Every single one of these nerfs feels well deserved and well executed because they target the exact problems of the cards/decks that they are used in.
- Wild Growth and Nourish are now a lot harder to use, which makes ramping more difficult, which also makes it harder for druids to throw away their hand and refill it with Ultimate Infestation.
- Level Up! now straight up can't be used in odd paladin, so now the scariest thing they can do is Fungalmancer on 5 or Sunkeeper Tarim on 6 (the latter was actually already the scariest thing but having Tarim on turn 6 is much less consistent and he is rotating out soon). This does make Quartermaster seem pretty unfair though.
- The Saronite Chain Gang nerf completely prevents standard Shudderwock decks from gaining multiple copies of Shudderwock, and it forces wild Shudderwock decks to use the less powerful Doppelgangster (or Echoing Ooze but that's incredibly slow and inconsistent). This is great because, especially in standard, shudderwock should be a powerful one-turn effect like N'Zoth, the Corruptor or C'Thun used to be: strong but not completely gamewinning, and requires buildup.
- Whenever I thought about what would be the best way to nerf Kingsbane decks, I would always conclude that changing Leeching Poison to be a one-turn effect would be the best way so I'm really glad to see this nerf. (btw, I bet no one expected Leeching Poison to be nerfed back when it was released in KFT lol)
I have to give props to Blizzard for this one, can't wait to see how these nerfs will shake up both the standard and wild meta (I just hope hunters won't become too dominant).
Edit: I forgot to mention that the saronite chaingang nerf also makes the card a lot less strong with buffs, which is a pretty big deal as well. I'm a little sad that this also hurts handbuff decks (rip Val'anyr synergy :'( ), but overall I think it's good for the game.
I also just realized I recently dusted my third Level up!... RIP 300 dust.
Sunkeeper Tarim is actually even, so it also cannot be used.
...they are not shit, they are actually played and are semi good in buff decks (inquisitor) and big decks that dont want to get minions killed (spellstopper)
Evenlock is my best bet, but odd warrior will likely also stay strong even after the big rotation next year.
If you look strictly for longterm value, Wild Even Shaman has already gotten through 2 expansions without adding a single new card, and is as close to an evergreen deck as you can get atm.
actually, most people have switched from axe to likkim since it has more damage with the same durability and damage, and you overload all the time with that deck.
add DK, problem solved, helps in lategame a lot. and i suggest running the spell damage buff prelate version, a crapton of face damage due to a glitch. the quest is not that great tbh, could be better. AND 21 SPELLS IS WAY TOO MUCH even for a quest paladin, i suggest dropping it to 15 or something, will work a lot better
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i would probably try to fit in a mal'ganis and deathlord just for survivability and DK synergy
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Stonehill, boom!
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MY FAVOURITE NERFS SO FAR!!! THX BLIZZZ!!!
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OMG love it
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OMG YESSS FINALLY
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oof i just disenchanted woecleaver because i thought i would never use it... welp this sucks... great deck tho!!!
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yea and i hate playing against it, what a BS deck, luckily I play wild mostly
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...they are not shit, they are actually played and are semi good in buff decks (inquisitor) and big decks that dont want to get minions killed (spellstopper)
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actually, most people have switched from axe to likkim since it has more damage with the same durability and damage, and you overload all the time with that deck.
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leeroy pre nerf, axe pre nerf, UD pre nerf, YOGGERS pre nerf
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craft whizbang, problem solved
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pretty meh, you usually play this when you are gonna win anyways
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spell hunter with barnes and yshaarj, op deck and super fun
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add DK, problem solved, helps in lategame a lot. and i suggest running the spell damage buff prelate version, a crapton of face damage due to a glitch. the quest is not that great tbh, could be better. AND 21 SPELLS IS WAY TOO MUCH even for a quest paladin, i suggest dropping it to 15 or something, will work a lot better
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respect for not having any druid legendaries, the whole class is cancer