I have no issue with a card that is basically a dirty rat. But add in it gives your zerg reborn and has them attack the card in question on top of things is just broken bs. Especially for a 4 cast. It needs doubled in price or lose the gives your minions reborn. It is beyond freaking broken.
Iâm almost never on the âthis needs immediate nerfâ bandwagon but this card is utterly broken. They need to remove the reborn aspect, otherwise itâs a perfectly fair card.
To give your entire board (and itâs Zerg so that is usually 6 minions + a location) reborn for 4 mana alone would be broken.
Agreed 1000%, Viper is way too strong against Armor Warlock, Control and Starship decks. And quite frankly the only thing stopping me getting to rank 1 legend. EVERY game exodar and kilâjaeden are getting viperâed itâs NOT fun . Starship decks just seem EVEN MORE useless now exodar can be vipered. Control Warlock and Control Warrior are INSTANTLY broken decks thanks to viper.
The FIX â> Make viper ONLY bring cards out that are 6 mana and below and it only gives 1 zerg reborn not EVERYTHING. But letâs be honest at this point the devs have lost all reasoning along time ago so I donât see a nerf happening. But the fix above is whatâs needed 100%.
Just play around it , problem solved.
You should be a comedian.

Especially with give your zerg +1 minion on board. I love it but guessing this is one of a couple zerg nerfs.
I hope this is a joke, because I donât see the funny.
Iâd change the 3 mana minion to only give +1 attack. Never should have given health, itâs even out of flavor for what zergs do in StarCraft. That and a significant nerf or a rework to Kerriganâs hero power and I think zergs would be in a much better spot.
I totally agree. The card is by far broken as it gives other Zerg minions reborn.
If itâs going to be an aura effect this seems like how it should be.
1000 percent agree the +1 health makes it to good
The reborn is completely unwarranted and needs to be removed ASAP if they are going to keep it at 4 mana. 8 mana, sure, but 4? Insane.
Make the Infestor 4 mana honestly.
It curves way too well where it gets reborn like 3 times and then gets trigged 6.
Gives the opponent and easier chance to play something to disrupt it as well.
The turn 2 buccaneer (which is hard to remove at 4 health) turn 3 infestor turn 4 viper or Yodeler is just too brutal. Sets up a massive board on turn 4/5/6
DK is already so dependent on infestor to begin with⌠tinkering with its ability to scale will just end up making it a bad token deck. After trying with the undead handbuff stuff at least they finally gave DK something to work with that isnt some piecemeal slow deck.
On a somewhat tangent I do appreciate that the game is a bit more board based nowâŚbut those boards look exactly the same every game. I wish they would do more âbrouchureâ type cards from the perils miniset to give at least some variety to how games play out or mabye axe âchoose oneâ from being druid only and have it apply to every class.
I also think they should eliminate the âpersistant auraâ and have the aura apply one time to a minion so that various effects like horn dont get ruined by the aura.
The LOGICAL fix is the Aura is +1 attack only but they just wonât change the stats or how they work. Cost increase is about the best we can hope for to slow the ability get that aura running so early.
You sure about that? It wonât be the first time they nerf the health buff out of a card. IE Blood imp used to be +1 health to everything aura instead of what it is now. Murloc Warleader used to also give +1 health.
I would be happy to be wrong on this point but the current team has made some very questionable changes to cards that didnât get to the core of the issue of the card. It was either that or they flat out ignored it.
I agree, double the cost or remove the reborn mechanic. Zerg boards are already nearly unable to be removed as is thanks to all the other absurd mechanics and interactions.