Can someone teach me how to be a better Druid? I keep mulliganing everything but I'm not good enough to draw wild growth.
I went on a Druid tear the last few days. Like 8-1, going from rank 11 to rank 8.
The biggest factor was having either Chow/wild growth, innervate/shredder, or innervate/Druid of the fang as opening hands.
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GoodKingJayIIIThey wanna get mygold on the ceilingRegistered Userregular
It's so critical for druid to get ahead on the board in the beginning of the game. If your minions aren't sticking and/or trading up by turn 6 or so, you probably aren't going to win.
I've played a lot of druid in the past, but I find him annoying unreliable these days. It's so easy to just completely faceplant, and the resurgence of handlock doesn't do you any favors, either.
It's so critical for druid to get ahead on the board in the beginning of the game. If your minions aren't sticking and/or trading up by turn 6 or so, you probably aren't going to win.
It depends greatly on the build, honestly. It's not critical to win the early game if you top deck innervates or swipes at the appropriate times. I'll often intentionally nourish on 5 against face hunter, because getting those big minions in play is so critical to stalling them in the mid game.
It's so critical for druid to get ahead on the board in the beginning of the game. If your minions aren't sticking and/or trading up by turn 6 or so, you probably aren't going to win.
It depends greatly on the build, honestly. It's not critical to win the early game if you top deck innervates or swipes at the appropriate times. I'll often intentionally nourish on 5 against face hunter, because getting those big minions in play is so critical to stalling them in the mid game.
A ramp druid only needs 2-3 turns with his fatties to kill an enemy.
Stalling a hunter for those 2-3 turns with your fatties on board while stopping the bleeding can mean victory already with one last turn to face.
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wra
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GrobianWhat's on sale?Pliers!Registered Userregular
If I'm playing hand lock I always keep zombie chow in hand against mages. They feel so smart dropping their secret before my turn 4.
Well, it's still pretty effective that they made you play a 1 drop turn 4 instead of a giant/giant drake...
Not really, no. Tempo mage has fewer threats and answers than handlock so getting to lategame without being too low on health is basically the win. And I'm not only playing a 1drop, I'm also playing a 0 mana "heal yourself for 5" spell. And if they hardcast a secret they don't even gain any tempo out of it. Obviously they expect me to not have the chow because I didn't play it to contest their t1 clockwork gnome and then it's a reasonable play, because the next best ME fodder is ancient watcher. That's still mostly useless for them but they might get a taunt spare part to at least get a little value out of it.
I think a better play on their turn 3 to my empty board is a naked flame waker, even without any spells. I'd need dark bomb + coil for that.
If I'm playing hand lock I always keep zombie chow in hand against mages. They feel so smart dropping their secret before my turn 4.
Well, it's still pretty effective that they made you play a 1 drop turn 4 instead of a giant/giant drake...
Not really, no. Tempo mage has fewer threats and answers than handlock so getting to lategame without being too low on health is basically the win. And I'm not only playing a 1drop, I'm also playing a 0 mana "heal yourself for 5" spell. And if they hardcast a secret they don't even gain any tempo out of it. Obviously they expect me to not have the chow because I didn't play it to contest their t1 clockwork gnome and then it's a reasonable play, because the next best ME fodder is ancient watcher. That's still mostly useless for them but they might get a taunt spare part to at least get a little value out of it.
I think a better play on their turn 3 to my empty board is a naked flame waker, even without any spells. I'd need dark bomb + coil for that.
But the thing is they're almost never playing it on turn 3, they're getting it for fucking free from mad scientist...
I played about 5 or so games of tempo mage over lunch and never drew my mad scientists. That deck is a whole lot harder to win with when you don't have reasonable turn 2 plays and free mirror entities. Lucky from 5 unstable portals I got ysera, dr boom, thaurassian, a shieldbearer and an Si7 agent
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GrobianWhat's on sale?Pliers!Registered Userregular
If I'm playing hand lock I always keep zombie chow in hand against mages. They feel so smart dropping their secret before my turn 4.
Well, it's still pretty effective that they made you play a 1 drop turn 4 instead of a giant/giant drake...
