more. This nerf seems like a half-measure combined with a nerf to Druids competitors.
This is a sad day for Hearthstone, as Innervate was a much more interestingandskill-testing card. So many other ramp cards could have been targeted instead (and Vicious Fledgling as well, making arena a better place in the process).
Worse, this nerf does nothing to address the root of our current issue : the Jade package. I simply don't see Jade Druid going anywhere.
Do I think this was a good nerf? Not really. It feels inelegant. As long as there's Gadgetzan and Violet Teacher, I think Innervate can still see play.
But this nerf absolutely murdered the card's usefulness.
Would this make Jade Druid unplayable from now on?
I am pretty sure both changes combined aren't good enough to make a big difference to Jade Druid. Especially since with some nerfs they hit counters to Jade Druid Fiery War Axe (Pirate Warrior) and Murloc Warleader (Murloc Paladin). Innervate is more important to Aggro Druid and Ramp Druid.
The overall changes seem to make priest a lot stronger. Weird changes overall but I can't wait to see how this goes, hopefully we'll see a big enough shift to spice things up.
This will do nothing to knock down Druid, you're still going to see Druid as 90% of your matches. They didn't even target what the problem was, the issue is Druid's ramping ability/mana crystal gain from Wild Growth, Jade Blossom, Mire Keeper, they will still be dropping Infestation on turn 7 if need be and max mana so nerfs such as Spreading Plague now costing 6 means nothing and can still combo with the 4 mana taunt card.
First off, Ramping is part of Druid's identity. There is a reason why Druid doesn't do Control through control cards, but by getting ahead on the board. If you have a Ramp class in the game, I would expect them to play a 10 mana card on 7, hardly something impressive from a Ramp class. The only card that needed some work there was Jade Blossom (imo should have been costed at 4 to slow down Jade Druid's ramping speed, giving aggro/midrange more time to push damage and control better chances to play Skulking Geist). Wild Growth is perfectly fine and represents the core of slow ramp, trading card advantage and tempo for an additional mana crystal each turn.
However, you are right that Jade Druid will remain the top deck in most likelihood, because while Innervate seems to be crucial to Ramp decks and provides some explosiveness to Aggro Token, Jade Druid has a low enough curve, when compared to Ramp, such that this change doesn't represent that big a hit (at most they'll just cut it for the next best thing, but I think Jade is happy to play two extra coins in their deck).
The nerf is a bit hard but justified. The problem is Jade will not suffer much from this, but it will rise even more since his counter got smashed harder.
This will do nothing to knock down Druid, you're still going to see Druid as 90% of your matches. They didn't even target what the problem was, the issue is Druid's ramping ability/mana crystal gain from Wild Growth, Jade Blossom, Mire Keeper, they will still be dropping Infestation on turn 7 if need be and max mana so nerfs such as Spreading Plague now costing 6 means nothing and can still combo with the 4 mana taunt card.
First off, Ramping is part of Druid's identity. There is a reason why Druid doesn't do Control through control cards, but by getting ahead on the board. If you have a Ramp class in the game, I would expect them to play a 10 mana card on 7, hardly something impressive from a Ramp class. The only card that needed some work there was Jade Blossom (imo should have been costed at 4 to slow down Jade Druid's ramping speed, giving aggro/midrange more time to push damage and control better chances to play Skulking Geist). Wild Growth is perfectly fine and represents the core of slow ramp, trading card advantage and tempo for an additional mana crystal each turn.
However, you are right that Jade Druid will remain the top deck in most likelihood, because while Innervate seems to be crucial to Ramp decks and provides some explosiveness to Aggro Token, Jade Druid has a low enough curve, when compared to Ramp, such that this change doesn't represent that big a hit (at most they'll just cut it for the next best thing, but I think Jade is happy to play two extra coins in their deck).
Unless Jade Druid goes back to Auctioneer, I would bet they cut Innervate for some other defensive tool. Maybe reintroduce some life gain.
