I played a game against a Druid that drew ALL 40 of his cards and played Mechathun and killed it, while I had 23 cards left, meaning he not only drew all 40 cards, but also played them. (This was in Wild, I hear that Alignment Druid is a similar issue in Standard).
Druid Should Get a Priest-Like 2020 Reset.
In 2020, they changed several Priest cards, mostly so they couldn't go face, sent cards to the Hall of Fame like Velen.
Clearly, considering the number of times they have nerfed Druid, Druid is still a raging problem.
This isn't the first time Druid got out of control, Druid got hammered in 2018.
1. Druid is not supposed to have cards like Flipper Friends, Scale of Onyxia, Poison Seeds or Naturalize. They are supposed to real trouble with big minions, yet they are the best at dealing with big minions.
2. Guff shouldn't be able to draw. It should be gain mana or summon a 4/4 and the hero power should cost 3, Wild Growth costs 3.
3. Celestial Alignment should also discard hand, like Astral Communion.
4. Why does Druid have Moonlit Guidance? A discover a copy of a card in your deck? That should be a Priest/Hunter thing only. Druids are supposed to be discovering random crap like Mage does. Discovering in your deck is extremely powerful, Priest and Hunter have little draw to balance out things like Shadow Visions.
Playing against druide really feels like they are cheating sometimes. Honestly mana ramp should have never been approved when the game was designed, it's juste stupid. It was okay when 90% of the cards in the game are weak ass cards and your best move was turn 2 yeti, today it's crazy unfair how efficient mana ramp can be.
It baffles me how they banned the demon seed in Wild but think Guff, poison seed or combos like scale of onixia / floops glorious gloop are okay.
Guff should literally cost 10 mana with his current effect and would still be played, imagine that. Would you not put him in your deck at 10 mana ? I sure would, it'd be bad against aggro but would still destroy control, instead of killing everything that isn't portal mage.
I'm okay with celestial alignment if it disables the ability to ramp. You're not supposed to have 17 mana the turn after you play that card.
Moonlight guidance would be fine too without ramp. Every stupid druid card is fine without ramp. They should focus on choose one mechanics.
I myself played some druid decks with Guff (Big Ramp minions) which doesn't seem that oppressive maybe. I was thinking if they could change Guff in a way that he would do the same battlecry, BUT you wouldn't just gain mana crystal over 10 by nature. You would either have to use hero power or other cards. Don't know if it would be enough.
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"Minion to minion the basic of all combats, only a fool trusts his win to an OTK"
I myself played some druid decks with Guff (Big Ramp minions) which doesn't seem that oppressive maybe. I was thinking if they could change Guff in a way that he would do the same battlecry, BUT you wouldn't just gain mana crystal over 10 by nature. You would either have to use hero power or other cards. Don't know if it would be enough.
That's a cool Idea actually, you can ramp above 10 mana, but you have to work for it
as a standard druid player i can say druid feel balanced in standard(not alignment that card should prop be nerfed) but in wild i feel it really needs some nerfs. But keep it wild nerfs.
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I played a game against a Druid that drew ALL 40 of his cards and played Mechathun and killed it, while I had 23 cards left, meaning he not only drew all 40 cards, but also played them. (This was in Wild, I hear that Alignment Druid is a similar issue in Standard).
Druid Should Get a Priest-Like 2020 Reset.
In 2020, they changed several Priest cards, mostly so they couldn't go face, sent cards to the Hall of Fame like Velen.
Clearly, considering the number of times they have nerfed Druid, Druid is still a raging problem.
This isn't the first time Druid got out of control, Druid got hammered in 2018.
1. Druid is not supposed to have cards like Flipper Friends, Scale of Onyxia, Poison Seeds or Naturalize. They are supposed to real trouble with big minions, yet they are the best at dealing with big minions.
2. Guff shouldn't be able to draw. It should be gain mana or summon a 4/4 and the hero power should cost 3, Wild Growth costs 3.
3. Celestial Alignment should also discard hand, like Astral Communion.
4. Why does Druid have Moonlit Guidance? A discover a copy of a card in your deck? That should be a Priest/Hunter thing only. Druids are supposed to be discovering random crap like Mage does. Discovering in your deck is extremely powerful, Priest and Hunter have little draw to balance out things like Shadow Visions.
Playing against druide really feels like they are cheating sometimes. Honestly mana ramp should have never been approved when the game was designed, it's juste stupid. It was okay when 90% of the cards in the game are weak ass cards and your best move was turn 2 yeti, today it's crazy unfair how efficient mana ramp can be.
It baffles me how they banned the demon seed in Wild but think Guff, poison seed or combos like scale of onixia / floops glorious gloop are okay.
Guff should literally cost 10 mana with his current effect and would still be played, imagine that. Would you not put him in your deck at 10 mana ? I sure would, it'd be bad against aggro but would still destroy control, instead of killing everything that isn't portal mage.
I'm okay with celestial alignment if it disables the ability to ramp. You're not supposed to have 17 mana the turn after you play that card.
Moonlight guidance would be fine too without ramp. Every stupid druid card is fine without ramp. They should focus on choose one mechanics.
I myself played some druid decks with Guff (Big Ramp minions) which doesn't seem that oppressive maybe. I was thinking if they could change Guff in a way that he would do the same battlecry, BUT you wouldn't just gain mana crystal over 10 by nature. You would either have to use hero power or other cards. Don't know if it would be enough.
"Minion to minion the basic of all combats, only a fool trusts his win to an OTK"
That's a cool Idea actually, you can ramp above 10 mana, but you have to work for it
Druid is fine in standard (don’t care much about wild, every class has had their absolute nonsense in that format).
Aggro/tempo counters Druid. The main people that hate Druid are those who play slower decks that allow Druid to ramp with impunity.
as a standard druid player i can say druid feel balanced in standard(not alignment that card should prop be nerfed) but in wild i feel it really needs some nerfs. But keep it wild nerfs.