All they have to do is make a deterrence secret card and make it work like in wow. 3 turns of invulnerable hero aught to do the trick. Though in reality it should basically just work like ice block does instead of being terrible like every other hunter secret compared to mage's.
Also beasts are just terribad. Most can't even stand on their own, and DK rexxar is bad because youll pull just awful ones like the 4/1 pig and the 2/7 turtle. like great i have a 6/8 for 7 mana that does nothing when I play it, and my opponent has a 7/7-10/10 jade dude on the board
All they have to do is make a deterrence secret card and make it work like in wow. 3 turns of invulnerable hero aught to do the trick. Though in reality it should basically just work like ice block does instead of being terrible like every other hunter secret compared to mage's.
Also beasts are just terribad. Most can't even stand on their own, and DK rexxar is bad because youll pull just awful ones like the 4/1 pig and the 2/7 turtle. like great i have a 6/8 for 7 mana that does nothing when I play it, and my opponent has a 7/7-10/10 jade dude on the board
Except the secret design space is constrained by being 2 mana. There's not a lot you can do with 2 mana.
If FWA and frostbolt and wild growth can be 2 mana, than anything can be two mana.
The problem is it is too easy to play around hunter secrets right now. only a couple are playable any they only are good against a small set of decks in over lapping ways. It would be like if mage only had Mirror entity, vaporize and frozen clone as not garbage secrets.
Ok, those are nice, but what if your opponent DOESN'T play a single big minion?
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UnbrokenEvaHIGH ON THE WIREBUT I WON'T TRIP ITRegistered Userregular
well, I just had the RNG bless me so hard in an Arena match that the other player should be furious. I was a mage, they were a rogue, and while I had them down to 10 health, they'd established pretty good board control cemented with a Bonemare-boosted taunt.
Stole a copy of Journey Below with Mana Bind, used it to discover and summon a Shimmering Tempest on turn 9.
Turn 10 I attack with the Shimmering Tempest, and as I'm doing it I think "wouldn't it be amazing if the deathrattle gave me a Pyroblast?
I've never wished more for an "I'm sorry" emote
+1
Hi I'm Vee!Formerly VH; She/Her; Is an E X P E R I E N C ERegistered Userregular
I figured I'm not going to hit rank 5 this month in Standard, so I decided to play some Wild. I'm having fun with a silly Reno/DK Gul'dan deck.
It only just occurred to me that rewards are probably given out based on your highest rank between Standard and Wild, not separate rewards for each. Am I correct in that supposition?
Don't forget though, aggro druid is better than jade druid.
It really isn't.
What's happening IMO is that Jade Druid is providing cover for Aggro Druid. To have a shot at beating Jade Druid, you play something that's either faster than Jade Druid, able to kill Jade Druid before it can start rolling (Pirate Warrior, aggressive Paladin decks, and yes, Aggro Druid), or something that can go bigger than Jade Druid and that handle big minions (EZ Priest, Gul'Dangerous). Aggro Druid is able to prey on Pirate Warrior and aggressive Paladin decks, and EZ Priest decks tuned to beat Jade Druid will usually fall to Aggro Druid. If you remove the cover Jade Druid provides, then you open up things like Control Mage and Taunt Warrior, and you can tune other decks to prey on Aggro Druid.
Shadowhope on
Civics is not a consumer product that you can ignore because you don’t like the options presented.
If FWA and frostbolt and wild growth can be 2 mana, than anything can be two mana.
The problem is it is too easy to play around hunter secrets right now. only a couple are playable any they only are good against a small set of decks in over lapping ways. It would be like if mage only had Mirror entity, vaporize and frozen clone as not garbage secrets.
Ok, those are nice, but what if your opponent DOESN'T play a single big minion?
Those cards are in line with their costs ( ok not FWA but shrug)
The good hunter secrets are already valued at 4 mana when triggered (explosive is consecrate). Pushing higher than that is going to create some really lopsided games.
This really isn't about the quality of secrets at a macro level. It's about how limited the defensive design space is outside of taunts, heals, and armor.
Lifesteal is about the only proactive mechanic, and is heavily moderated.
Roz on
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3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
FWA is in line with its cost when compared to other 3/2 weapons. It's just that the other 3/2 weapons tend to have some effect that's rarely relevant so they become a more expensive FWA.
Consecrate loses a ton of power when your opponent decides when it goes off.
