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Hearthstone |OT9| Our raid wiped in Icecrown Citadel

Nirolak

Mrgrgr
The Hearthstone universe is being expanded with a new character.

blizzheaderbzuil.png
 

Bunga

Member
It's the most fun hero power ever. But it's a really underpowered class right now =(

I've always enjoyed Hunter, despite it's relative weakness for most of the time I've played the game (albeit Face Hunter was at its height when I started). When I did play WoW I played Hunter. I love some of the minions, Highmane is still an outrageously good card. Stitched Tracker seems amazing from what I've played of it so far too. It's a class in dire need of AOE removal.
 

Pooya

Member
plague scientist is just good, I think it's easily constructed viable. I like it so far. with fireflies, it works very well.
 
Azure Drake should've nutty in wild Jade Druid
The deck is already packed on draw from the UI. It's hard to empty my hand before the next one! The only thing I really need is match-up help. My #1 reason for losing is Sylvannas. I think the only real solution for her as a Druid is Tinkmeister Overspark. I really don't want to spend dust on him just to try it, though. Lol. But it would solve my N'Zoth problems and my Resurrect Priest problems. Plus it isn't too bad in Jade match-ups and taking out key cards like Pyros.

Actually, on that note, a LOT of decks currently have a key minion. I'm surprised Overspark isn't meta. A 5/5 isn't really interesting or threatening these days.
 

Yaboosh

Super Sleuth
The deck is already packed on draw from the UI. It's hard to empty my hand before the next one! The only thing I really need is match-up help. My #1 reason for losing is Sylvannas. I think the only real solution for her as a Druid is Tinkmeister Overspark. I really don't want to spend dust on him just to try it, though. Lol. But it would solve my N'Zoth problems and my Resurrect Priest problems. Plus it isn't too bad in Jade match-ups and taking out key cards like Pyros.

Actually, on that note, a LOT of decks currently have a key minion. I'm surprised Overspark isn't meta. A 5/5 isn't really interesting or threatening these days.


Silence seems like a very strong tech in jade druid though. Overspark isn't.
 

Dahbomb

Member
Because I would rather play Spellbreaker. Tinkmaster is unplayable in decks where you have a board yourself. Imagine having a 7/7 Jade, they play Sylvanas and then you play Tinkmaster which turns your 7/7 into 1/1.
 
Silence seems like a very strong tech in jade druid though. Overspark isn't.
Silence Sylvannaa the first time and she still comes back later. Quadruple true for resurrect Priests.

Because I would rather play Spellbreaker. Tinkmaster is unplayable in decks where you have a board yourself. Imagine having a 7/7 Jade, they play Sylvanas and then you play Tinkmaster which turns your 7/7 into 1/1.
It's usually played by Priests who wipe my board.

Is malfurion need for druid. I don't have him or any UI
Druid DK is not necessary. UI is.
 

Tomcat

Member
big priest in wild is something to be feared. At least against control decks. They have that 2 cost resurrect spell and more aoe.

Don't know how many times I killed lich king lol

https://hsreplay.net/replay/k3yjTDfisnX6r6TrsZ5YJ3

And as usual since I teched 2 golakka no pirate warriors on rank 6

As for the guy that said that jade druid doesn't need azures. No way. Draw is needed and the spell damage can be combined with swipe and wrath too. Its great.
 

Hybris

Member
This rogue list has me interested in crafting my 2nd prince. The deckbuilder (jaycore25 on reddit) has since changed:

IN: 2x Southsea Captain, 1x Southsea Deckhand

OUT: 2x SI:7 Agent, 1x Shadowcaster

I really like the southsea captains actually. Imagine turn 2 prince into turn 3 Southsea captain + 3/3 patches. Damn that's just stupidly powerful. I'm going to try this later over the other tempo rogue list I posted. This seems way stronger.

 

TankUP

Member

I doubt they'll do Hall of Fame movement outside of their previously announced schedule (which is to add things to HoF in conjunction with set rotations). However, they should make an exception.

Let's get innervate, murloc warleader and ice block into wild and make some room in the complaint meta for new cards. I'm excited to see what cards fill the role as the new boogeyman for the HS community to constantly bitch about.

Challenge a friend on Asia. Anyone?

I can be on in an hour if you're still looking then.
 

sibarraz

Banned
I doubt they'll do Hall of Fame movement outside of their previously announced schedule (which is to add things to HoF in conjunction with set rotations). However, they should make an exception.

Let's get innervate, murloc warleader and ice block into wild and make some room in the complaint meta for new cards. I'm excited to see what cards fill the role as the new boogeyman for the HS community to constantly bitch about.



I can be on in an hour if you're still looking then.

