Losing to druid makes me so angry

Its just druid.
mech mage or pally im fine with but druid just makes me feel so cheated. celestial, naga 8/8s, guff, always having ramp.
idk bro i think it needs to get reign in so much more then a few nerfs.

In both Bronze through Gold and Diamond through Legend, Druid is the bottom of the Tier 2 barrel. I do think Guff is quite strong (which is why I haven’t dusted my extra Golden copy of him yet, in case he gets a nerf and i can get full dust for him), but the class isn’t so much, it struggles with consistency.

2 Likes

true but when it hits, and it feels like it hits often ( feels dont make it fact i get it ) it feels like i cant even get a chance of winning.
im also playing abyssal warlock tbh.

both mech mage and pally need the nerf bat…broken decks

at least if your in wild those 2 decks are disgusting…idk bout standard

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Yes yes YES! I stated so so many times that druid is stupidly broken but it seems like the developers don’t even listen to my advices, that’s unbelievable! Hello team 5, is anyone not asleep there?
So back to the subject, druid. Yes this deck was, is, and will be unfair for an eternity. Guff and the 8/8 Naga are very problematic. But no problem. Next I will suggest some nerfs to them so that the developers will have a clue what they should do about these 2 cards.

So Guff should be one of these:

  1. it should cost 10 mana
  2. it should give 20 mana crystals only the turn it’s played, and then back to 10 mana crystals. Or better, next turn it should be back to only 1 mana crystal to resemble the Celestial Alignment, but the difference is their cards should also cost the same, just like being hit by sword of a 1000 truths.
  3. 5 mana gain 20 mana crystals and discard your hand
  4. 5 mana gain 20 mana crystals and discard your deck
  5. 5 mana gain 20 mana crystals and reduce your health to 1, and don’t even get 5 armor
  6. gain 20 mana crystals and give your opponent a Time Warp spell for each mana gained
  7. gain 20 mama crystals and you die next turn
  8. 5 mana both players gain 20 mana crystals but you only gain 10 mana crystals.

Guff hero power is also a problem and thus needs some serious nerfs, just like those listed below:

  1. no hero power at all
  2. keep the same druid hero power, maybe Nerf that one too so you only get 1 attack and no armor
  3. choose one: gain 1 mana crystal and take 10 damage OR draw a card and overload (5)
  4. gain 1 mana crystals and destroy all your minions
  5. the hero power should cost something between 6 and 8 mana
  6. gain 1 mana crystal and the opponent gains 3 mana crystals
  7. gain 1 mana crystal and discard kazakusan wherever it is (hand, deck, collection)

Also the 8/8 Naga needs some nerfs to keep the meta balanced.

  1. it should not be a Naga (no Naga tag)
  2. should cost 10, maybe also some overload
  3. when played deal 15 damage to your hero
  4. battlecry: replace guff with your normal hero
  5. battlecry: add a corrupted tickatus to your opponent’s hand

These nerfs should finally make druid a balanced deck with 50% winrate, or even at 40% is enough because the class needs some temporary justice in return for being broken for so much time on ladder.

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I just beat a druid on turn 6 with murloc warlock is good counter got to kill them early and not let them ramp up it’s otk by turn 6 with this deck

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try losing all the time…getting depressing.

Druid will pretty much always have ramp. They’re not good vs. fast decks, which tend to be meta.

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Re-read what I wrote here:

Blockquote

Yes yes YES! I stated so so many times that druid is stupidly broken but it seems like the developers don’t even listen to my advices, that’s unbelievable! Hello team 5, is anyone not asleep there?
So back to the subject, druid. Yes this deck was, is, and will be unfair for an eternity. Guff and the 8/8 Naga are very problematic. But no problem. Next I will suggest some nerfs to them so that the developers will have a clue what they should do about these 2 cards.

So Guff should be one of these:

it should cost 10 mana
it should give 20 mana crystals only the turn it’s played, and then back to 10 mana crystals. Or better, next turn it should be back to only 1 mana crystal to resemble the Celestial Alignment, but the difference is their cards should also cost the same, just like being hit by sword of a 1000 truths.
5 mana gain 20 mana crystals and discard your hand
5 mana gain 20 mana crystals and discard your deck
5 mana gain 20 mana crystals and reduce your health to 1, and don’t even get 5 armor
gain 20 mana crystals and give your opponent a Time Warp spell for each mana gained
gain 20 mama crystals and you die next turn
5 mana both players gain 20 mana crystals but you only gain 10 mana crystals.
Guff hero power is also a problem and thus needs some serious nerfs, just like those listed below:

no hero power at all
keep the same druid hero power, maybe Nerf that one too so you only get 1 attack and no armor
choose one: gain 1 mana crystal and take 10 damage OR draw a card and overload (5)
gain 1 mana crystals and destroy all your minions
the hero power should cost something

You should probably find some hobbies besides this game. It will be good for you.

LOL if you constantly loses to Ramp Druid, it only means you are one hell of a crappy player honestly. Not that Druid is overpowered in any sense at the moment, because actually the class is very inconsistent in general…

For real, learn to be polite and constructive if you must be “honest” with such a negative opinion. You could try other ways to get the sentiment across without resorting to demeaning them. Your interpretation of them doesnt help anyone and just makes you sound like overconfidence personified into a “honestly” mean person.

I lose to Druid constantly with their overpowered cards Ive never seen before. Just now in a duels match the druid gave itself 20 mana instead of 10, combined all choose one cards to do both effects, and played all spells on adjacent minions. I couldnt get a minion to stay on the board as I only had like 6 mana to work with to get one minion out each turn. Also they had max health and max armor. (25 health 20 armor). it was impossible to do anything against it.

That’s kinda Duels in a nutshell. If you high roll on Treasures, you can do some absolutely absurdly broken things. Duels will always have a much higher power level than Standard. (I can’t speak to Wild, as I don’t play it.)

That might be part of the problem. Abyssal really isn’t the greatest package right now, unless you meant the “Mur-lock” archetype that happens to include some Abyssal cards. If you’re straight up focusing on the curse side of the equation, that’s a lower winrate decklist.

What it usually means is they are running a deck with no win condition other to try and grind out the opponent to the end of their deck. Except druid does it much better with the hero card and now they can’t possibly win.

Ive played probably over a hundred runs in duels and I can count on one hand the number of times Ive gotten a treasure that synergizes with a deck, or is just absurdly beneficial. Now on the other 49 people’s sets of hands plus my other hand, I can count how many times Ive seen my opponent have a treasure Ive never been offered and is completely devastating from turn 1. I usually get the option of draw 2 extra cards, or 1 extra mana for the first 2 turns, or gain 1 attack on another minion when another minion dies: almost 100% of the time, it is these 3. Whereas Ill be up against someone with the divine shield +2/+2 treasure alongside the floor is lava treasure and they have the extreme topdeck skills to get a 1 cost divine shield minion on opening hand sending out not a 1/1 divine shield minion, but instead a 6/3 minion for 1 on turn 1.

I cant get 2 minions to be on the board let alone put the pitiful +1 attack to any use if I did. Not to mention it will be at least 3 or 5 rounds before I am lucky enough to draw a taunter or have the mana to play it. all the while they have a full board of double digit attack/health minions. I never get offered anything different treasure wise on the end of the first match (what i call first loss unless I luck out and get someone that auto conceeds).

Only recently have I seen a different treasure offered in the 2nd passive choices of shuffling in 2 copies of a minion i play into my deck. But that passive is a potential game ender for me if I keep getting the same low stat minion over and over and can never draw anything better because of the flood of the same one being cloned endlessly. Although it did make my C’thun HUGE.lol