Cat trick and poisonous snake trap are only a 1 mana discount on just playing the minions they make from your hand, and freezing trap costs the same as sap.
So, I don't really think they having been pushing hunter traps at all.
FWA is in line with its cost when compared to other 3/2 weapons. It's just that the other 3/2 weapons tend to have some effect that's rarely relevant so they become a more expensive FWA.
FWA's cost isn't in line with its power level is the problem. Like, egregiously so.
+3
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
FWA is in line with its cost when compared to other 3/2 weapons. It's just that the other 3/2 weapons tend to have some effect that's rarely relevant so they become a more expensive FWA.
The cost of weapons isn't in line with their power level is the problem. Like, egregiously so.
Consecrate loses a ton of power when your opponent decides when it goes off.
Cat trick and poisonous snake trap are only a 1 mana discount on just playing the minions they make from your hand, and freezing trap costs the same as sap.
So, I don't really think they having been pushing hunter traps at all.
Freezing trap adding 2 to the cards cost offsets the randomness, also different then sap; it's a big difference in tempo, if tempo decks were a thing right now.
Ideally cat trap and poisonous snake give you slightly better odds of that unit surviving so you can attack with them as opposed to you just dropping the minion on your board since your opponent has to do something first to activate them.
PSN SeGaTai
+1
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
Consecrate loses a ton of power when your opponent decides when it goes off.
Cat trick and poisonous snake trap are only a 1 mana discount on just playing the minions they make from your hand, and freezing trap costs the same as sap.
So, I don't really think they having been pushing hunter traps at all.
I distinctly put the modifier "good" there on purpose. And you're not really engaging with the general thrust of the argument but debating a side point that isn't really important.
How strong the secret effect is relative to it's cost has very little bearing on the effectiveness of control hunter as an archetype. They could push secrets into being batshit insane territory, but it is still unlikely you would see a control hunter instead of some mid-range secrets based hunter.
Without a way to regain life lost in the early portions of the game, or a way to cheaply defend your life total (taunts/spells), hunter will struggle against aggro decks. When I say that given their current philosophy, a control hunter deck simply isn't viable, it's not a result of bad secrets. It's a result of a philosophy that does not have any means of producing one.
Weapons are by far the best removal in the game. Remember Fatigue Warrior with Gorhowl?
Hell, remember Truesilver in the era of Tomb Pillager, Azure Drake, and Flamewaker? It was such insane value.
I actually kinda missed why this was so important: It was both insane value and insane tempo. It's that combination that makes the good weapons so crazy good.
Maybe change Jade Idol so it can't be an infinity generator?
Have it only add 2 copies to your deck rather than 3 could be a big impact?
Maybe that's not enough... but it's a start.
You can still get infinite even with 2. What if it only put one back in your deck but also incremented the jade growth.
So you could use it to make OTHER Jades really quite large with the recursive loop, but ultimately the two idols would only get you two Jades.
Do you, in fact, have any builds in this shop at all?
Go into ranked? Most are Jade Druid. Go into casual? Same situation.
I have consistently been 4 mana down vs nearly all druids and they've been able to fill up their hand with the card draw they have ramped to.
It's stupid ATM; what happens at the top ranks doesn't take long to filter down to everyone else. I'm not putting up with this bollox for the next month or however long it takes to sort out.
The only highlight today was devolving a water elemental into a Howlfiend and making the Mage discard their ice block (I'm pretty sure they were going to die from fatigue before casting that 2nd IB but still it caused them to rage quit).
Jades as a mechanic were way undercosted. It's like every card printed was assuming a 1/1 was popping out.
6 mana 3/6 Taunt and summon a 1/1 is ok, but bump that up to a 3+ summon and it gets bonkers. 1 mana summon a 7+ stat minions is broken and not difficult to do.
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How is a 6-mana 3/6 taunt with a 1/1 okay? That's 4/7 in stats. Even giving taunt one point, that's less than a Boulderfist Ogre. Ain't nobody paying an extra mana for a 1/1 over the Fen Creeper nobody plays already.
hippofant on
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3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
Jades are overcosted at 1/1, costed correctly at 2/2, and undercosted at 3/3. Given that it's trivial to have 8+ Jade cards, the mechanic is inherently broken.
Jades are overcosted at 1/1, costed correctly at 2/2, and undercosted at 3/3. Given that it's trivial to have 8+ Jade cards, the mechanic is inherently broken.
