I don't agree with this nerf as much as Nourish, but it's fine. It's similar to Fiery War Axe, a nerf I also wasn't too happy with at the time. But look ar cards like Pilfered Power and Greedy Sprite. They would have seen more play if this classic card that never rotates hadn't been this good.
Ramp druid was always the cool, less popular brother of combo druid. Then they nerfed combo and printed UI. No shit?... a card that could cost 18mana breaks the game. Who'da thunk it?
Maybe consider from now on, only giving us cards of RR power level, no more utterly broken shit. No more level up or muster for battle, no more UI, no more patches, or jade idol or obviously broken as shit cards just to hype up a release and sell packs.
The is the same situation as with Fiery War Axe. The card defined a class, they nerfed it cause of pirate warrior pretty much. Now they are nerfing a core class card that defines another class, because of Ultimate Infestation, Spreading Plague, Branching Paths and other bunch of OP cards that druid currently has, that will rotate out soon anyway.
Druid is one of my least favorite classes, but this is a clearly a bad move on Blizz part. Wild Growth defines Druid, just like Fiery War Axe defines warrior, look where warrior is now cause of that nerf, Druid will most likely be a dead class after rotation now. The nerf would have never happened if they did not keep printing this garbage OP cards for Druid.
If nourish and wild growth are too good to make high mana cards that would see play but not constantly incredibly broken, why the cards that would see play but not constantly are those that need the nerf?, this is exactly the same with Shudderwock and Saronyte Chain Gang, Blizzard nerfed the rigth card.
The is the same situation as with Fiery War Axe. The card defined a class, they nerfed it cause of pirate warrior pretty much. Now they are nerfing a core class card that defines another class, because of Ultimate Infestation, Spreading Plague, Branching Paths and other bunch of OP cards that druid currently has, that will rotate out soon anyway.
Druid is one of my least favorite classes, but this is a clearly a bad move on Blizz part. Wild Growth defines Druid, just like Fiery War Axe defines warrior, look where warrior is now cause of that nerf, Druid will most likely be a dead class after rotation now. The nerf would have never happened if they did not keep printing this garbage OP cards for Druid.
The ability to get to 'late game' mana very quickly always was and always would be a problem. The broken cards such as Branching Paths and UI will rotate out of Standard at some point, and it's easier to make changes to cards that will always restrict design space and be part of Standard forever, rather than nerf cards that are Wild-only in a couple months. Nerfing Branching/UI won't solve the Druid problem in the long term.
If your class identity is "get to late game mana on turn 4," you need a new identity because that shit is broken.
Rollback Post to RevisionRollBack
Life before death. Strength before weakness. Journey before destination.
2 weeks ago everyone was complaining that druid is too strong, now you're complaining it's too weak. You wanted a nerf. You got a nerf. Are you happy? Of course not. Dear god...
I agree with most the sentiments here. UI and Plague were always the problem. I never minded the ramp (or at least could usually deal with it) unless either of these cards are played.
UI especially is the dumbest card ever. Compared to Sprint, you get a 5/5 body, 5 damage (to minion or hero), 5 armor, and 1 extra card draw for 3 more mana........... on the class that can get to 10 mana with ease. No idea how it has survived this long.
They keep failing HARD, this is just stupid, you don´t touch basic cards that were fine for years, you change the broken cards that were called broken even before they were release, like freaking Ultimate Infestation.
The is the same situation as with Fiery War Axe. The card defined a class, they nerfed it cause of pirate warrior pretty much. Now they are nerfing a core class card that defines another class, because of Ultimate Infestation, Spreading Plague, Branching Paths and other bunch of OP cards that druid currently has, that will rotate out soon anyway.
Druid is one of my least favorite classes, but this is a clearly a bad move on Blizz part. Wild Growth defines Druid, just like Fiery War Axe defines warrior, look where warrior is now cause of that nerf, Druid will most likely be a dead class after rotation now. The nerf would have never happened if they did not keep printing this garbage OP cards for Druid.
