We have a problem here. The reason cheap minions that can be vomited to fill the board every turn are “cheap” is because the “penalty” is that they have low stats. OK, so, what’s the deal with seemingly unlimited buffing cards and spells that also cost like nothing. Every turn…board loaded with what should be 1/1 or 2/1 guys at the most but then the board is like 3/4s or worse. Every. Damned. Turn.
Do they play test at all? Does anyone know? Isn’t it time to make the card flickers pay the proper amount for buffs? I think so. No wonder it’s all hand barf. Why not? Just chuck and buff every turn. It’s perfect for the non deep thinker I guess. What did I expect from this game though? What a joke.
So really Druid because no other class can do buffing extremely well right now. Honestly, the buffing is less of an issue than the constant refilling Token Druid can do. Those buff spells are probably the last thing I’d ever attack personally.
Anyone remember KFT Token Druid when you could Coin + Innervate into Raven, Corsair (who pulled patches) + Lotus for a 3/3, a 2/3 and a 2/2 with charge on turn 1?
I propose that when you try to buff your minions, you need to play a round of Bejewled but with mana crystals for copyright purposes. If you win, you buff like normal, if you lose, you buff your enemy’s hand and board. Also, to make it more interactive, your enemy should be able to mess with the board while you play.
Ah, KFT aggro Druid - though a lot of its core came from year of the Kraken, KFT threw in a few handy extras.
Living Roots, Mark of the Lotus, Patches, Mark of Yshaarj (worked well on Enchanted Raven and later Dire Mole and Vicious Fledgeling), and sometimes you’d even see Fandral though he was usually more a control tool.
If there was ever a “Zoo Druid”, that was it. A mismatch of weak pirates, beasts, and plants which flooded so fast that Mind Control Tech could be played on 3 and be active. It still works, too: Mark of the Lotus has always been kinda crazy good.
But srsly - board wide buffs have their own risks to consider, namely that they need multiple minions to work at all. So many AoEs immediately counter it, and end the game immediately. Aggro Druid was far stronger than its current iteration, and it’d still get thwarted pretty quickly by a Tar Creeper and a Consecrate, let alone a Defile.
You’re completely correct, with the ‘right’ cards you can easily get 20 damage in a couple of rounds from 3-4 1 mana minions.
BUT, not sure what responses you expected on here, the best you can hope for is 1337 MLG pro uber pwnge rekt git gud n00b.
99% of the posters on this forum consider Hearthstone to be more complex than 4 dimensional chess with the play instructions written in Taushiro, they are hardly going to accept the way to win a game is to play 4 x 1 mana minions then play a couple of buff cards and win by round 5.
The situation has actually become better. Remember how druid could buff the whole field for 1 mana? I think that 3 mana doublespell is a decently balanced choice.
Personally I don’t really care for the Token Druid; I’m more of a Combo style player. But I do have a Token Druid deck, and just to clarify, I’m running the following Buff cards in my deck:
Dire Wolf Alpha x 2
Power of the Wild x 2
Blessing of the Ancients x 4 (Twinspell)
Savage Roar x 2
While it’s not infinite, that’s 10 buffs cards I can play. That said, I still don’t think any nerfs are in order (and that’s coming from a Combo deck fan). I still think Control decks can keep these Aggro/Buff decks in check.
And people complain about divine spirit/inner fire. At least they used to until shadow visions rotated. Buffing full boards, a la druid/warlock is ridiculous. Especially with how easy it is to refill both classes boards. Warlock destroy a minion and give your other minions +1/+1 is huge in a zoo deck also.
Well, I wasn’t trying to argue semantics. Just pointing out that there are not just two cards in Token Druid that buff minions. OP is upset at how easily Druid can buff its tokens. And he’s right. I think arguing that there’s only two cards that do it is a bit misleading. But again, I’m not saying that this means it needs a nerf. Just saying that the OP is right in that Token Druid has a lot of ways to generate a lot of small minions and a lot of ways to buffs those small minions.
I wasn’t trying to either, but if their gripe is with stats on the board that are greatly disproportionate to their mana cost, the stat-increasing buffs are henerally the ones that suck the most to deal with since they put them out of AOE range.
Ultimately though yes, Druid has numerous ways to buff its minions, further bolstered by combos like Stalladris > PoTW. My point is that “infinity” is highly exaggerated to the point of absurdity.