If it's inherently broken, why wasn't it dominant during the last ladder cycle?
Innervate is inherently broken. Jade is just strong linear synergy.
How is a 6-mana 3/6 taunt with a 1/1 okay? That's 4/7 in stats. Even giving taunt one point, that's less than a Boulderfist Ogre. Ain't nobody paying an extra mana for a 1/1 over the Fen Creeper nobody plays already.
But let's be honest, it's never a 3/6 with 1/1 unless it happens on turn 2-4 at which point it's strong.
MNC Dover on
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A few are even probably overvalued at 2/2 (Jade Lightning, for example).
Officially the unluckiest CCG player ever.
0
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
No deck was "dominant" during Un'Goro. It was a heavily shifting meta. There were periods during Un'Goro where Jade was extremely good, though.
I maintain that the Jade mechanic is inherently busted, because if you put 8 Jade cards in your deck, 75% of them will be undercosted stats. Nothing else in the game gets so much extra mana efficiency just from cramming every card with the same word in their name together.
+2
lwt1973King of ThievesSyndicationRegistered Userregular
No deck was "dominant" during Un'Goro. It was a heavily shifting meta. There were periods during Un'Goro where Jade was extremely good, though.
I maintain that the Jade mechanic is inherently busted, because if you put 8 Jade cards in your deck, 75% of them will be undercosted stats. Nothing else in the game gets so much extra mana efficiency just from cramming every card with the same word in their name together.
As it has been stated before, it became completely broken with UI. The resource refilling with that card is insane.
"He's sulking in his tent like Achilles! It's the Iliad?...from Homer?! READ A BOOK!!" -Handy
+2
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
The only thing UI changed is that you're sure you've lost when they cast it, instead of waiting an extra turn to find out they topdeck the 4 mana 2/3 that summons a 9/9 and losing then. [/salt]
How is a 6-mana 3/6 taunt with a 1/1 okay? That's 4/7 in stats. Even giving taunt one point, that's less than a Boulderfist Ogre. Ain't nobody paying an extra mana for a 1/1 over the Fen Creeper nobody plays already.
But let's be honest, it's never a 3/6 with 1/1 unless it happens on turn 2-4 and which point it's strong.
A 3/6 with a 2/2 is still just Boulderfist Ogre stats. And ain't nobody playing Boulderfist Ogre in constructed.
I legitimately do not understand all the Jade griping here and elsewhere. We have data proving that Jade is not the most powerful deck, that it's Aggro/Token Druid or Murloc Paladin or even Pirate Warrior (again). (https://www.vicioussyndicate.com/vs-data-reaper-report-59/) A lot of people are playing Jade Druid, yes, but not because it's imba (or if it is, then three other archetypes are also all imba). Maybe it's because, despite some people's assertions to the contrary, Jade Druid is actually fun?
How is a 6-mana 3/6 taunt with a 1/1 okay? That's 4/7 in stats. Even giving taunt one point, that's less than a Boulderfist Ogre. Ain't nobody paying an extra mana for a 1/1 over the Fen Creeper nobody plays already.
But let's be honest, it's never a 3/6 with 1/1 unless it happens on turn 2-4 and which point it's strong.
A 3/6 with a 2/2 is still just Boulderfist Ogre stats. And ain't nobody playing Boulderfist Ogre in constructed.
I legitimately do not understand all the Jade griping here and elsewhere. We have data proving that Jade is not the most powerful deck, that it's Aggro/Token Druid or Murloc Paladin or even Pirate Warrior (again). (https://www.vicioussyndicate.com/vs-data-reaper-report-59/) A lot of people are playing Jade Druid, yes, but not because it's imba (or if it is, then three other archetypes are also all imba). Maybe it's because, despite some people's assertions to the contrary, Jade Druid is actually fun?
As others have said, Aggro Druid is on a rampage because Jade Druid has curbstomped every single deck that could keep Aggro Druid in check, so they have no real representation on ladder. Fix Jade Druid, control decks come back, Aggro Druid gets leashed.
+3
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
No deck was "dominant" during Un'Goro. It was a heavily shifting meta. There were periods during Un'Goro where Jade was extremely good, though.
I maintain that the Jade mechanic is inherently busted, because if you put 8 Jade cards in your deck, 75% of them will be undercosted stats. Nothing else in the game gets so much extra mana efficiency just from cramming every card with the same word in their name together.
