(I won't get into how it really doesn't have any practical counters.)
In any other class, this card would probably be fine. But in a Druid deck where one can realistically play it on Turn 5, it's game-breaking. (In mirrors, the game is often decided by who plays it first.)
You are forgetting that druids have a ramping mechanic. That means that they run out of cards quickly and can play this as soon as Turn 6 if they go first, Turn 5 if they go second. Plus then they refill their hand.
Effect: Destroy one minion then summon 3 >insert generic name for token here<
"parasite ghoul"
Cost: 3 mana
Stats: 2/3*
DR: draw 2 cards, restore 3 life to your hero.
Pros: strictly stronger in terms of value, draw 1 more card, heals for 9, destroy 1 minion
Cons: Now you cant cast until your enemy have a minion or sacrifice one minion (fix perfect in DK theme). Tokens can be silenced. Weaker bodys that not stops the aggro. No so much impact the turn that you play the card. Dont get armor.
Nerf Innervate instead and watch what happens. This card is mostly as insane as it is because druids can now ramp as much as they want without any consequences, making jade even more brainless. Put this card in warrior, paladin, priest, warlock, shaman or hunter and it's not half as broken. (But I guess it would also be broken in mage and rogue)
Nerf Innervate instead and watch what happens. This card is mostly as insane as it is because druids can now ramp as much as they want without any consequences, making jade even more brainless. Put this card in warrior, paladin, priest, warlock, shaman or hunter and it's not half as broken. (But I guess it would also be broken in mage and rogue)
In mage no because have downsides enough, if mage don't run Arcane Intellect have the risk don't draw the card and if run risk overdraw, random effects giving many copies of this card will be a problem in mage because fatigue much more faster.
In rogue sure will be a problem, this card for 7 manas is broken as hell.
(1) You can't just add up mana of other smaller cards and compare that. Card power curve shouldn't be linear, it should be exponential, at least above 5 mana. Why? Because only these kind of cards warrant you waiting so many turns with useless card in your hand. Ragnaros, Tirion, Dr. Boom - all "op". But notice that only these op cards get to be played in standard. Yes, the effect of The infestation is slightly over the top, they could have made it slightly weaker - the thing is...
(2) This card wouldn't be even remotely as powerful in any other class as it is in Druid. Because Druid can cheat out mana. They can get this card out faster and then reload their hand. Essentially because of ramp, druids aren't punished because of the high mana cost, and because this card draws 5 cards while having a relevant board influence, they aren't punished for ramping. These two mechanics simply negate each other's bad sides while amplifying the good sides and since both mechanics are good to begin with, we see an insane power spike for the class. Add to that, that it is in fact one of the dominant classes of the previous meta and that the class got new powerful tools this expansion and there you have it - DruidStone.
(1) You can't just add up mana of other smaller cards and compare that. Card power curve shouldn't be linear, it should be exponential, at least above 5 mana. Why? Because only these kind of cards warrant you waiting so many turns with useless card in your hand. Ragnaros, Tirion, Dr. Boom - all "op". But notice that only these op cards get to be played in standard. Yes, the effect of The infestation is slightly over the top, they could have made it slightly weaker - the thing is...
(2) This card wouldn't be even remotely as powerful in any other class as it is in Druid. Because Druid can cheat out mana. They can get this card out faster and then reload their hand. Essentially because of ramp, druids aren't punished because of the high mana cost, and because this card draws 5 cards while having a relevant board influence, they aren't punished for ramping. These two mechanics simply negate each other's bad sides while amplifying the good sides and since both mechanics are good to begin with, we see an insane power spike for the class. Add to that, that it is in fact one of the dominant classes of the previous meta and that the class got new powerful tools this expansion and there you have it - DruidStone.
1. You're right, the added up cost should equate to less than 10 for this card to be balance.
This card not only has a combine effect (you only have to draw one card to get a ton of different effect), but it is also extremely cheap compare to even when you combine the small card.
2. I don't believe that, this card has intense value in any late game deck
Nerf this card and I will quit this game. It costs 10 mana for a reason. 10 mana cards are supposed to be powerful. You guys are just not used to Blizzard printing properly powerful high-cost cards.
If you survive until turn 10 you are suppose to cast stuff like this. Game needs more of it.
That's the problem. This isn't played on turn 10. I agree with you the actual card is quite balanced. But the fact that it's in druid is what makes it so problematic
I'd say Spreading Plagueis even more problematic. Why would you give one of the best anti-aggro cards ever seen to Druid, thus removing one major weakness from a class, making it absurdly powerful?
FFs is time that we the higher mana players finally got a strong high mana card, aggro has been getting broken 1 drops they don't have to build around since forever while control had to conform with things such as Avian Watchernorsthea karaken or Tyrantus which are broderline unplayable, why can't control players get a strong non-build around 10 drop every once in a while???
Yeah and it wouldn't be a problem if it didn't destroy other control decks. Look on hsreplay.net druid dominates the meta in every shape and form. I love control, but druid ruins it
This would be an awesome late game card indeed and healthy for the meta! But you forget something very important.. This is not a late game card for Druid, it is a mid game card (usually it is round 6/7 when they play this). Also is a card that fixes one of the only two weaknesses of a very powerful deck (jades and card disadvantage due to ramping cards). Also dont forget that the reason many control decks are now out of meta or never played is because of Jades >> very bad for the game..
This would be an awesome late game card indeed and healthy for the meta! But you forget something very important.. This is not a late game card for Druid, it is a mid game card (usually it is round 6/7 when they play this). Also is a card that fixes one of the only two weaknesses of a very powerful deck (jades and card disadvantage due to ramping cards). Also dont forget that the reason many control decks are now out of meta or never played is because of Jades >> very bad for the game..