The ability to get to 'late game' mana very quickly always was and always would be a problem. The broken cards such as Branching Paths and UI will rotate out of Standard at some point, and it's easier to make changes to cards that will always restrict design space and be part of Standard forever, rather than nerf cards that are Wild-only in a couple months. Nerfing Branching/UI won't solve the Druid problem in the long term.
If your class identity is "get to late game mana on turn 4," you need a new identity because that shit is broken.
Ramping is Druids class identity. Nerfing Innervate was a good move, that card was broken af and I was asking for a nerf for 3 years. They did it.
Nerfing Wild Growth and Nourish completely destroys druids class identity. This is overkill. Of course they were used in almost any druid deck, cause Blizzard provided them with lots of high cost broken cards. They should have nerfed Ultimate Infestation the first month it came out, Spreading Plague also needed another nerf. Did they do it? Hell no. So why are they so surprised that Wild Growth and Nourish are being played in every druid deck now? The problem is they printed cards that allow easily to stall the game, replenish you hand with new cards and stack enormous amounts of armor.
After rotation druid will lose all of those broken cards and unless they provide another bunch of broken cards, druid will be a dead class, just like warrior is now.
They keep failing HARD, this is just stupid, you don´t touch basic cards that were fine for years, you change the broken cards that were called broken even before they were release, like freaking Ultimate Infestation.
Ramp stuff was always a problem, cards like ultimate infestation wouldn't see the play that they see if wasn't for the fast way that druids can ramp
UI on clear 10 mana it's ok when bought players are on 10 mana. BUT! When after 2-2-5 or 2-5-2 Druid goes UI on 6 mana with couple of cards in hand — that sucks. So UI itself is good card. But problem is in 2-2-5. Tha same situation was with Priest DK. SH Anduin is toothless w/o Raza that set up hero power in 0.
The is the same situation as with Fiery War Axe. The card defined a class, they nerfed it cause of pirate warrior pretty much. Now they are nerfing a core class card that defines another class, because of Ultimate Infestation, Spreading Plague, Branching Paths and other bunch of OP cards that druid currently has, that will rotate out soon anyway.
Druid is one of my least favorite classes, but this is a clearly a bad move on Blizz part. Wild Growth defines Druid, just like Fiery War Axe defines warrior, look where warrior is now cause of that nerf, Druid will most likely be a dead class after rotation now. The nerf would have never happened if they did not keep printing this garbage OP cards for Druid.
The ability to get to 'late game' mana very quickly always was and always would be a problem. The broken cards such as Branching Paths and UI will rotate out of Standard at some point, and it's easier to make changes to cards that will always restrict design space and be part of Standard forever, rather than nerf cards that are Wild-only in a couple months. Nerfing Branching/UI won't solve the Druid problem in the long term.
If your class identity is "get to late game mana on turn 4," you need a new identity because that shit is broken.
Ramping is Druids class identity. Nerfing Innervate was a good move, that card was broken af and I was asking for a nerf for 3 years. They did it.
Nerfing Wild Growth and Nourish completely destroys druids class identity. This is overkill. Of course they were used in almost any druid deck, cause Blizzard provided them with lots of high cost broken cards. They should have nerfed Ultimate Infestation the first month it came out, Spreading Plague also needed another nerf. Did they do it? Hell no. So why are they so surprised that Wild Growth and Nourish are being played in every druid deck now? The problem is they printed cards that allow easily to stall the game, replenish you hand with new cards and stack enormous amounts of armor.
After rotation druid will lose all of those broken cards and unless they provide another bunch of broken cards, druid will be a dead class, just like warrior is now.
They are still ramp cards though. Or did you mean "the ability to skip turn 3, 5, and 6 is Druid's identity"?
Rollback Post to RevisionRollBack
Life before death. Strength before weakness. Journey before destination.
With its core cards nerfed and its strong cards rotating out in a few months, Druid will be a dumpster fire next year unless the next expac is wildly OP
This expansion already weakened my favorite archetype (big druid) enough in regards to other classes, now it's unplayable and I don't enjoy or have the money to try something else.
I guess this is the point where I have to uninstall hearthstone. See you guys in other games maybe!
Wild Growth is now playable in Odd Gonk Druid, so that's something...