If you move murloc warleader to wild, made as well stop releasing murloc cards
 

Might as well remove polymorph
frost bolt
fireball
houndmaster
blessing of kings
eviscerate

etc.

each class has a set of cards that help them be distinctive, for druids it's sacrificing cards to play to increase their mana pool.

The issue isn't innervate it's UI that allows them to refill a card and allows them to ramp up mana without worrying about not having a hand
 
Come on now I was fairly lonely with my innervate complaints.

Innervate is not even close to the same as wild growth noruish jade blossoms. They shouldn't be in the same class as is apparent by Blizz moving the effect to rogue. Innervate was an Issue before UI and it will be an issue after UI rotates.

Innervate otoh never ever will rotate naturally.
 
Might as well remove polymorph
frost bolt
fireball
houndmaster
blessing of kings
eviscerate

etc.

each class has a set of cards that help them be distinctive, for druids it's sacrificing cards to play to increase their mana pool.

The issue isn't innervate it's UI that allows them to refill a card and allows them to ramp up mana without worrying about not having a hand

These cards don't have the same issue as innervate does. It's a strawmanned argument.
 
These cards don't have the same issue as innervate does. It's a strawmanned argument.

the thing is that the druids identity is:

1) Choice in a cards effect
2)Being able to give themselves mana

If you remove innervate, than you ruin the druids identity. Innervate is an issue *this* expansion because Druids can now safely use Nourish to gain mana, and combined with Jade Blossom/Wild Growth/innervate/ they gain an excess of mana early on.

As it is, right now the Druids identity is in a perfect equinox. They can gain mana fast.

The issue is that UI removes the original trade off that growth druids had-the ability to refill their hand incredibly fast. Before you would use Nourish for that, but now you can safely use nourish to grow your mana. And because of this, because of being able to innervate at turn 3 to gain 2 mana and have double the available mana next turn, people are realizing that it's incredibly strong. It's always been like that. It's that the inclusion of a card like UI promotes that style of play, because of how overloaded that card is.

Druid players have always known are strengths and known that we would have to sacrifice our hand in order to gain mana super quickly. Except now we don't have to worry about the downside of having no hand.

Innervate isn't the problem. Ultimate Infestation is.
 

kirblar

Member
Might as well remove polymorph
frost bolt
fireball
houndmaster
blessing of kings
eviscerate

etc.

each class has a set of cards that help them be distinctive, for druids it's sacrificing cards to play to increase their mana pool.

The issue isn't innervate it's UI that allows them to refill a card and allows them to ramp up mana without worrying about not having a hand
UI may still need a nerf.

Druid should not have Dark Ritual effects. Combined with the class's ramp and value cards it's just too good a combination when so many cards let them reload immediately.
If you remove innervate, than you ruin the druids identity. Innervate is an issue *this* expansion because Druids can now safely use Nourish to gain mana, and combined with Jade Blossom/Wild Growth/innervate/ they gain an excess of mana early on.
No, you do not. Permanent Ramp is a fine identity that does not require burst mana.
 
No, you do not. Permanent Ramp is a fine identity that does not require burst mana.

Burst mana is fine because it becomes a dead drop if you got it after you had 10 mana and a small hand, or you have nothing to combo it with. You've been there. You and your opponent are at 10 HP, you will lose next turn, you need a good card, and you draw innervate.

With UI, you can use a 10 cost and then combo into burst mana in order to bring something out or to utilize a spell/jade idol/hero power. UI caused Innervate to stop being a dead drop at the latter half of a match.
 
the thing is that the druids identity is:

1) Choice in a cards effect
2)Being able to give themselves mana

If you remove innervate, than you ruin the druids identity. Innervate is an issue *this* expansion because Druids can now safely use Nourish to gain mana, and combined with Jade Blossom/Wild Growth/innervate/ they gain an excess of mana early on.

As it is, right now the Druids identity is in a perfect equinox. They can gain mana fast.

The issue is that UI removes the original trade off that growth druids had-the ability to refill their hand incredibly fast. Before you would use Nourish for that, but now you can safely use nourish to grow your mana. And because of this, because of being able to innervate at turn 3 to gain 2 mana and have double the available mana next turn, people are realizing that it's incredibly strong. It's always been like that. It's that the inclusion of a card like UI promotes that style of play, because of how overloaded that card is.

Druid players have always known are strengths and known that we would have to sacrifice our hand in order to gain mana super quickly. Except now we don't have to worry about the downside of having no hand.

Innervate isn't the problem. Ultimate Infestation is.

You've said that you might as well remove those cards because they're "class identity" cards. But they don't share the same issue as innervate.