As it has been stated before, it became completely broken with UI. The resource refilling with that card is insane.
This isn't really true as people were doing the same amount of complaining when Auctioneer was the one cycling them up.
I'm with @Roz , the mechanic is not really busted. It's pushed, but not broken. It just feels busted with Druid because they get to cycle a possible infinite (geist being the stop for possible) amount of jades in the deck. Shaman and Rogue both get Jade cards but it doesn't feel broken in those decks because. Really it's just a tribal deck in the end. No different than pirates or murloc except that Jade is actually weaker when not in Druid. Of course the same could be said about Pirates being at it's strongest in Warrior and less so elsewhere which is also fair, but that doesn't change that Jade as a mechanic is perfectly fine.
How is a 6-mana 3/6 taunt with a 1/1 okay? That's 4/7 in stats. Even giving taunt one point, that's less than a Boulderfist Ogre. Ain't nobody paying an extra mana for a 1/1 over the Fen Creeper nobody plays already.
But let's be honest, it's never a 3/6 with 1/1 unless it happens on turn 2-4 and which point it's strong.
A 3/6 with a 2/2 is still just Boulderfist Ogre stats. And ain't nobody playing Boulderfist Ogre in constructed.
I legitimately do not understand all the Jade griping here and elsewhere. We have data proving that Jade is not the most powerful deck, that it's Aggro/Token Druid or Murloc Paladin or even Pirate Warrior (again). (https://www.vicioussyndicate.com/vs-data-reaper-report-59/) A lot of people are playing Jade Druid, yes, but not because it's imba (or if it is, then three other archetypes are also all imba). Maybe it's because, despite some people's assertions to the contrary, Jade Druid is actually fun?
As others have said, Aggro Druid is on a rampage because Jade Druid has curbstomped every single deck that could keep Aggro Druid in check, so they have no real representation on ladder. Fix Jade Druid, control decks come back, Aggro Druid gets leashed.
Uh huh. All those control decks that were so popular when Jade Druid was 5% of the Un'Goro meta.
No deck was "dominant" during Un'Goro. It was a heavily shifting meta. There were periods during Un'Goro where Jade was extremely good, though.
I maintain that the Jade mechanic is inherently busted, because if you put 8 Jade cards in your deck, 75% of them will be undercosted stats. Nothing else in the game gets so much extra mana efficiency just from cramming every card with the same word in their name together.
This is how linear synergy works though. There is always a breakpoint where a particular linear strategy goes from weak to good to busted. It has to do that as payoff for playing subpar cards, otherwise linear strategies cannot be viable.
The break even point may happen one iteration too soon, but that's merely a bit over the power curve - not broken. If the mechanic were truly inherently broken, Shaman and Rogue would also have strong jade decks that were format dominant. No jade deck has managed to obtain the metashares that Druid has, and the answer to why is obvious - Innervate and Jade Idol.
A linearly scaling mechanic is fine. An infinitely scaling linear mechanic with no possibility of fatigue combined with a card that accelerates that mechanic and smooths out your mana curve is not. That's why this mechanic is only broken in Druid, because it has two cards that are inherently broken at their mana costs. The mechanic itself is not the problem.
+3
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
How is a 6-mana 3/6 taunt with a 1/1 okay? That's 4/7 in stats. Even giving taunt one point, that's less than a Boulderfist Ogre. Ain't nobody paying an extra mana for a 1/1 over the Fen Creeper nobody plays already.
But let's be honest, it's never a 3/6 with 1/1 unless it happens on turn 2-4 and which point it's strong.
A 3/6 with a 2/2 is still just Boulderfist Ogre stats. And ain't nobody playing Boulderfist Ogre in constructed.
I legitimately do not understand all the Jade griping here and elsewhere. We have data proving that Jade is not the most powerful deck, that it's Aggro/Token Druid or Murloc Paladin or even Pirate Warrior (again). (https://www.vicioussyndicate.com/vs-data-reaper-report-59/) A lot of people are playing Jade Druid, yes, but not because it's imba (or if it is, then three other archetypes are also all imba). Maybe it's because, despite some people's assertions to the contrary, Jade Druid is actually fun?
As others have said, Aggro Druid is on a rampage because Jade Druid has curbstomped every single deck that could keep Aggro Druid in check, so they have no real representation on ladder. Fix Jade Druid, control decks come back, Aggro Druid gets leashed.