Seriously, though, I think this is a little harsh of a price hike for the effect, but despite its literal text, Wild Growth is really "ramp 1, or get a zero cost 'draw a card' spell." Drawing a card is worth about 1 mana, ramping 1 is probably worth about the original 2 mana cost, and getting an additional zero cost spell can be a real boon if you want to combo with cards like Gadgetzan Auctioneer for extra card draw. Yes, Druid has plenty of other card draw tools that see play in Standard, like Ultimate Infestation, Branching Paths, and Ferocious Howl, but those will rotate eventually and Wild Growth will still be around enabling major card draw combos and ramp effects. Druid has always needed to pay a higher tax on the flexibility of its "choose one" type effects, and while this card isn't exactly that effect, it's close enough to merit the increased cost.
Am I the only one to be mad about this change? This nerf (and the Nourish one) essentially killed Druid's ability to ramp. But Blizzard forgot (or willfully ignored) that Ramp Druid wasn't a particularily oppressive deck before the introduction of Ultimate Infestation and Spreading Plague which both canceled the fundamental weaknesses (tempo loss for the former and vulnerability to swarm decks for the latter) that make Ramp Druid a fair deck.
Blizzard is too focused on the short term again. If they were worried that the 4 next months would be boring they could have just pre-emptively rotated out the dangerous cards (UI and SP).... Well that is the generous interpretation. The non-generous one is that they're voluntarily gutting the core set to make the game essentially p2w.
Everyone believes Druid's core set is too strong but if you look at its cards, those that make the class "OP" are expansion cards, not core ones.
I don't agree with this nerf as much as Nourish, but it's fine. It's similar to Fiery War Axe, a nerf I also wasn't too happy with at the time. But look ar cards like Pilfered Power and Greedy Sprite. They would have seen more play if this classic card that never rotates hadn't been this good.
Ramp druid was always the cool, less popular brother of combo druid. Then they nerfed combo and printed UI. No shit?... a card that could cost 18mana breaks the game. Who'da thunk it?
Maybe consider from now on, only giving us cards of RR power level, no more utterly broken shit. No more level up or muster for battle, no more UI, no more patches, or jade idol or obviously broken as shit cards just to hype up a release and sell packs.
The is the same situation as with Fiery War Axe. The card defined a class, they nerfed it cause of pirate warrior pretty much. Now they are nerfing a core class card that defines another class, because of Ultimate Infestation, Spreading Plague, Branching Paths and other bunch of OP cards that druid currently has, that will rotate out soon anyway.
Druid is one of my least favorite classes, but this is a clearly a bad move on Blizz part. Wild Growth defines Druid, just like Fiery War Axe defines warrior, look where warrior is now cause of that nerf, Druid will most likely be a dead class after rotation now. The nerf would have never happened if they did not keep printing this garbage OP cards for Druid.
If nourish and wild growth are too good to make high mana cards that would see play but not constantly incredibly broken, why the cards that would see play but not constantly are those that need the nerf?, this is exactly the same with Shudderwock and Saronyte Chain Gang, Blizzard nerfed the rigth card.
Btw Wild Growth is like a Fiery War Axe but for ramp have the same mana cost than other druid cards with the same effect Like Jade Blossom and Greedy Sprite but worse bieng a basic card
The ability to get to 'late game' mana very quickly always was and always would be a problem. The broken cards such as Branching Paths and UI will rotate out of Standard at some point, and it's easier to make changes to cards that will always restrict design space and be part of Standard forever, rather than nerf cards that are Wild-only in a couple months. Nerfing Branching/UI won't solve the Druid problem in the long term.
If your class identity is "get to late game mana on turn 4," you need a new identity because that shit is broken.
Kaladin's RoS Set Review
Join me at Out of Cards!
2 weeks ago everyone was complaining that druid is too strong, now you're complaining it's too weak. You wanted a nerf. You got a nerf. Are you happy? Of course not. Dear god...
I agree with most the sentiments here. UI and Plague were always the problem. I never minded the ramp (or at least could usually deal with it) unless either of these cards are played.
UI especially is the dumbest card ever. Compared to Sprint, you get a 5/5 body, 5 damage (to minion or hero), 5 armor, and 1 extra card draw for 3 more mana........... on the class that can get to 10 mana with ease. No idea how it has survived this long.
