If you think the problem with Genn/Baku was they forced a deck to be built around a gimmick... yikes.
The problem with Genn/Baku was that the kind of hero-power focused gameplay they encouraged was boring and repetitive. The odd/even restriction was good, actually. There were a tonne of cards which came out of the woodwork and saw play for the first time in essentially ever. Raid Leader? Seriously? That's great! What wasn't great was Button. Button. Button. Button. Button. This made all the games against odd Paladin, odd Warrior, and so forth feel the same. All they do is make dudes and that's enough. All they do is gain armor, and that's enough. The contents of the deck becomes irrelevant, and all that matters is that hero power, and that's bad.
Highlander restrictions don't do that. The consistency of the decks go down, the contents of the decks vary more with a lot more room for tech choices, and games *don't* all feel the same. It's pretty much the exact opposite of how Genn/Baku played out. Zephrys being a swiss-army-knife to do anything you need does restore *some* consistency, but he's one card out of 30.
2
7 mana for 3 AoE isn't great but the summoning part is interesting. It's hard to say how good this is until we can play with it. I don't think this will be enough to push a Control DH though.
8
It's okay. Good for those stealth synergy cards but the deathrattle isn't going to be all that great without further support. At least, she isn't a RNG Yeti this time.
2
The main problem with Murlocs in my opinion is how one dimensional they are. They have only one build and they either win hard or get completely destroyed. It's frustrating to lose to exact same build again and again. It's also frustrating trying to make them work and not getting any of the needed pieces. It would be nice if they had a different build path like tokens or something else.
2
Sonic 3 & Knuckles, The Binding of Isaac: Rebirth (with all DLCs), Tales of the Abyss and Grim Dawn. I also like Castlevania: Symphony of the Night but i just finished Ori and the Will of the Wisps and it's absolutely fantastic. It's flawless in almost every way possible and a better mix between platforming, action and the exploration aspects of a Metroidvania.
2
That's a terrible idea imo. Megasaur provides a bunch of random options for adaptation and that makes it inconsistent for finding Divine Shield. They get it frequently because of Brann. Without Brann it becomes pretty difficult to get Poison and Divine Shied. Shield is the strongest option always and adding Scalelord is going to make Divine Shield Murlocs extremely consistent. With big stats (through Brann) and consistent shields even Poison is going to become irrelevant. Just removing Poison from Megasaur is enough. The poison should only be obtained manually through Toxfin.
1
Well... These are some huge nerfs... I wasn't expecting such big changes. Now i can no longer say that nothing will change. Things are going to change. Drastically. My thoughts:
DQ Alex wasn't the most consistent card to mount a comeback. She could highroll sometimes and save you (or win instantly) but she wasn't really a reliable way of turning the tides in your favor. Now she is really bad for this. Basically, she is a win more card now. You can't afford to play her when you are behind and hope for a miracle anymore. Also, she is one turn slower. That means she is only playable in the greediest, slowest and mostly defensive highlander decks. HL Hunter will most likely cut her.
Dragoncaster is a fair nerf. Mages can't get away with Puzzle Boxes all the time. It also slows down some of their power plays like Power of Creation though. This may be a big blow to HL Mage. Also, DQ Alex...
Corsair Cache is interesting because it keeps its role as a value generator (you still get more lackeys and bombs from your weapons) but it doesn't promote heavy aggression anymore. It's also weaker for board control. I'm fine with that.
I wasn't expecting another change to Spell Druid. The deck is extremely highrolly and it depends a lot on ramp to get going. Fungal Fortunes is one of their biggest RNG cards. I have seem it discarding minions very often. Now they draw a little more slowly (while still having to deal with the potential discards) which makes them more susceptible to aggro.
The change to Galakrond, the Nightmare is perfectly fair. People keeps talking about how they run these low cost cards and how they can low roll on their draws. However, you were still drawing 4 cards for 0 mana and getting a 5/2 weapon alongside. That's good draw and damage. And when it draws stuff like Flik Skyshiv, Edwin VanCleef, Heistbaron Togwaggle and Kronx Dragonhoof then it becomes ridiculous. This change will stop Rogues from instantly running away with the game with highrolls. They still have access to infinite value and resource generation. Also, Backstab and Shadowstep are anti synergistic with it now.
And DH gets nerfed again. And probably will survive again. These changes are much more relevant than the "nerf" to Twin Slice. Warglaives of Azzinoth is one of their strongest cards and slowing it down will make them have a harder time controlling the board. The change to Kayn Sunfury is irrelevant as it is mostly used to finish the game. Tempo Kayn is usually pretty bad. This nerf is similar to the one suffered by Glaivebound Adept. Pretty meaningless. And their burst and finishing potential are going to become slightly weaker with the change to Metamorphosis. Overall, this will certainly impact the class. Odd DH in wild is going to suffer a lot more than Tempo DH in standard but both are going to feel these changes. Tempo DH will still find a way to recover though. I'm certain of it.
1
There's no point in complaining about the state of the meta at this point. Even if they drop a patch, it's very likely that things won't change as people are just not interested in trying new things anymore. They will always go back to the same highly effective decks that can be easily adjusted after any changes. If you are tired and bored then take a break. That's what i'm doing right now. I don't like this meta either and i have fully abandoned Standard since i'm so sick of Hunter and DH. Worst meta ever? No. Least fun i had with this game in years? Certainly. Since i'm not having fun with the game, i'm just playing other (better) games until next expansion.
2
They can nerf Risky Skipper but they shouldn't. That's the most important card for Warrior in standard at the moment. Too many of their other cards are enabled by this one pirate. If they nerf it then Warrior will crash, burn and crumble to ashes since it relies so much on this card. And then DH (who managed to shrug off the last nerf) will just dominate completely because Warrior is the only class that challenges it.
1
The main issue is Sorcerer's Apprentice. The cost reduction just allows them to play way too many spells for free. The result of this is some extremely powerful Flamewaker and Mana Cyclone turns which leads to more 0-cost spells which allows them to complete the quest very easily. If the effect of Apprentice is changed to prevent spells from costing less than 1 then it will stop them completely. It will probably kill every single combo mage though. Not that i care.
1
You totally forgot about Hench-Clan Burglar. That's probably what he's talking about. It doesn't see play in any common decks atm but it does allow Rogue to discover literally ANY spell in the game. I have been screwed by that card quite a few times because it's simply impossible to play around any of its outcomes.