With goblins in GW, even when I freezs, it either cleanses too quick or hits only one of them and barely stops the extra turns. On the other hand, I’ve beaten them plenty of times before. There are counters of course, like the 4x gob chomper for yellow and brown GW, pvp and even pets.
The issue is that with how bad luck streaks can be, goblins are a bad offender and with explosions and extra turns, need very little to go off, especially with the cheap mana costs. While I think the mana costs for fizz, nobend, and queen could be higher, it is still a symptom rather than a cause.
Board control is very powerful in this game, a bit too much at least for generators and exploders. Planning a conversion or removal to make matches is one thing, but blowing up a few gems, and filling up again is too much. Infernus is better than ubastet as while the latter has a more damaging spell, the explosions make infernus often filling up right away.
It’s not goblins, or dragons, or divines, its the game. Powercreep is quite the thing and while this isn’t the worst game that deals with it by far, it is bad at times. I mean, remember when famine was so bad? Resetting your team to no mana minus one troop was just dandy. Now, not only are there more drainers and mana drain immunities but famine got nerfed a little. That doesn’t matter now though, as why bother with famine when you need less than half the mana to fill up a troop that can kill 2 or even 3 troops with ishbaala? How can we have one mythic that may eventually get to one shot power, who is outclassed by other single target mythics who are outclassed by mythics like ubastet or ketras? Not all mythics should be the same, but they should be closer in power than what it is now.
While steps have been taken, I applaud the possible explosion nerf because the troops that abuse it will still be great, but not having all these crazy swings in the tide of battle.