Basically, Reno Brann warrior becomes impossible to target with any deck that tries to set up a hand, because dirty rat can just end your attempts on the spot.
Etc allows for an additional rat, translating to up to 4 key minions being disrupted. In reality this usually requires only one, at most two disrupts.
For example, excavate Warlock, contrary to popular opinion, is not a Brann warrior counter vs a decent warrior player. They are heavily favored due to dirty rat.
Another example is Sif mage.
Any deck built around minions as win conditions will have this property.
Dirty Rat is long overdue of getting a nerf of some sort.
The days when this card would backfire are long gone. It’s simply too powerful for a 2-drop, especially considering its premium premium stat line.
Let’s be honest with ourselves. This card’s standalone power is off the charts. It’s astonishingly strong when stats don’t matter anymore.
I totally agree with the message, but I believe that both should get nerfed.
There’s no data to support this position yet and furthermore you need to play the Brann and then the Rats before the Snakes chew up your life pool. Contrary to popular belief Brann Warrior doesn’t plan Brann on curve every game
I said this in another post. Lets see what the meta is like in a week. If Brann warrior is a tyrant the statistics will show us and it can be addressed then. Until that time it’s all speculation.
I posted in another thread but i got some games in today finally. The warrior decks have evolved. It’s not even really the Rats i care about as i was weathering those just fine. My games with snake versus warrior were ended each time with a Boom Boss and then a second boom which deleted my deck.
Against other decks i felt fine but that Boss is a bit OP especially since they are copying and bouncing them now.
I adjusted mine yesterday but never played my Brann with two Brewmasters. My thought and it seems others as well is that more in the deck means it’s more likely to start them rolling.
For each one that triggers it’s deleting a card that could be drawn and increasing the odds of more TNT being drawn. Same way as old boom you just played it once but used Gas light to cycle twice to find them all.
It’s not really any slower, they just swapped out the gaslight with brewmaster because it no longer lets them instant draw the bombs.
It’s not hard for Brann warrior to set up a turn where it’s safe to boomboss + bounce. After they do that you’ve got 12 bombs in your deck, which will delete your entire board, hand, and deck in short order.
So against fast decks, they still have all the warrior AoEs, removals, and armor gain, because none of those were removed.
And against the slow ones, they have the ability to just delete every single card you’d try to kill them with in the late game.
And they also have 2 board flood options that could kill you as well (ox and Dr boom).
It’s the same play pattern they were doing before, but plagues were a hard counter to the inevitabilities. That’s gone, so they (blizzard) literally have to kill Brann for the health of the game.
That they did not nerf Boomboss is amazin. That card is regarded allowing 12-18 cards swing with Brann and that is even before bounce. That anyone thinks that’s acceptable is ridiculous.
Seeing as how they went an entire cycle without ever touching the original Brann and then rotating them out I don’t see any indication that they’re going to change this Brann.
I would bet they do the same thing since this version of Brann will rotate out at the end of this season.