as you can imagine, I'd like to talk about the Nerfs announced a couple of hours ago.
I want to clarify that comments like "nenene now Giggling is unplayable" or "nenene DruidStone" or similar aren't useful to the discussion and so not appreciated.
Moreover, I want this thread to become a prediction about the future meta in Standard (and, why not, also Wild if someone has something constructive to say). I'll start
In my opinion, Blizzard didn't want to nerf Mana Wyrm (otherwise they would have lowered its health or waited the rotation to move it to HoF), but only wanted to move it to the pool of cards that Even Mage can use in order to support that archetype. I definitely think that we'll see it more that usual now. Despite not having an OP card like Jaina, Even Mage itself can (not will, since I'm not Nostradamus) become a counter to Druid with cards like Polymorph and Blizzard but also Arcane Explosion, maybe combined with minions that increase spell damage in order to kill those 1/5s coming from Malfurion and Spreading Plague.
Now about Giggling: this is surely a heavy nerf, but we have to think in a odd-even logic too. Maybe Blizzard thinks that some strong Even deck will show up (Even Mage kappa) and doesn't want to give them too much tools or, on the other hand, they still want Giggling to be used by Odd decks only. I think that saying that it will never be played again is a bit premature: maybe it will only see a reduction in playmate but will still find its way to the meta, maybe in a more control way
I don't play Wild but I read that people are quite satisfied about the Aviana nerf: now it will take more time to pull of that combo.
Last but not least, I'm a bit worried about the HealZoo situation: with Giggling to 7 mana, we lost an efficient tool to slow down that deck. Will it become even more powerful or is it just me?
Let me know what you think. If you already have created a deck based on these changes there's no need to be shy!
As a standard player and more recently a wild player, I like all the nerfs. I think Psychmelon was a problem in wild, mostly because Avi/Kun is both so broken and so enabled by that card. The nerf to Avi slows down combo druid significantly and the archetype now needs an innervate to function properly. Along with drawing Brann/floop/StarAligners or pieces like Maly/Swipe/Moonfire, you also need the psychmelon plus the 10-drop draw/2nd melon, AND innervate. This can delay the whole deck by at least 2 more turns which is more than enough for the right deck to kill the combo druid.
Standard druid obviously receives no nerf, but I'm hard pressed to really think of any reasonable nerfs. The change I would probably make would be making Branching Paths armor gain limited to 3, so you can gain 6 armor for 4 mana. It might make the druid take card draw or giving minions +1 attack. I think that the armor gain option is so strong that it becomes the go-to and that's what makes it problematic. It sucks that the needed counter to standard druid really needs to be more instances of counter spell or dirty rat, which aren't available, yada yada druid. Druid will be strong until rotation, when DK + spreading plague are gone lol.
Mana wyrm is an interesting nerf and I think it is fine. Tempo mage with a turn 1 mana wyrm is so strong that by the time you kill it, half your life total is gone already and the game is basically lost barring you drawing every miracle card you need in your deck. As a mage playing the tempo deck, all you have to do is literally roll your face all over the keyboard if you play a turn 1 mana wyrm and you will win the game before turn 7. Changing it to 2 slows the deck down enough to where your opponent can reasonably develop something to contest, and it still allows the mage to be powerful when they pair the wyrm with the coin and arcane missiles for example, as it typically is.
Mage will have to adapt by playing another strong 1 drop probably, which will make deck building interesting. I like the idea of an even mage and this is a powerful card to be added to the even pool.
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Hi everyone,
as you can imagine, I'd like to talk about the Nerfs announced a couple of hours ago.
I want to clarify that comments like "nenene now Giggling is unplayable" or "nenene DruidStone" or similar aren't useful to the discussion and so not appreciated.
Moreover, I want this thread to become a prediction about the future meta in Standard (and, why not, also Wild if someone has something constructive to say). I'll start
In my opinion, Blizzard didn't want to nerf Mana Wyrm (otherwise they would have lowered its health or waited the rotation to move it to HoF), but only wanted to move it to the pool of cards that Even Mage can use in order to support that archetype. I definitely think that we'll see it more that usual now. Despite not having an OP card like Jaina, Even Mage itself can (not will, since I'm not Nostradamus) become a counter to Druid with cards like Polymorph and Blizzard but also Arcane Explosion, maybe combined with minions that increase spell damage in order to kill those 1/5s coming from Malfurion and Spreading Plague.
Now about Giggling: this is surely a heavy nerf, but we have to think in a odd-even logic too. Maybe Blizzard thinks that some strong Even deck will show up (Even Mage kappa) and doesn't want to give them too much tools or, on the other hand, they still want Giggling to be used by Odd decks only. I think that saying that it will never be played again is a bit premature: maybe it will only see a reduction in playmate but will still find its way to the meta, maybe in a more control way
I don't play Wild but I read that people are quite satisfied about the Aviana nerf: now it will take more time to pull of that combo.
Last but not least, I'm a bit worried about the HealZoo situation: with Giggling to 7 mana, we lost an efficient tool to slow down that deck. Will it become even more powerful or is it just me?
Let me know what you think. If you already have created a deck based on these changes there's no need to be shy!
Even Mage with two mana MW will be crap. Adding over nerfed cards to bad archetypes doesn’t make them better.
Never judge a book by its appearances. Does Dr.7 remind you something?
Shooting Star? You probably meant something else, 'cuz this is an odd-cost card.
Yeah my bad, I was meaning Arcane Explosion
As a standard player and more recently a wild player, I like all the nerfs. I think Psychmelon was a problem in wild, mostly because Avi/Kun is both so broken and so enabled by that card. The nerf to Avi slows down combo druid significantly and the archetype now needs an innervate to function properly. Along with drawing Brann/floop/StarAligners or pieces like Maly/Swipe/Moonfire, you also need the psychmelon plus the 10-drop draw/2nd melon, AND innervate. This can delay the whole deck by at least 2 more turns which is more than enough for the right deck to kill the combo druid.
Standard druid obviously receives no nerf, but I'm hard pressed to really think of any reasonable nerfs. The change I would probably make would be making Branching Paths armor gain limited to 3, so you can gain 6 armor for 4 mana. It might make the druid take card draw or giving minions +1 attack. I think that the armor gain option is so strong that it becomes the go-to and that's what makes it problematic. It sucks that the needed counter to standard druid really needs to be more instances of counter spell or dirty rat, which aren't available, yada yada druid. Druid will be strong until rotation, when DK + spreading plague are gone lol.
Mana wyrm is an interesting nerf and I think it is fine. Tempo mage with a turn 1 mana wyrm is so strong that by the time you kill it, half your life total is gone already and the game is basically lost barring you drawing every miracle card you need in your deck. As a mage playing the tempo deck, all you have to do is literally roll your face all over the keyboard if you play a turn 1 mana wyrm and you will win the game before turn 7. Changing it to 2 slows the deck down enough to where your opponent can reasonably develop something to contest, and it still allows the mage to be powerful when they pair the wyrm with the coin and arcane missiles for example, as it typically is.
Mage will have to adapt by playing another strong 1 drop probably, which will make deck building interesting. I like the idea of an even mage and this is a powerful card to be added to the even pool.