Come on, have you visited the watch section recently? There are some ocasional Zir’ans there but its not like they crush everytihng that moves. If thats not enough, compare the ammount of Zir’ans to Argeons out there, and you will understand that Zir’an is only good due to sunforge lancer (quoting the best s-rank player). Otherwise it is just better to run Argeon with her tools.
10 per turn? Using sundrop elixir is more of a heroic act than a viable strategy. The other healing card being scintilla, well if you cant handle ocasional restore 3 health effect, than thats not Zir’an being top tier.
Staying at high helath requires you to invest your recources in healing instead of the board. Its only good when your opponent direly seeks to close out the game.
That is as much of a usual situation as playing Variax on your first turn as player 2 with gor and darkfire sacrifices.
Well, i dont want to see that level of out of hand damage.[quote=“raviel1234, post:42, topic:8341”]
I actually would agree that healing should be removed from trinity oath as ziran gets too much sinergy from it.She has too much sinergy already.
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So you are telling me that spending a whole turn on drawing cards and having a healing mystic opening gambit is OP? Then what do you think about sphere of darkness? But better exapmles are spell jamer and cryogenesis. Developing a board or removing threats is less valuable than healing for 3 health? to have a healing synergy you should have established a minion already (and healing synergy minions are understated and easy to remove) or you should have 7+ mana. But then you are already in late game so this does not change much.
I have 600 wins with Zir’an and relativly as much losses. I know all the weaknesses and strenghts of Zir’an. Yes, of course sometimes ocasional hyper aggro decks get destroyed by god draw Zir’an, but it is much better than furosa+cryptographer abuse or other combos like this one.
I believe that one of the reasons Zir’an getting good cards and such support is healyonar being the icon of a good deck, that is fun and healthy for the game. It does not win of unlikely broken card combination,doesnt go all in, it does not pull insane out of hand damage and it commits to the board and positioning.