Uh huh. All those control decks that were so popular when Jade Druid was 5% of the Un'Goro meta.
Uh...yes, actually. Control Paladin, Control Priest, Control-y Dragon Priest, Taunt Warrior, Gunther Mage, all saw play.
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Also beasts are just terribad. Most can't even stand on their own, and DK rexxar is bad because youll pull just awful ones like the 4/1 pig and the 2/7 turtle. like great i have a 6/8 for 7 mana that does nothing when I play it, and my opponent has a 7/7-10/10 jade dude on the board
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Except the secret design space is constrained by being 2 mana. There's not a lot you can do with 2 mana.
If FWA and frostbolt and wild growth can be 2 mana, than anything can be two mana.
The problem is it is too easy to play around hunter secrets right now. only a couple are playable any they only are good against a small set of decks in over lapping ways. It would be like if mage only had Mirror entity, vaporize and frozen clone as not garbage secrets.
Ok, those are nice, but what if your opponent DOESN'T play a single big minion?
Stole a copy of Journey Below with Mana Bind, used it to discover and summon a Shimmering Tempest on turn 9.
Turn 10 I attack with the Shimmering Tempest, and as I'm doing it I think "wouldn't it be amazing if the deathrattle gave me a Pyroblast?
I've never wished more for an "I'm sorry" emote
It only just occurred to me that rewards are probably given out based on your highest rank between Standard and Wild, not separate rewards for each. Am I correct in that supposition?
It really isn't.
What's happening IMO is that Jade Druid is providing cover for Aggro Druid. To have a shot at beating Jade Druid, you play something that's either faster than Jade Druid, able to kill Jade Druid before it can start rolling (Pirate Warrior, aggressive Paladin decks, and yes, Aggro Druid), or something that can go bigger than Jade Druid and that handle big minions (EZ Priest, Gul'Dangerous). Aggro Druid is able to prey on Pirate Warrior and aggressive Paladin decks, and EZ Priest decks tuned to beat Jade Druid will usually fall to Aggro Druid. If you remove the cover Jade Druid provides, then you open up things like Control Mage and Taunt Warrior, and you can tune other decks to prey on Aggro Druid.
Those cards are in line with their costs ( ok not FWA but shrug)
The good hunter secrets are already valued at 4 mana when triggered (explosive is consecrate). Pushing higher than that is going to create some really lopsided games.
This really isn't about the quality of secrets at a macro level. It's about how limited the defensive design space is outside of taunts, heals, and armor.
Lifesteal is about the only proactive mechanic, and is heavily moderated.
Cat trick and poisonous snake trap are only a 1 mana discount on just playing the minions they make from your hand, and freezing trap costs the same as sap.
So, I don't really think they having been pushing hunter traps at all.
Maybe change Jade Idol so it can't be an infinity generator?
Have it only add 2 copies to your deck rather than 3 could be a big impact?
Maybe that's not enough... but it's a start.
Witty signature comment goes here...
wra
FWA's cost isn't in line with its power level is the problem. Like, egregiously so.
FTFY
Freezing trap adding 2 to the cards cost offsets the randomness, also different then sap; it's a big difference in tempo, if tempo decks were a thing right now.
Ideally cat trap and poisonous snake give you slightly better odds of that unit surviving so you can attack with them as opposed to you just dropping the minion on your board since your opponent has to do something first to activate them.
Hell, remember Truesilver in the era of Tomb Pillager, Azure Drake, and Flamewaker? It was such insane value.
I distinctly put the modifier "good" there on purpose. And you're not really engaging with the general thrust of the argument but debating a side point that isn't really important.
How strong the secret effect is relative to it's cost has very little bearing on the effectiveness of control hunter as an archetype. They could push secrets into being batshit insane territory, but it is still unlikely you would see a control hunter instead of some mid-range secrets based hunter.
Without a way to regain life lost in the early portions of the game, or a way to cheaply defend your life total (taunts/spells), hunter will struggle against aggro decks. When I say that given their current philosophy, a control hunter deck simply isn't viable, it's not a result of bad secrets. It's a result of a philosophy that does not have any means of producing one.
Stats from when I switched to Murloc Paladin, Rank 11 to Rank 5:
Decklist:
As always, I've found working with what I know is better than trying to work with the new hotness (Jade Druid).
Up to 701 Paladin Wins now.
I actually kinda missed why this was so important: It was both insane value and insane tempo. It's that combination that makes the good weapons so crazy good.