True, i always wondered why the card doesn't do that
They keep failing HARD, this is just stupid, you don´t touch basic cards that were fine for years, you change the broken cards that were called broken even before they were release, like freaking Ultimate Infestation.
Ramping is Druids class identity. Nerfing Innervate was a good move, that card was broken af and I was asking for a nerf for 3 years. They did it.
Nerfing Wild Growth and Nourish completely destroys druids class identity. This is overkill. Of course they were used in almost any druid deck, cause Blizzard provided them with lots of high cost broken cards. They should have nerfed Ultimate Infestation the first month it came out, Spreading Plague also needed another nerf. Did they do it? Hell no. So why are they so surprised that Wild Growth and Nourish are being played in every druid deck now? The problem is they printed cards that allow easily to stall the game, replenish you hand with new cards and stack enormous amounts of armor.
After rotation druid will lose all of those broken cards and unless they provide another bunch of broken cards, druid will be a dead class, just like warrior is now.
Ramp stuff was always a problem, cards like ultimate infestation wouldn't see the play that they see if wasn't for the fast way that druids can ramp
Just wait til next expansion for the next ramp card Druid will get.
Gain 5 mana crystals. Give your hero +5 attack this turn. Restore 5 health. Summon 5 wisps.
There’s a word for Zandalari druids who refuse to pledge loyalty to Gonk: “Delicious.”
*Custom Solo Adventure Coming Soon
UI on clear 10 mana it's ok when bought players are on 10 mana. BUT! When after 2-2-5 or 2-5-2 Druid goes UI on 6 mana with couple of cards in hand — that sucks. So UI itself is good card. But problem is in 2-2-5. Tha same situation was with Priest DK. SH Anduin is toothless w/o Raza that set up hero power in 0.
They are still ramp cards though. Or did you mean "the ability to skip turn 3, 5, and 6 is Druid's identity"?
Kaladin's RoS Set Review
Join me at Out of Cards!
With its core cards nerfed and its strong cards rotating out in a few months, Druid will be a dumpster fire next year unless the next expac is wildly OP
This expansion already weakened my favorite archetype (big druid) enough in regards to other classes, now it's unplayable and I don't enjoy or have the money to try something else.
I guess this is the point where I have to uninstall hearthstone. See you guys in other games maybe!
Wild Growth is now playable in Odd Gonk Druid, so that's something...
Seriously, though, I think this is a little harsh of a price hike for the effect, but despite its literal text, Wild Growth is really "ramp 1, or get a zero cost 'draw a card' spell." Drawing a card is worth about 1 mana, ramping 1 is probably worth about the original 2 mana cost, and getting an additional zero cost spell can be a real boon if you want to combo with cards like Gadgetzan Auctioneer for extra card draw. Yes, Druid has plenty of other card draw tools that see play in Standard, like Ultimate Infestation, Branching Paths, and Ferocious Howl, but those will rotate eventually and Wild Growth will still be around enabling major card draw combos and ramp effects. Druid has always needed to pay a higher tax on the flexibility of its "choose one" type effects, and while this card isn't exactly that effect, it's close enough to merit the increased cost.
Today is the day we STOP playing DRUID :(
Am I the only one to be mad about this change? This nerf (and the Nourish one) essentially killed Druid's ability to ramp. But Blizzard forgot (or willfully ignored) that Ramp Druid wasn't a particularily oppressive deck before the introduction of Ultimate Infestation and Spreading Plague which both canceled the fundamental weaknesses (tempo loss for the former and vulnerability to swarm decks for the latter) that make Ramp Druid a fair deck.
Blizzard is too focused on the short term again. If they were worried that the 4 next months would be boring they could have just pre-emptively rotated out the dangerous cards (UI and SP).... Well that is the generous interpretation. The non-generous one is that they're voluntarily gutting the core set to make the game essentially p2w.
Everyone believes Druid's core set is too strong but if you look at its cards, those that make the class "OP" are expansion cards, not core ones.
Calling it: Druid will suck next expansion.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
This is going to be even worse for druid than it was for mage when they killed ice block