That's a BS of the year. It was very unlikely to pull it out/destroy it in hand, as the deck runs too many minions. Also, lock was quite consistently playing the Snake on turn 6. And even if you - by some miracle - get rid of it, they can just excavate two more.
2) "No nerf needed". There is counterplay on control, but you would literally have to run a counter deck to beat it consistently, which would compromise your deck against all other decks. Also, this misses the point of it being a sentiment outlier, not a power outlier. The problem is that the bouncing mechanic is not fun for anyone and kills many control decks if meta.
There is no control counterplay to the Snake. I tried countering it as heavily as possible, running Warrior with 2x Call to the Stand, 2x Rat, Boomboss and my own bouncers for the Rats and the Boomboss. It never worked. One time I came very close, pulled both Warlock's Pandas, one of his Brewmasters and Zola, but the son of a gun was also running two Celestial Projectionists...
Here is an idea how to cripple the Snake and bouncing overall: Nerf the bouncers (Panda and Brewmaster). Change their Battlecry to: "Return a friendly minion to your hand, it costs (2 [perhaps 3?]) more (up to 10)."
Whenever I encounter troll ropers, I just rope them back. They usually stop. But it's easy for me, I have a work to do on my second monitor, and I exclusively play control decks, so I can't care less how much time the match takes...
DKs are good when it comes to minion-on-minion combat. The thing is, people wen't around it and they play decks that don't rely on board presence at all. I try to play DK (because I don't hate fun), I'm on Gold (EU) and I'm getting constantly wrecked by Bomb Locks (not even 80 max HP saved me from getting OTK'd), Hemorrhage Rogues and Celestial Alignment/Armor Druids wit their quadruple Sire.
3
That new DH Naga really needs some nerfhammering. It should not draw a card.
0
I don't play Arena much, so I can't really tell, but I don't see why is that card problematic either...
0
It is someting and hopefully it will work. Tho I fear it will not and they will have to nerf it one more time.
2
That's a BS of the year. It was very unlikely to pull it out/destroy it in hand, as the deck runs too many minions. Also, lock was quite consistently playing the Snake on turn 6. And even if you - by some miracle - get rid of it, they can just excavate two more.
0
There is no control counterplay to the Snake. I tried countering it as heavily as possible, running Warrior with 2x Call to the Stand, 2x Rat, Boomboss and my own bouncers for the Rats and the Boomboss. It never worked. One time I came very close, pulled both Warlock's Pandas, one of his Brewmasters and Zola, but the son of a gun was also running two Celestial Projectionists...
Here is an idea how to cripple the Snake and bouncing overall: Nerf the bouncers (Panda and Brewmaster). Change their Battlecry to: "Return a friendly minion to your hand, it costs (2 [perhaps 3?]) more (up to 10)."
1
Whenever I encounter troll ropers, I just rope them back. They usually stop. But it's easy for me, I have a work to do on my second monitor, and I exclusively play control decks, so I can't care less how much time the match takes...
4
That poor donkey :(
0
Impossible to read it in any other way than "Eurojizzer".
0
DKs are good when it comes to minion-on-minion combat. The thing is, people wen't around it and they play decks that don't rely on board presence at all. I try to play DK (because I don't hate fun), I'm on Gold (EU) and I'm getting constantly wrecked by Bomb Locks (not even 80 max HP saved me from getting OTK'd), Hemorrhage Rogues and Celestial Alignment/Armor Druids wit their quadruple Sire.
0
He's gonna get nerfed to 8 soon.
6
Jesus. I never realized before how much of a scam the premium reward track is. These pics puts it in a whole new perspective.