Dev Comment: Standard currently offers a good variety of viable deck classes and archetypes, but there are a few outliers that we wanted to tone down as we prepare to step into The Lost City of Un’Goro. Just like with our other recent updates, these changes are mostly to make burst turns slower and clunkier, curbing both play experience and power outliers .
(Highlighted by me)
Dear Devs,
Despite this, you still adjust cards like Divine Brew, and not actual offender (aka ‘I ramp like three Druids on fertilisers’, aka the Tourist card ) enabling such turns?
When you’d lose to this deck and think it’s… problematic, you wouldn’t lose to Divine Brews, Flickering Lightbots, Sea Shantys or whatever, no. Those things can be managed. What’d be bad is the following scenario: on turn 4, you’ve got a big board, the enemy has nothing, his health is low. On turn 5, Miss Sassy Feet appears, an ‘epic sax’ plays somewhere in the background, and there it happens: she turns into an unkillable giant herself with all those sunscreens, you board is gone, the Paladin is at full health, enemy board is filled with pirates or giants (whatever), sprinkled with Divine Shields, and your spells cost 4 more — almost like Loatheb, except for 2 turns, and not even the most ‘premium’ board clears can deal with any of that — yeah, that’s what 12 extra mana can do, baby.
An yet they nerf those glowsticks, drinks or whatever, instead of addressing the root of the problem. How about adding ‘the first spell each turn’ to that card text instead, for starters?
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