Not really, no. Tempo mage has fewer threats and answers than handlock so getting to lategame without being too low on health is basically the win. And I'm not only playing a 1drop, I'm also playing a 0 mana "heal yourself for 5" spell. And if they hardcast a secret they don't even gain any tempo out of it. Obviously they expect me to not have the chow because I didn't play it to contest their t1 clockwork gnome and then it's a reasonable play, because the next best ME fodder is ancient watcher. That's still mostly useless for them but they might get a taunt spare part to at least get a little value out of it.
I think a better play on their turn 3 to my empty board is a naked flame waker, even without any spells. I'd need dark bomb + coil for that.
But the thing is they're almost never playing it on turn 3, they're getting it for fucking free from mad scientist...
In general yes. But if I play handlock and keep my chow in hand they can't kill their scientist before turn 4.
Just played against a ridiculous Hobgoblin mage deck that was terrible, but nevertheless got perfect card draw and therefore stomped me by turn 6. Oh, start of a new season, you so kerayzee!
I played about 5 or so games of tempo mage over lunch and never drew my mad scientists. That deck is a whole lot harder to win with when you don't have reasonable turn 2 plays and free mirror entities. Lucky from 5 unstable portals I got ysera, dr boom, thaurassian, a shieldbearer and an Si7 agent
For this new season, I'm switching to this Mage, but I switched Kezan Mystic for Polymorph because fuck Tirion.
And what about Face Hunter? Well, the ladder is full of Facelock, Face Pally, Face Rogue, and now I just faced a Face Mage.
I played about 5 or so games of tempo mage over lunch and never drew my mad scientists. That deck is a whole lot harder to win with when you don't have reasonable turn 2 plays and free mirror entities. Lucky from 5 unstable portals I got ysera, dr boom, thaurassian, a shieldbearer and an Si7 agent
For this new season, I'm switching to this Mage, but I switched Kezan Mystic for Polymorph because fuck Tirion.
And what about Face Hunter? Well, the ladder is full of Facelock, Face Pally, Face Rogue, and now I just faced a Face Mage.
Been running the same deck, having fun with it. Kept the kezan though as I'm running into way more frost mages than I am paladins.
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Hi I'm Vee!Formerly VH; She/Her; Is an E X P E R I E N C ERegistered Userregular
Went 1-2 with this druid, then won my next 5 games before losing again.
To be fair, though, drafting combo in arena is pretty bullshit.
I do rage whenever implosion is used against me, but you can't REALLY consider it removal as when it rolls 2 it's kinda "sad trombone" time (though not as bad as most bad RNG rolls in other RNG cases / cards.
It does definitely get better with spell power though.
implosion is not op. its easily aoe'ed out of the way, with even the cheapest aoes, and it helps demonlock establish a board presence. it practically requires buff cards to make it useful. No different from the paladin summon 3 1/1's and a weapon card really.
I know it's the start of the season, but I just played six pirate Paladins in a row, weird shit.
I think someone hit legend with it near the end of the last season. Someone posted the list a few pages back.
Yeah, usually if you see a lot of a non standard deck come out of the woodwork it's because it's making the rounds as a legend-capable weird deck on /r/hearthstone or a popular streamer was playing it.
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GoodKingJayIIIThey wanna get mygold on the ceilingRegistered Userregular
I do rage whenever implosion is used against me, but you can't REALLY consider it removal as when it rolls 2 it's kinda "sad trombone" time (though not as bad as most bad RNG rolls in other RNG cases / cards.
It does definitely get better with spell power though.
I don't really rage about cards. In general I am against the grain on a lot of the cries of imbalance. I think Dr. Boom is totally reasonable. I have no problems with Thaurissan.
But Imp-plosion is beyond ridiculous. Maybe it isn't true removal, but you are guaranteed to kill something with two health AND get some guys on the trade. Maybe that's not quite worth 4 mana, but by itself it's close.
Never mind the fact that 2/3s of the time you will do more than 2 damage and get more than 2 imps.
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The Escape Goatincorrigible ruminantthey/themRegistered Userregular
They should at least make Implosion have inverse rewards (more damage, less imps and vice versa) because that actually makes sense instead of "flip a coin to see if you get your mana's worth."
I'd just be happy if it was changed so that the number of imps generated is capped at the amount of damage caused above zero, so people couldn't cast it on a thing with one health and get four imps.
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jakobaggerLO THY DREAD EMPIRE CHAOS IS RESTOREDRegistered Userregular
So close.
Beat my arena record today, and with a deck with almost no help from arenavalue or IcyLiquid's arena guide.