And you say that control warrior, warlock, pally or even mage could beat priest if Jade druid wouldn't have existed? You must be joking.
Priest is considered a counter to Druid right now, what rank do you play exactly because you dont have a clue about the meta and the matchups as it seems by what you are saying.. Having a deck (jades) in the game that makes 4 classes according to your sayings unplayable is so bad for the game, i think you could understand this
The problem is not Jade Idol, or Ultimate Infestation, not even Gadgetzan Auctioneer. The only problem is the Jade Druid archetype. So don't attack good cards that could allow other archetypes (Quest Druid, Medivh Druid) to be somewhat viable because the Meta Deck runs it. Jade Druid was already a good deck in Un'Goro meta, and even back in MSoG meta.
Instead of asking for a nerf like babies always do, better ask for better cards for the other classes. And some of them really do need good new cards.
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Why not add 'destroy 5 mana crystals'?
There is a huge risk to spending 10 mana on one card, so 10-mana cards should (arguably) be over-valued.
Ultimate Infestation is undeniably over valued. It's a single 10-mana card with 19 mana worth of effects (Stranglethorn Tiger (ish) + Iron Hide + Starfire + Sprint --or-- Sprint + Shield Block + Firelands Portal (ish))
(I won't get into how it really doesn't have any practical counters.)
In any other class, this card would probably be fine. But in a Druid deck where one can realistically play it on Turn 5, it's game-breaking. (In mirrors, the game is often decided by who plays it first.)
That's really all there is to it.
"Nerf Paper," said Rock.
Honestly even at all 4s is strong but I seriously doubt they will bring it to all 3's they'd have to make it 9 mana at that point.
You are forgetting that druids have a ramping mechanic. That means that they run out of cards quickly and can play this as soon as Turn 6 if they go first, Turn 5 if they go second. Plus then they refill their hand.
Just use Shieldmaiden + Starfire + Sprint.
(19 mana as well)
Ultimate infestation
Cost: 10 mana
Effect: Destroy one minion then summon 3 >insert generic name for token here<
"parasite ghoul"
Cost: 3 mana
Stats: 2/3*
DR: draw 2 cards, restore 3 life to your hero.
Pros: strictly stronger in terms of value, draw 1 more card, heals for 9, destroy 1 minion
Cons: Now you cant cast until your enemy have a minion or sacrifice one minion (fix perfect in DK theme). Tokens can be silenced. Weaker bodys that not stops the aggro. No so much impact the turn that you play the card. Dont get armor.
What about this?
Nerf Innervate instead and watch what happens. This card is mostly as insane as it is because druids can now ramp as much as they want without any consequences, making jade even more brainless. Put this card in warrior, paladin, priest, warlock, shaman or hunter and it's not half as broken. (But I guess it would also be broken in mage and rogue)
The card isn't broken(1), the class is(2).
(1) You can't just add up mana of other smaller cards and compare that. Card power curve shouldn't be linear, it should be exponential, at least above 5 mana. Why? Because only these kind of cards warrant you waiting so many turns with useless card in your hand. Ragnaros, Tirion, Dr. Boom - all "op". But notice that only these op cards get to be played in standard. Yes, the effect of The infestation is slightly over the top, they could have made it slightly weaker - the thing is...
(2) This card wouldn't be even remotely as powerful in any other class as it is in Druid. Because Druid can cheat out mana. They can get this card out faster and then reload their hand. Essentially because of ramp, druids aren't punished because of the high mana cost, and because this card draws 5 cards while having a relevant board influence, they aren't punished for ramping. These two mechanics simply negate each other's bad sides while amplifying the good sides and since both mechanics are good to begin with, we see an insane power spike for the class. Add to that, that it is in fact one of the dominant classes of the previous meta and that the class got new powerful tools this expansion and there you have it - DruidStone.
I just want to know why they thought this card was a good idea after they had to nerf ancient of lore.
Vote for my Card Design Submission! I love this one!
Nerf this card and I will quit this game. It costs 10 mana for a reason. 10 mana cards are supposed to be powerful. You guys are just not used to Blizzard printing properly powerful high-cost cards.
If you survive until turn 10 you are suppose to cast stuff like this. Game needs more of it.
That's the problem. This isn't played on turn 10. I agree with you the actual card is quite balanced. But the fact that it's in druid is what makes it so problematic
This card in Druid is the single most broken card in the game that has ever printed
I'd say Spreading Plagueis even more problematic. Why would you give one of the best anti-aggro cards ever seen to Druid, thus removing one major weakness from a class, making it absurdly powerful?
For once, Blizzard makes a good late game card, and people manage to complain about it.
Instead of nerfing this card, I'd like the other classes to have similar late game value (and not the crap we're now used to get in every expansion).
But hey I guess everybody here like the full aggro meta.
This would be an awesome late game card indeed and healthy for the meta! But you forget something very important.. This is not a late game card for Druid, it is a mid game card (usually it is round 6/7 when they play this). Also is a card that fixes one of the only two weaknesses of a very powerful deck (jades and card disadvantage due to ramping cards). Also dont forget that the reason many control decks are now out of meta or never played is because of Jades >> very bad for the game..
The problem is not Jade Idol, or Ultimate Infestation, not even Gadgetzan Auctioneer. The only problem is the Jade Druid archetype. So don't attack good cards that could allow other archetypes (Quest Druid, Medivh Druid) to be somewhat viable because the Meta Deck runs it. Jade Druid was already a good deck in Un'Goro meta, and even back in MSoG meta.
Instead of asking for a nerf like babies always do, better ask for better cards for the other classes. And some of them really do need good new cards.