It all feels unreasonable.
*The deck can flood the board very easily, often for a small cost in mana or cards. Not all classes has enough board clears in Standard to deal with that.
*The deck punishes the other player for mistakes he or she can't possibly play around. Don't have have removal or board clear? Get punished. Leaving 3 minions with low attack on board? Take at least 15 damage or more.
*The deck can do a lot of damage in 1 Turn for a small cost in either Mana or Cards.
* It's so called counters are not effective enough to deal with it because of the amount of burst potential the deck has. And often the decks are very expensive to make.
How can people be okay with this?
There are other decks out there that needs a fix too, but this thread is about Token Druid.
1
"When your opponent plays a minion." It only works on their turn.
2
I doubt a pirate deck would run this, the fact that it isn't a 2 mana pirate is a bit of a killer.
2
Bloodhoof Brave doesn't have synergy with N'Zoth, the Corruptor, Awaken the Makers or any cards like Power Word: Shield.
You can't heal Bloodhoof Brave. Personally I think this is better.
5
"Clever girl!"
Obligatory Jurassic Park reference aside; I've tried to make it slightly understatted for the ability, which is fairly easy to proc with cards such as Alleycat and Infested Wolf.
As always good luck to everyone taking part!
5
"Look out ladies, this one's a killer!"
For this week, I wanted to incorporate a little bit of synergy with Zoo. It can be played for tempo as a 2/3 or a 3/4 on turn 3, (depending on the status of your board), but could also be saved for when you have 6 minions and dropped as a 7/8!
As always good luck to everyone taking part this week!
4
For this week, I wanted to go for the same mechanics as the Grimy Goons.
As always, good luck to everyone taking part.
2
My guess is that is sets your health to 40 and leaves you at 40. It doesn't say "Set your maximum health to 40" which makes me think that your health will be full when you play it.
Pure speculation of course but I'm sure Blizzard will clarify later on down the line.
1
Works as an early game minion for at least 2 Armour, but does well with hand buffing from the Grimy Goons and could end up as a very viable late-game Control Warrior card.
2
We can't do that, he is too random and makes competitive play less fun, remember?
Because the current meta and competitive scene are so fun right now anyway...
2
The only reason that Shatter is worse than Ice Lance is because when you compare the two, Ice Lance is amazing.
1 mana freeze an enemy, but if that enemy is already frozen they take 4 damage instead.
Vs:
2 Mana destroy a frozen enemy.
Once Ice Lance goes to wild, we might see some more Shatter play..... Might