Druid imbue too fast, needs to be 3 nature spells not 2. Too many creatures too fast!
You fail at the game so you want nerfs to things that do not need nerfs…
They don’t realize the spells only seem fast, they also don’t realize that the second requirement is the deck has to only contain nature spells and all this comes from a minion
I think it’s more about the card that allows double triggers of hero powers than anything else. I have a similar feeling towards the Paladin imbue. Where in less than almost ideal situations, they are summoning 10/10s every single turn.
Regarding the control side of the meta, I guess that eliminates some deck formats but then again you don’t play against a paladin every match. But when you do and it goes late, you basically lose every time when playing certain archetypes. This is a discussion about polarizing win rates and experiences. If you have Kil’Jaeden I am pretty sure you have to play it around the curve in order to have a chance against late game Paladin.
League of Legends recently banned an overlay because it used AI to effectively predict with 62% accuracy, the outcome of a match based only on the composition of the champions. And this is true. Champions have a much stronger influence over individual player skill. Promoting that information is a toxic ideology within the community and the player base. So riot banned it. They don’t want their players thinking continuously that something is unwinnable or that there is a polarizing matchup, even though it is.
Or to frame it another way—just because something is incredibly unfavored—when bad players are doing things maybe there are odds you can still win. But obviously a very skilled player in a polarizing matchup is gonna blow you out. Regardless having that information visualized is very toxic. So discussing and addressing that type of information, whether you let it persist as a balance or hide it in the design is relevant.
I fail so bad I make legend every month since the game came out, try harder. I am in favor of balance.