All these little nerfs over time have slowly destroyed the viabiliy of the whole. Sure the board control hasn't dipped too much, but what has been taken away is the damage potential on the hero. The deck no longer has a real end game.
Brimstone Devourer - Used to hit hero or ally with lowest health. Nerfed to only ally and suddenly the deck loses a lot of punch against solo decks and cannot take advantage of an empty board. It also meant that you were holding this card for longer, waiting for an ally which leads to suboptimal play.
Soulbound Armor - Previously the Defense became attack and Durability became health. This meant that you could tank a couple of hits if you were behind while setting up the game winning swing. Now if you tank hits he swings like a stuffed toy. Also can no longer combo with Devourer for a solid end game swing.
Rampant Krygon - No longer can buff itself for an extra point of damage, in addition will no longer be able to weaken hardened targets like
Fortified Wisp and
Sandworm which trouble Zal. This affects a lot of heroes however. Also his health of one will now mean a siple Kris can knock him down. Cannot also drop two Krygon and have them buff each other.
Dagger of Fate - Now cannot be used to rush hero down at the end when you inevitably lose board control (and if you have used a lot of Zal you will know he always runs out of steam, due to the high costing of his control abilities).
Discard had to rush the hero because it has no staying power at all, the average health of the allies within being around 3. It's a glass cannon all-or-nothing deck and all these nerfs have taken away it's teeth.
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