You can still get infinite even with 2. What if it only put one back in your deck but also incremented the jade growth.
So you could use it to make OTHER Jades really quite large with the recursive loop, but ultimately the two idols would only get you two Jades.
I have consistently been 4 mana down vs nearly all druids and they've been able to fill up their hand with the card draw they have ramped to.
It's stupid ATM; what happens at the top ranks doesn't take long to filter down to everyone else. I'm not putting up with this bollox for the next month or however long it takes to sort out.
The only highlight today was devolving a water elemental into a Howlfiend and making the Mage discard their ice block (I'm pretty sure they were going to die from fatigue before casting that 2nd IB but still it caused them to rage quit).
Hard cap Jade Golems so they can grow to 5/5 maximum.
That said, I think Ultimate Infestation and Spreading Plague are the bigger problems right now.
UI may as well read "Invalidate all negative effects of ramping hard"
6 mana 3/6 Taunt and summon a 1/1 is ok, but bump that up to a 3+ summon and it gets bonkers. 1 mana summon a 7+ stat minions is broken and not difficult to do.
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If it's inherently broken, why wasn't it dominant during the last ladder cycle?
Innervate is inherently broken. Jade is just strong linear synergy.
But let's be honest, it's never a 3/6 with 1/1 unless it happens on turn 2-4 at which point it's strong.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
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I maintain that the Jade mechanic is inherently busted, because if you put 8 Jade cards in your deck, 75% of them will be undercosted stats. Nothing else in the game gets so much extra mana efficiency just from cramming every card with the same word in their name together.
As it has been stated before, it became completely broken with UI. The resource refilling with that card is insane.
A 3/6 with a 2/2 is still just Boulderfist Ogre stats. And ain't nobody playing Boulderfist Ogre in constructed.
I legitimately do not understand all the Jade griping here and elsewhere. We have data proving that Jade is not the most powerful deck, that it's Aggro/Token Druid or Murloc Paladin or even Pirate Warrior (again). (https://www.vicioussyndicate.com/vs-data-reaper-report-59/) A lot of people are playing Jade Druid, yes, but not because it's imba (or if it is, then three other archetypes are also all imba). Maybe it's because, despite some people's assertions to the contrary, Jade Druid is actually fun?
Compared to Fireball, that's 2 mana for a 2/2, which is pretty weak.
As others have said, Aggro Druid is on a rampage because Jade Druid has curbstomped every single deck that could keep Aggro Druid in check, so they have no real representation on ladder. Fix Jade Druid, control decks come back, Aggro Druid gets leashed.
Getting both with one card is outrageously good, though. Don't forget Implosion, which couldn't even go face.
This isn't really true as people were doing the same amount of complaining when Auctioneer was the one cycling them up.
I'm with @Roz , the mechanic is not really busted. It's pushed, but not broken. It just feels busted with Druid because they get to cycle a possible infinite (geist being the stop for possible) amount of jades in the deck. Shaman and Rogue both get Jade cards but it doesn't feel broken in those decks because. Really it's just a tribal deck in the end. No different than pirates or murloc except that Jade is actually weaker when not in Druid. Of course the same could be said about Pirates being at it's strongest in Warrior and less so elsewhere which is also fair, but that doesn't change that Jade as a mechanic is perfectly fine.
Uh huh. All those control decks that were so popular when Jade Druid was 5% of the Un'Goro meta.
This is how linear synergy works though. There is always a breakpoint where a particular linear strategy goes from weak to good to busted. It has to do that as payoff for playing subpar cards, otherwise linear strategies cannot be viable.
The break even point may happen one iteration too soon, but that's merely a bit over the power curve - not broken. If the mechanic were truly inherently broken, Shaman and Rogue would also have strong jade decks that were format dominant. No jade deck has managed to obtain the metashares that Druid has, and the answer to why is obvious - Innervate and Jade Idol.
A linearly scaling mechanic is fine. An infinitely scaling linear mechanic with no possibility of fatigue combined with a card that accelerates that mechanic and smooths out your mana curve is not. That's why this mechanic is only broken in Druid, because it has two cards that are inherently broken at their mana costs. The mechanic itself is not the problem.
Uh...yes, actually. Control Paladin, Control Priest, Control-y Dragon Priest, Taunt Warrior, Gunther Mage, all saw play.
Am I hearing this correctly?