The Druid Problem

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so remember when we thought rotation was going to fix druid well it kind of didn't so druid's been doing the same thing for quite a while now their basic game plan is to get ramp early on and then just kind of win the game because they have so much more mana than you do and now more than ever we're starting to witness the fact that druid has gotten really consistent with drawing the ramp but in my opinion there's even a bigger issue did you know if you end up subscribing to this youtube channel the development team will actually end up nerfing druid when we look at druid since the beginning of hearthstone up until this point we noticed something that has always been consistent in the class and that is ramping it doesn't matter what year you go into at some point in time druid was very keen on ramping past their opponent to get a bunch of mana crystals and do a lot of explosive stuff in the early days of hearthstone classic they had innervate which gave you two mana crystals there was wild growth and then there was nourish fun fact about all three ramp spells in classic all of them were nerfed while growth and nourished were increased by one mana crystal and innervate only gave you one mana rather than two as we move to future expansions druid got a bunch of different ways to actually try ramping with minions we had darnassus aspirant greedy sprite and meyer keeper and i actually really liked all three of these designs i'm not sure why the design team went away from using minions to ramp there was also jade blossom but we're not talking about jades in this video i think that's a completely different video we move on to breath of dreams which was released for dissented dragons hence the idea that you need to be holding a dragon to gain an extra mana crystal this card was just wild growth with extra steps we then move on to ashes of outlands which we have probably saw the strongest form of ramping that druid has ever gotten with overgrowth but at the time it was released it was not super great because it was literally four mana do nothing against demon hunter now the reason why i bring up demon hunter for this is because we saw what was the main form of punishing a druid for ramping if you played overgrowth against a demon hunter you probably took a bunch of damage and that damage would basically just lose you the game because sure you did get two extra empty mana crystals but at what cost you then move on to skull man's academy which brought in lightning bloom which was basically pre-nerf innervate with a downside of two overloaded mana crystals but due to the power level of cards being brought to droid this year it felt like the two overloaded mana crystals did not really matter because you were cheating out some very powerful effects like guardian animals we then move on to fracture and alterac valley which druid got wild tarkov now i'm sure a lot of you are aware of wild goth which is the strongest hero card that we saw introduced in that expansion for five mana you get five armor you get a mana crystal you draw a card your maximum mana can now go to 20 instead of 10 which is double the amount of mana of every other class but your hero power becomes draw a card or gain a mana crystal dude this is a very good card now that is all of the main ways that druid has ramped over the years up into voyage into the sunken city but the main thing over the past couple years is how powerful cards have gone and we saw this more than ever with a nixie's lair with the fact that druid could ramp out kazakhstan extremely quickly and use duel's trousers to basically take over the game it's not that kazakhstan is necessarily a broken card but if you're doing these very powerful effects way before your opponent even has time to react to them it kind of feels like they are broken and not necessarily the rampant ramping consistently as a druid has been their most powerful attribute throughout hearthstone's history and with the most recent rotation overgrowth and lightning bloom were now moved to wild so we would not have to worry about really consistent powerful ramping until you look at the core set for druid this year the hearthstone development team decided to unnerf nourish from six mana to five mana and they also brought back earthen scales now this is a much bigger deal than you probably think but let's focus on nourish first before i wanted to make this video i wanted to try the deck out for myself and that's exactly what i did i played it on ladder and i actually ended up getting legend with this list it turned out druid is a lot better than i thought it was and that is because the consistency of drawing ram so this is the list that i used to get legend and when you look at the list it doesn't seem like it'd be super consistent to get ramp in the early game with aquatic form jerry rigged carpenter to draw a choose one spell which nourish is a choose one spell and mood like guidance on top of every card in your mulligan in the cards that you draw it is very easy to end up with a wild growth a nourish in a wild heart guff in the early turns of a hearthstone game and just by getting nourish wild heart guff or wild growth the entire game is changed drastically now it also helps a ton that doesn't kelp keeper is just a very good one drop to have in this deck it helps you fight against aggressive decks and it basically gets procked every single time you end up using nourish and when you look at the mulligan guide for this deck you may notice that the highest mulligan win rate cards end up being wild heart guff wild growth jerry rig carpenter dozing kelp keeper nourish and innervate all of these cards end up making it so that you can ramp up early and get to your very powerful stuff in the late game there is something though that i think a lot of people don't really notice when they look at this list that is the lack of ability to actually punish the druid when they do end up ramping remember when i brought up demon hunter and i said they would punish you if you played overgrowth it feels like right now that doesn't currently exist in hearthstone with their ability to draw ramp so consistently in the early game you might think that their best drawn win rate card is actually these huge big stuff like raid boss and nyxia but it actually ends up being naga giant and earthen scales as you can see looking at the drawn win rate the best two cards are naga giant and earthen scales now of course milker growth is good because it gives you cards after you ramp but earthen scales is kind of surprising until you think about it you punish druid by hitting them in the face so their life total is low in order for them to actually make weird decisions even after they ran but if druid has this ability to just play a 88 and then earthen scales it for nine armor like that doesn't really matter what you end up doing because they're just gonna get too much life for you to even punish them for ramping because they have such consistent ways to get the tools that they need it ends up being this completely destructive package that is almost impossible to counter not to mention if you're an aggressive deck and they're able to get to seven mana they just place scales of inexia and just full clear your board drug literally has everything in their kit right now to be an unstoppable deck and if you look at top 1000 legend you may see that ramp druid is a tier 1 deck with one deck being stronger than it and that is naga demon hunter and the only reason that this is a tier 1 deck is because it punishes druid the most which leads us right back to where we were with the kazakhstan druid just a couple of weeks ago the meta game is so polarized by druid that something has to be done about it when it comes to nerfing this druid deck there are so many different ways to go about it you could focus on the draw part of it but that doesn't necessarily seem to be the problem you could focus on the late game and i do think kazakhstan might need to be touched eventually but i think you should focus on the main problem which is the ramp and when you focus on the ramp part of druid there are four main cards to look at there is innervate which i don't think is necessarily a problem it's been like this for so long i don't think we need to change this whatsoever wild growth has been three mana for so long and it's never really been an issue so again i don't think while growth is what we need to look at but these two cards nourish and wild heart guff are both an issue in their own rights i personally think that making nourish six mana is a much healthier change in the game because there is a lot more time to get under druid so they actually get punished for wanting to ramp if the hearthstone development team ends up wanting to nerf wild heart guff i think the easiest change to do other than just making it like six seven or eight mana is to change the hero power it should just be gain an empty mana crystal rather than gain a mana crystal so you can't use that mana the turn you actually use your hero power and arguably it should be the same thing for actually playing wild heart guff you just gain an empty mana crystal anyways that's the druid rant i hope you ended up enjoying the video let me know what you think down below and i'll see you in the next one thanks for watching
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Channel: Rarran
Views: 81,063
Rating: undefined out of 5
Keywords: hearthstone, card game, new expansion hearthstone, new expansion hs, kripp, trump, regiskillbin, zeddy, hs, hearthstone battlegrounds, hearthstone rotation 2022, hearthstone new, hearthstone gameplay, thijs, thijs hearthstone, sunken city hearthstone gameplay, review, hs review, hearthstone review, core set, year of the hydra, hearthstone core set, new core set, colossal hearthstone, best colossal hearthstone, tier list hearthstone, tier list
Id: 1dk84H2TkTU
Channel Id: undefined
Length: 8min 25sec (505 seconds)
Published: Tue Apr 19 2022
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