I won't vote on the poll, because it is a good change on one hand, but on the other it is just not enough to target the current problem with Jade Druids. It's a nerf to them, but it is a greater buff actually, because Aggro Druid is nerfed by this even more. So this nerf (alongside with the others) strenghtened the position of Jade Druid. The ladder will see the same amount or even increased numbers of Jade Druids after nerfs are live. FeelsBadMan :(
It's good in the sense that it kills the explosive starts, prevents ramping too early and reducing early UIs but refresh would have been absolutely fine. The only class where an extra coin really helps is rogue, so I think this card will just die which is fine.
or the Amaz treatment, 2 mana for casting CREATURES only. Maybe yours is even better, no turn 1 flappy bird.
yeah, surprise fledgling won't scare us anymore, but I personally don't like Warsong Commander nerfs. i just want to see proper ones, that address things better.
I mean, Innervate has been a problem card for a while now so I'm not surprised it took a hit from the nerf bat. Their alternative idea of "refresh 2 mana crystals" seems like it would have been a MUCH better idea that fits the druid class identity too, all while decreasing their absurd ramp capabilities a bit. Mixed feelings on this...
It is literally just a counterfeit coin for druids..... well I guess it could be worse, they could have made it cost 1 mana as well and made the card literally useless.
I'm sorry but nerfing innervate is just horrible. Why would you nerf a core classcard because of new cards being over powered?? Nerf the new cards not the cards that have been around forever. This is just horrible decision making.
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This will do nothing to knock down Druid, you're still going to see Druid as 90% of your matches. They didn't even target what the problem was, the issue is Druid's ramping ability/mana crystal gain from Wild Growth, Jade Blossom, Mire Keeper, they will still be dropping Infestation on turn 7 if need be and max mana so nerfs such as Spreading Plague now costing 6 means nothing and can still combo with the 4 mana taunt card.
Am I glad Innervate was nerfed? Yes.
Do I think this was a good nerf? Not really. It feels inelegant. As long as there's Gadgetzan and Violet Teacher, I think Innervate can still see play.
But this nerf absolutely murdered the card's usefulness.
The nerf is a bit hard but justified. The problem is Jade will not suffer much from this, but it will rise even more since his counter got smashed harder.
Ahahahahahaha Blizzard nerfs LMFAO just kill the card
meanwhile in shadowverse
Just rename it as Counterfeit Coin
I could change the world, but it is not open sourced.
I won't vote on the poll, because it is a good change on one hand, but on the other it is just not enough to target the current problem with Jade Druids. It's a nerf to them, but it is a greater buff actually, because Aggro Druid is nerfed by this even more. So this nerf (alongside with the others) strenghtened the position of Jade Druid. The ladder will see the same amount or even increased numbers of Jade Druids after nerfs are live. FeelsBadMan :(
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This does solve the problem of diversity in Druid decks. Now they'll all play Jade.
It's good in the sense that it kills the explosive starts, prevents ramping too early and reducing early UIs but refresh would have been absolutely fine. The only class where an extra coin really helps is rogue, so I think this card will just die which is fine.
brutal
I mean, Innervate has been a problem card for a while now so I'm not surprised it took a hit from the nerf bat. Their alternative idea of "refresh 2 mana crystals" seems like it would have been a MUCH better idea that fits the druid class identity too, all while decreasing their absurd ramp capabilities a bit. Mixed feelings on this...
(>'o')>
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<('o'<)
The card is now useless. A worse Counterfeit Coin.
It is literally just a counterfeit coin for druids..... well I guess it could be worse, they could have made it cost 1 mana as well and made the card literally useless.
What would be the point? That would only make Druid just as weak as Rogue. And Druid doesn't have the low-cost minions to match.
This was really unexpected. I thought it will be refresh 2 crystals, this is horrible and completely de-identifying.
I'm sorry but nerfing innervate is just horrible. Why would you nerf a core class card because of new cards being over powered?? Nerf the new cards not the cards that have been around forever. This is just horrible decision making.