Innervate is the problem. You can't print top end cards like lich king or UI because innervate makes it too easy to play them early. The bigger issue is that it affects neutral minions, like lich king, bittertide hydra, etc.. It's holding design space back in a big way. Lich king is a card you can innervate out and just win the game because of it. Ragnaros was that way too.

Burst mana is fine because it becomes a dead drop if you got it after you had 10 mana and a small hand, or you have nothing to combo it with. You've been there. You and your opponent are at 10 HP, you will lose next turn, you need a good card, and you draw innervate.

With UI, you can use a 10 cost and then combo into burst mana in order to bring something out or to utilize a spell/jade idol/hero power. UI caused Innervate to stop being a dead drop at the latter half of a match.

Innervate was not a dead draw. Being able to play more than 10 mana in a turn lets you play powerful 6 drops side by side. Or draw cards off innervate. And because the jade cards scale so great in the late game, you're often playing 20-30 mana worth of minions in a single turn.
 

Dahbomb

Member
Priest are the worst candidates for Overspark as they have silence effect and they can steal minions via Entomb or Mind Control. I don't think in have ever seen a Priest use Overspark post nerf.

Overspark is best in either Paladin or Warrior. CW played Overspark even up until recently as a tech card. These classes don't have transform or steal mechanics to deal with a card like Sylvanas. Druid is also a good candidate but not in Jade Druid as you usually have a board with that deck.
 

manhack

Member
Druid has the perfect storm of early game ramp and tempo(innervate, jade blossom, jade idol), mid-game comeback (Swipe, wrath, Spreading Plague) and late game staying power and defense (jade behemoth, jade idol, scales, and Ultimate infestation).

On the bright side we are starting to see some bad match ups for Jade druid arrive now that the data reaper is separating out some of the class archetypes. Murloc Paladin, Pirate Warrior and Aggro Druid are favorable match-ups, but we come back to the old crystal rogue meta of play aggro or play Jade. Everyone else is caught in the crossfire.
 

kirblar

Member
Burst mana is fine because it becomes a dead drop if you got it after you had 10 mana and a small hand, or you have nothing to combo it with. You've been there. You and your opponent are at 10 HP, you will lose next turn, you need a good card, and you draw innervate.

With UI, you can use a 10 cost and then combo into burst mana in order to bring something out or to utilize a spell/jade idol/hero power. UI caused Innervate to stop being a dead drop at the latter half of a match.
Burst mana is not a dead draw after 10 mana in Druid. That deck is fat and greedy.

One suggestion from Reddit that's realy good: because Innervate's in Wild, nerf it to "Replenish 2 Mana Crystals This Turn" instead. So it can't be used to accellerate out TLK/UI anymore.
 
You've said that you might as well remove those cards because they're "class identity" cards. But they don't share the same issue as innervate.

Innervate is the problem. You can't print top end cards like lich king or UI because innervate makes it too easy to play them early. The bigger issue is that it affects neutral minions, like lich king, bittertide hydra, etc.. It's holding design space back in a big way. Lich king is a card you can innervate out and just win the game because of it. Ragnaros was that way too.

The thing is that each class has a way to deal with a combo like that, making a Druids innervate+8 card a waste.

Deadly Shot, Hex, Polymorph, Assassinate, Execute, Shadow Word: Death, Equality, Siphon Soul...

...All the classes have strong removal. Hell, the Druids own removal gives an opponent 2 cards!

And it requires a certain set up of cards for Druids to pull off a turn 3 lich king. Luckily for every other class, their removal ranges from 3-6 mana to get value from taking out an 8 cost card.

Burst mana is not a dead draw after 10 mana in Druid. That deck is fat and greedy.

One suggestion from Reddit that's realy good: because Innervate's in Wild, nerf it to "Replenish 2 Mana Crystals This Turn" instead. So it can't be used to accellerate out TLK/UI anymore.

Like I mentioned, right now Innervate is a good card because UI is extremely beneficial for it in the latter match of a game. Previously though it was more or less a dead drop in the latter half of the game, simply put because you couldn't have 9 cards in your hand 14 turns in like you can now.
 

fertygo

Member
Druid adjustment if Innervate gone would be interesting, and they probably not hesitate to give Druid better removal.. so I'm fine with if Innervate got HoF'd

But I like to see if they stick to schedule, only doing HoF at every rotation start.
 

Pooya

Member
They probably nerf UI to no armor and no damage. I think that's fine and card still will be good.

I don't think they would remove the 5/5 because it has a play sound lol, must feed.

My main problem with beating druid right now is their armor gain actually, it's too much. Cards like scale should have not been printed. Feral rage was already too much, now they have a new hero that gives armor and lots of taunt generation, enough is enough. Warrior had never this many armor cards at the same time without crippling their deck at that.
 
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