That combo is just too frustrating to play against, especially since now they have the 2/1 draenei that add more velen to their hand so even if you zap, poof, silence the one on board, they still have a full combo to regenerate velen endlessly (play velen, play the 2/1 to get velen, play the second copy to get another 2/1 and repeat the process)
A few months ago one of the Devs said that tecnically the card works as intended, since it does what it is coded to do. However they also said it shouldn’t work that way and it might be fixed in the future.
Ie the code works correctly, but they forgot what it would cause in Wild before releasing it.
It’s not that hard to stop. Any silence option or removal option can fix your problems. Since this is a wild only interaction you have many options to counter Velen.
Standard would have removals for it too if it existed there. That’s not the problem. People can build unlimited health and unlimited poisonous and it would still not be enough.
As I said above, the Devs admitted it should be fixed.
Stop pretending like it’s game breaking when they have specifically made cards that have no problem countering large taunt minions. The only decks that struggle against it are the decks that go face thinking nothing can stop their smorc strategy. It’s 2025, if you don’t have tech in your deck to prevent cards like Velen than you’re only hurting yourself.
Lots of combos are frustrating to play against.
In general, if a combo deck draws well and is able to play its combo, it will win.
Why is this specific combo any different?