Nourish began to see play only after Ultimate Infestation was printed. It was meme-tier before that... UI rotates in three months, what's that point of nerfing Nourish now? That's probably the worst nerf of the bunch.
Nourish began to see play only after Ultimate Infestation was printed. It was meme-tier before that... UI rotates in three months, what's that point of nerfing Nourish now? That's probably the worst nerf of the bunch.
i do not know. It see play in every druid deck, Taunt druid not play UI but still use nourish. What's your point? 6 mana draw 3 is GOOD.
Nourish was very good in most Druid decks except Aggro. They officially nerfed all clasic ramp cards for Druid for whatever reason. It is really unplayable now, 6 mana draw 3 cards ...
Not really. Rogue has 7 mana draw 4 that saw very little play over the years, and they could cast it for 4 with Preparation. Losing your turn 6 to draw 3 cards is such a huge tempo loss that very few match-ups won't punish you for that.
Not really. Rogue has 7 mana draw 4 that saw very little play over the years, and they could cast it for 4 with Preparation. Losing your turn 6 to draw 3 cards is such a huge tempo loss that very few match-ups won't punish you for that.
Nourish can be used both for mana or card draws. Trust me, it will see play. You don't use draw 3 on turn 6. You use Gain mana crystal on turn 6. Then, you can also draw for late game looking for you win condition cards.
Don't get why people call it unplayable. Ancient of Lore was 7-mana draw 2 cards with a mediocre body attached and they nerfed that (which I feel like at this point would actually warrant a revert. the game has evolved so far that even stuff like Countess Ashmore and Hex Lord Malacrass barely see play even in decks that could run them)
If there's going to be combo Druids in the future they will run this as general card draw. They keep giving Druid card draw anyways, so it figures they'D want to nerf their most consistent and across-the-board useful draw engine, so they can print more stuff like Juicy Psychmelon or Predatory Instincts that actually require deckbuilding.
Nourish on 5 ramped you exactly to 8. There are very powerful 8 drops nowadays. Now it ramps you from 6 to 9. Although there are also some nice 9 drops the deck is much slower
Not really. Rogue has 7 mana draw 4 that saw very little play over the years, and they could cast it for 4 with Preparation. Losing your turn 6 to draw 3 cards is such a huge tempo loss that very few match-ups won't punish you for that.
Nourish can be used both for mana or card draws. Trust me, it will see play. You don't use draw 3 on turn 6. You use Gain mana crystal on turn 6. Then, you can also draw for late game looking for you win condition cards.
unnecessary. Wild Growth was made Nourish good, and unless they print new control druid cards every archetype other than token will die with rotation. RIP
No. I think this nerf accomplished what it set out to do. It makes the card playable, but not auto-include. I'm pretty sure wild growth is still just 100% staple in Druid forever. It probably just needed to be emergency HOF'd.
I haven't played Wild in a while so I don't know if this is still a thing, but you won't be able to go Fandral Staghelm + Jade Idol + Nourish anymore. (edit: without also using Innervates or The Coin)
Positive nerf, as I said in the Wild Growth thread, this massively disrupts Druid's god tier curve of T2 Wild Growth, T3 Branching/Oaken Summons/Coin + Nourish, T4 Malfurion, T5 Lich King. With the nerf to Wild Growth AND Nourish, it's a lot harder to get to 6 mana quickly unless you're also running Innervates, in which case, you're probably not Nourishing for mana crystals. I think the days of 2x Nourish are gone.
Class identity is so hard to come by these days. Sorry to see druid nerfs in this fashion.
Take spreading plague away and the decks are much weaker. Take UI away and nourish will be used for ramp again. Weaken Branching paths, which was crazy for 4 mana and the consistency dies. Instead they nerf the very core of the class. Needlessly.
They created the problem by pushing Maly with Floop, which - surprise - pushed maly to T1+. Same thing with Dreampetal in Togg. Now they created a counter (Zihi), which is now completely useless.
Druid needed a nerf. But these are the wrong cards to target.
Very good change. This card has always been played in druid decks. UI just made it that it was used for ramp more often. If you compare other 5 mana draw cards, you'll see that they are almost always worse than straight up draw. (Devour Mind, and that's not even a classic card) 5 mana draw three by itself might be alright, but 5 mana draw three OR do something else the class really wants to do?
