In the Star Aligner mirror, the person who gets DK Malfurion first wins. This shows perhaps the preferable way to combo your opponent is through an inherent advantage rather than an OTK [one-turn kill].
This 'proves' Star Aligner's inferiority to other slow druid archetypes. Togwaggle Druid does not self-buff but rather debuffs your opponent's deck. Jade Druid...buffs Jades [not the same thing as an inherent advantage]. An inherent advantage or a recurring advantage is the preferable way to combo your opponent.
The problem with Big Druid and control druid in general is lack of hard removal. Because druid standard lacks hard removal, it means you have to play the tempo game to control the board, and that means running 'early game' minions. 'Early game' minions for non-aggro druid are mostly Oaken Summons and Arcane Tyrant. However these two cards do not really fit Big Druid, and thus there are better options for druid [Greedy Sprite is valued more for the ramp and does little in terms of board control].
Big Druid was exactly mediocre in win rate from my experience.
A version without Keleseth doesn't work because of the lack of attack buffs in priest. This is probably why inner fire combo priest exists, instead.
Spiteful Summoner is a control card (with a traditionally aggro-oriented condition). The entire Spiteful Summoner package could be cut to keep the theme of an aggro deck.
It is notable that charge has traditionally been a combo mechanic. In fact, all the legendary weapons introduced in this set are likely combo cards. A notable element of combo is lack of counter-play, and legendary weapons do lack counter-play because they effectively have infinite (or no) durability. Legendary weapons have also been weak and unsuccessful, just like Quests - another combo mechanic.
Big Priest would be a lot stronger if this summoned full stats - the only reason you would want multiple copies of a minion in your deck is if you were a combo deck looking for consistency against transform effects.
This is worse than Gentle Megasaur because 2 stats multiplied is a lot worse than most adapt options [3 stats adapt or windfury preferred] multiplied. It just doesn't feel game-winning.
This should start with one less health (see: Councilman). This is so hard to kill even unbuffed, and if it survives for a turn it can quickly become un-killable.
0
In the Star Aligner mirror, the person who gets DK Malfurion first wins. This shows perhaps the preferable way to combo your opponent is through an inherent advantage rather than an OTK [one-turn kill].
This 'proves' Star Aligner's inferiority to other slow druid archetypes. Togwaggle Druid does not self-buff but rather debuffs your opponent's deck. Jade Druid...buffs Jades [not the same thing as an inherent advantage]. An inherent advantage or a recurring advantage is the preferable way to combo your opponent.
0
Star Aligner Druid loses to opponents who can out-armour the burst damage [which is every other slow druid + slow warrior], and aggro decks.
Control druid is favoured against all aggro decks, but Star Aligner is unfavoured because the combo takes up too many slots.
Togwaggle Druid and Jade Druid are the premiere slow druid archetypes. This is the same thing as it was pre-Boomsday.
0
The problem with Big Druid and control druid in general is lack of hard removal. Because druid standard lacks hard removal, it means you have to play the tempo game to control the board, and that means running 'early game' minions. 'Early game' minions for non-aggro druid are mostly Oaken Summons and Arcane Tyrant. However these two cards do not really fit Big Druid, and thus there are better options for druid [Greedy Sprite is valued more for the ramp and does little in terms of board control].
Big Druid was exactly mediocre in win rate from my experience.
0
Barnes is easy to nerf while preserving its use as a combo card. It's as simple as raising its mana cost [and optionally increasing its stats].
0
This card is powerful. However, additional copies of Equality is not what Control Paladin needs.
6
Then again, the effect would not be symmetrical.
-10
Hero power should philosophically be one attack and three armour [at the same time].
0
Some more perspective.
A version without Keleseth doesn't work because of the lack of attack buffs in priest. This is probably why inner fire combo priest exists, instead.
Spiteful Summoner is a control card (with a traditionally aggro-oriented condition). The entire Spiteful Summoner package could be cut to keep the theme of an aggro deck.
0
It is notable that charge has traditionally been a combo mechanic. In fact, all the legendary weapons introduced in this set are likely combo cards. A notable element of combo is lack of counter-play, and legendary weapons do lack counter-play because they effectively have infinite (or no) durability. Legendary weapons have also been weak and unsuccessful, just like Quests - another combo mechanic.
-4
Big Priest would be a lot stronger if this summoned full stats - the only reason you would want multiple copies of a minion in your deck is if you were a combo deck looking for consistency against transform effects.
2
This is worse than Gentle Megasaur because 2 stats multiplied is a lot worse than most adapt options [3 stats adapt or windfury preferred] multiplied. It just doesn't feel game-winning.
3
This should start with one less health (see: Councilman). This is so hard to kill even unbuffed, and if it survives for a turn it can quickly become un-killable.
-6
While Spreading Plague is very powerful, it is a bad card, just (still) under-costed.
3
This should have one less health.
0
My win-rate is 52% out of 61 games at rank 417 legend.