Let's break it down. Zoo's plan was just hard mulligan for scrap imp and play it on turn 2 (turn 1 with coin). Next turn play Expired Merchant into Hand of Gul'dan or just tap if you don't have merchant. Then you vomit over stated cheap minions on board and win the game because, while usually stats don't equal game winning in constructed, huge minions coming down this early will win the game. So yeah, it was a justified and more than welcomed nerf.
Same problem with glare, they just play 10 cards in a turn because of all those self damage combos AND on top of that, the self damage is not useless, you get to play 0 mana Flesh Giants which is a huge swing. Too broken most of the time, not just in wild but in standard too. The deck was basically play glare on turn 3-4 or concede.
And no, zoo doesn't need draw. Aggro's weakness should be card draw. Warlocks already have their hero power and hand of gul'dan is just a good addition, it literally negates the draw back of Nightshade Matron. In case you didn't notice when the deck was dominating the meta, hand was almost always dicarded by Matron.
Let's break it down. Zoo's plan was just hard mulligan for scrap imp and play it on turn 2 (turn 1 with coin). Next turn play Expired Merchant into Hand of Gul'dan or just tap if you don't have merchant. Then you vomit over stated cheap minions on board and win the game because, while usually stats don't equal game winning in constructed, huge minions coming down this early will win the game. So yeah, it was a justified and more than welcomed nerf.
Same problem with glare, they just play 10 cards in a turn because of all those self damage combos AND on top of that, the self damage is not useless, you get to play 0 mana Flesh Giants which is a huge swing. Too broken most of the time, not just in wild but in standard too. The deck was basically play glare on turn 3-4 or concede.
And no, zoo doesn't need draw. Aggro's weakness should be card draw. Warlocks already have their hero power and hand of gul'dan is just a good addition, it literally negates the draw back of Nightshade Matron. In case you didn't notice when the deck was dominating the meta, hand was almost always dicarded by Matron.
and new miracle Rogue's plan is just to play cheap cards along with Edwin/Questing or concede.
and reno preist's plan is just play Anduin/Raza with cheap spells or concede.
HoG works only with top discards, in mulligans its kept, this means 1 less playable card like quests; this is enough to not play quests
but we have to play HoG, combination of 2 cards to draw while alone both are almost useless, 6 cards in your deck to something draw for you.
compare the situation to Battle Rage/ Passage or even Guess the Weight. this means so much deck building requirement, 4 less card in your aggro deck
Let's break it down. Zoo's plan was just hard mulligan for scrap imp and play it on turn 2 (turn 1 with coin). Next turn play Expired Merchant into Hand of Gul'dan or just tap if you don't have merchant. Then you vomit over stated cheap minions on board and win the game because, while usually stats don't equal game winning in constructed, huge minions coming down this early will win the game. So yeah, it was a justified and more than welcomed nerf.
Same problem with glare, they just play 10 cards in a turn because of all those self damage combos AND on top of that, the self damage is not useless, you get to play 0 mana Flesh Giants which is a huge swing. Too broken most of the time, not just in wild but in standard too. The deck was basically play glare on turn 3-4 or concede.
And no, zoo doesn't need draw. Aggro's weakness should be card draw. Warlocks already have their hero power and hand of gul'dan is just a good addition, it literally negates the draw back of Nightshade Matron. In case you didn't notice when the deck was dominating the meta, hand was almost always dicarded by Matron.
and new miracle Rogue's plan is just to play cheap cards along with Edwin/Questing or concede.
and reno preist's plan is just play Anduin/Raza with cheap spells or concede.
HoG works only with top discards, in mulligans its kept, this means 1 less playable card like quests; this is enough to not play quests
but we have to play HoG, combination of 2 cards to draw while alone both are almost useless, 6 cards in your deck to something draw for you.
compare the situation to Battle Rage/ Passage or even Guess the Weight. this means so much deck building requirement, 4 less card in your aggro deck
Battlerage has a requirement and secret passage just gets rid of your actual hand. You have no idea how many times I wanted to play the cards I had in hand before playing passage but the game's state couldn't let me do it.
Anyway you can't compare them as they are class identity draws, if HoG was bad it would've not seen any play but in fact it was very played.
guys they nerfed zoo twice when it was a tier 3 deck( Scrap Imp and Dark Glare).
i dont know why but i have a feeling they are gonna nerf it in tier 4 again.
it was too unhealthy for the game to have 2/2 handbuff in turn 4 after 4 turns of doing nothing.
but a 12/12 in turn one is so fun. no one was asking for Scrap Imp nerf and they nerfed it.
for years ppl are asking to HoF Edwin but they introduced new cat to tell you "fk you community".
DarkGlare nerfed to fix wild (it didn't ) it slapped zoo out of existence in Standard.
Zoo needs draw( HoG is a stupid combo draw) "ok print secret passage"
zoo needs to not kill himself "more Masochist cards coming" pay offs nerfed
print more discards without pay off.
i have zero doubt they are gonna nerf warlock in tier 3/4.
blizzard is like priest galakrond "II SEEE YOUU"
at least rogue is a combo class , zoo is just some brain dead deck like dh , at least my opinion
Mage is in the same boat, anytime the class have a card can M-A-Y-B-E can win some games the card is nerfed into the oblivion.
Alexstraza for be a good pay-off of highlander build? Nerfed twice.
A 1 mana legendary spell can save the game sometimes? Nerfed.
A 3/2 good minion can shuffle a powerful 7 manas minion can make a comeback in a lost game (you can't survive until turn 9 anymore with mage)? Nerfed.
Mage in your best moments barely reach the bottom of tier 2 and still being nerfed again, again and again.
WHY???
Solarian and Evocation 100% deserved the nerfs. I don't know how biased you have to be defend such broken and unfun cards.
Let's break it down. Zoo's plan was just hard mulligan for scrap imp and play it on turn 2 (turn 1 with coin). Next turn play Expired Merchant into Hand of Gul'dan or just tap if you don't have merchant. Then you vomit over stated cheap minions on board and win the game because, while usually stats don't equal game winning in constructed, huge minions coming down this early will win the game. So yeah, it was a justified and more than welcomed nerf.
Same problem with glare, they just play 10 cards in a turn because of all those self damage combos AND on top of that, the self damage is not useless, you get to play 0 mana Flesh Giants which is a huge swing. Too broken most of the time, not just in wild but in standard too. The deck was basically play glare on turn 3-4 or concede.
And no, zoo doesn't need draw. Aggro's weakness should be card draw. Warlocks already have their hero power and hand of gul'dan is just a good addition, it literally negates the draw back of Nightshade Matron. In case you didn't notice when the deck was dominating the meta, hand was almost always dicarded by Matron.
and new miracle Rogue's plan is just to play cheap cards along with Edwin/Questing or concede.
and reno preist's plan is just play Anduin/Raza with cheap spells or concede.
HoG works only with top discards, in mulligans its kept, this means 1 less playable card like quests; this is enough to not play quests
but we have to play HoG, combination of 2 cards to draw while alone both are almost useless, 6 cards in your deck to something draw for you.
compare the situation to Battle Rage/ Passage or even Guess the Weight. this means so much deck building requirement, 4 less card in your aggro deck
Battlerage has a requirement and secret passage just gets rid of your actual hand. You have no idea how many times I wanted to play the cards I had in hand before playing passage but the game's state couldn't let me do it.
Anyway you can't compare them as they are class identity draws, if HoG was bad it would've not seen any play but in fact it was very played.