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Nourish began to see play only after Ultimate Infestation was printed. It was meme-tier before that... UI rotates in three months, what's that point of nerfing Nourish now? That's probably the worst nerf of the bunch.
i do not know. It see play in every druid deck, Taunt druid not play UI but still use nourish. What's your point? 6 mana draw 3 is GOOD.
Leper Gnome
Nourish was very good in most Druid decks except Aggro. They officially nerfed all clasic ramp cards for Druid for whatever reason. It is really unplayable now, 6 mana draw 3 cards ...
Why is the rum gone?
Not really. Rogue has 7 mana draw 4 that saw very little play over the years, and they could cast it for 4 with Preparation. Losing your turn 6 to draw 3 cards is such a huge tempo loss that very few match-ups won't punish you for that.
Nourish can be used both for mana or card draws. Trust me, it will see play.
You don't use draw 3 on turn 6. You use Gain mana crystal on turn 6. Then, you can also draw for late game looking for you win condition cards.
Leper Gnome
Don't get why people call it unplayable. Ancient of Lore was 7-mana draw 2 cards with a mediocre body attached and they nerfed that (which I feel like at this point would actually warrant a revert. the game has evolved so far that even stuff like Countess Ashmore and Hex Lord Malacrass barely see play even in decks that could run them)
If there's going to be combo Druids in the future they will run this as general card draw. They keep giving Druid card draw anyways, so it figures they'D want to nerf their most consistent and across-the-board useful draw engine, so they can print more stuff like Juicy Psychmelon or Predatory Instincts that actually require deckbuilding.
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Nourish on 5 ramped you exactly to 8. There are very powerful 8 drops nowadays. Now it ramps you from 6 to 9. Although there are also some nice 9 drops the deck is much slower
While Ultimate Infestation is still in Standard, perhaps. But not because it is good. Just because Ultimate Infestation is busted. And even then Nourish seems too slow for draw and too late for ramp. It also interferes with your Spreading Plague turn.
Nice 200 dust because not playing druid.
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At six mana the mana gain is not worth it now so its there for card draw and there are better options, , its a dead card 200 dust.
This one's better than Wild Growth. Nourish was the worse card of the two and it's play was less consistent.
so isn't this a worse nerf then?
unnecessary. Wild Growth was made Nourish good, and unless they print new control druid cards every archetype other than token will die with rotation. RIP
Unpopular opinion: Rogue is OP
No. I think this nerf accomplished what it set out to do. It makes the card playable, but not auto-include.
I'm pretty sure wild growth is still just 100% staple in Druid forever. It probably just needed to be emergency HOF'd.
I haven't played Wild in a while so I don't know if this is still a thing, but you won't be able to go Fandral Staghelm + Jade Idol + Nourish anymore. (edit: without also using Innervates or The Coin)
Positive nerf, as I said in the Wild Growth thread, this massively disrupts Druid's god tier curve of T2 Wild Growth, T3 Branching/Oaken Summons/Coin + Nourish, T4 Malfurion, T5 Lich King. With the nerf to Wild Growth AND Nourish, it's a lot harder to get to 6 mana quickly unless you're also running Innervates, in which case, you're probably not Nourishing for mana crystals. I think the days of 2x Nourish are gone.
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Class identity is so hard to come by these days. Sorry to see druid nerfs in this fashion.
Take spreading plague away and the decks are much weaker. Take UI away and nourish will be used for ramp again. Weaken Branching paths, which was crazy for 4 mana and the consistency dies. Instead they nerf the very core of the class. Needlessly.
They created the problem by pushing Maly with Floop, which - surprise - pushed maly to T1+. Same thing with Dreampetal in Togg. Now they created a counter (Zihi), which is now completely useless.
Druid needed a nerf. But these are the wrong cards to target.
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Very good change. This card has always been played in druid decks. UI just made it that it was used for ramp more often. If you compare other 5 mana draw cards, you'll see that they are almost always worse than straight up draw. (Devour Mind, and that's not even a classic card) 5 mana draw three by itself might be alright, but 5 mana draw three OR do something else the class really wants to do?
This is a fair change.
I was expecting that Blizzard would nerf this card but not that much, like changing the gain 2 mana crystals by 2 empty mana crystals. Still happy.
Woah why nerf odd Druid now? Not cool blizzard
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