It all feels unreasonable.
*The deck can flood the board very easily, often for a small cost in mana or cards. Not all classes has enough board clears in Standard to deal with that.
*The deck punishes the other player for mistakes he or she can't possibly play around. Don't have have removal or board clear? Get punished. Leaving 3 minions with low attack on board? Take at least 15 damage or more.
*The deck can do a lot of damage in 1 Turn for a small cost in either Mana or Cards.
* It's so called counters are not effective enough to deal with it because of the amount of burst potential the deck has. And often the decks are very expensive to make.
How can people be okay with this?
There are other decks out there that needs a fix too, but this thread is about Token Druid.
2
Piper can guarantee to draw Chameleos in control priest. maybe decent in Arugal mage deck and Stonetusk Boar in Hunter.
-10
well, I will ping face with my hero power. or any cheap spell.
5
1 mana deal 6 to minion is always good. Not enough compare to DK Anduin though.
2
Racketeer is a bigger concern. But that is what make this card interesting.
You have to design a deck to work around these bad minions.
From previous expansion, 6 cost minion work best with 2 evolve. Like thing from below which is already a good card to put in the deck.
2
By far the most potential DK hero card. Jaina is good, but the cost restricted it to be played only in control deck.
5
If you think this is new Zombie Chou, you are wrong, this card is complete sh`t in arena.
Zombie Chou gives you good trade on turn 1 and 2, healing you opponent doesn't matter that much, and you could play a 2 drop even Zombie Chou is still there. This PoS, if it stay alive, your turn 2 will most probably hero power, how many 2 mana spell you could get in arena?
I ran into people playing this on turn 1 in arena, I let it live as long as I can, I win all those games. If you don't believe me, try it yourselves.
2
I think Jade Shaman is not as good as people think, I use a non-Jade mid-range shaman and win many mirror matches.
and as a shaman player, I would say the broken card is 2 man 3/4, I have 4 mana 7/7, never use it in my deck.
Trogg is not that op anymore, just look at that small-time buccaneer, 1 mana 1/3 is the new baseline, not op.
and I played mid-range without trogg too, not much of a difference.
The two card going to rotate out and hurt shaman real bad, my 2 cents, 2 mana golem and thunder bluff valiant.
1
This card is either very good or meta-defining. By meta-defining I mean it gives slower deck a fighting chance.
This card don't even need yogg, it is not as good as call of the wild, but certainly will have an impact.
We will be seeing removal and AOE heavy deck with this giant. I am guessing Mage, Rouge and Shaman could utilize it.
Those deck will use mostly removal and AOE on Turn 2 to 6, could play 2 giant on Turn 7, 8.
Freeze mage may be the best since most of the time your opponent minions are being freeze.
May also be insane for miracle rouge.
Mukla, Tyrant of the Vale and cutpurse will be good too.
Arcane Missiles, Innervate, Shadowstep, popular low mana spells will also be good.