Previous record was 2 x 10 (rogue and warlock), but today I got a mage to 11. Echoes of Medivh can be pretty good in arena I guess.
The last game I was knocked out by a hunter who just had a very good deck with all the beast synergy. And then I got Gahr'Zilla in my pack. It's nice when RNGs show a sense of poetic justice.
implosion is not op. its easily aoe'ed out of the way, with even the cheapest aoes, and it helps demonlock establish a board presence. it practically requires buff cards to make it useful. No different from the paladin summon 3 1/1's and a weapon card really.
4 damage, summon 4 1/1s for 4 is amazingly good. 3 damage, 3 1/1s still good. 2 damage 2 1/1s is only slightly under value for 4 mana.
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GoodKingJayIIIThey wanna get mygold on the ceilingRegistered Userregular
edited July 2015
It's insane tempo and value. If someone uses AoE to clear the Imps because there are two many of them to deal with otherwise, congratulations! Imp-plosion has gone 2-for-1 AND forced your opponent to blow a rare resource.
And on turn 5/6, most AoE takes up the whole turn. Meaning that the Warlock still has initiative on the following turn.
Just because the imps might die immediately doesn't mean they didn't do something.
Okay, I keep seeing the term and I had hoped I'd catch on to what it means, but like a doof I haven't. So:
What's "tempo?"
You know in Arena when your opponent plays a 3/2 on turn 1 (cheating Warlocks) and then you spend the rest of the game "chasing" his board control, but never catch him? That's tempo.
jakobaggerLO THY DREAD EMPIRE CHAOS IS RESTOREDRegistered Userregular
Are there any really obvious legendaries to craft after Sylvanas and Dr. Boom? I have Thalnos as well, plus a handful of others I don't think see much play.
Ragnaros? A dragon?
I think warlocks are cool, but I'd like the option to play something other than zoo sometimes, so I was considering either the two giants I'm missing for handlock, or either legendary (Mal'Ganis is higher priority for demonlock, yes?)
Okay, I keep seeing the term and I had hoped I'd catch on to what it means, but like a doof I haven't. So:
What's "tempo?"
You know in Arena when your opponent plays a 3/2 on turn 1 (cheating Warlocks) and then you spend the rest of the game "chasing" his board control, but never catch him? That's tempo.
Ah, gotcha.
Tavern Brawl's up. Looks like you can pick your class, but not your deck, which is stuffed with spiders.
Okay, I keep seeing the term and I had hoped I'd catch on to what it means, but like a doof I haven't. So:
What's "tempo?"
Oh boy. This one is a tougher one to explain since a deeper, strategic concept and others will do it better. In music, it refers to the speed at which a song should be played, often measured in beats per minute. One could play the song at a slower pace, but it wouldn't sound the same.
In card games, it generally refers to doing the most with your turns and resources (technically a turn is a resource given that it provides you a card draw and mana but that's not always readily apparent). Playing things on curve is one of the simpler examples of maintaining tempo: You could play a 3 drop on turn 4 but it won't have as big an impact.
When something is said to generate tempo, it often does so by messing with the opponent's play. Implosion can generate tempo because it can take out what the opponent played on the previous turn while providing you minions at the same time. Mirror Entity is probably a purer example though. For the investment of either a Mad Scientist or 3 mana, you can get it in play right before your opponent hits 7 mana and get a clone of their Dr. Boom if they still play it. If they do, you don't get the Boom Bots but you can hit them with a 7 attack creature before they do. If they don't, you've just delayed their game plan at least a turn as they try to play around the secret. Either way, you've spend resources more efficiently to get some sort of result.
Are there any really obvious legendaries to craft after Sylvanas and Dr. Boom? I have Thalnos as well, plus a handful of others I don't think see much play.
Ragnaros? A dragon?
I think warlocks are cool, but I'd like the option to play something other than zoo sometimes, so I was considering either the two giants I'm missing for handlock, or either legendary (Mal'Ganis is higher priority for demonlock, yes?)
Not really. If Handlock is your goal I'd craft Jaraxxus before the giants.
Are there any really obvious legendaries to craft after Sylvanas and Dr. Boom? I have Thalnos as well, plus a handful of others I don't think see much play.
Ragnaros? A dragon?
I think warlocks are cool, but I'd like the option to play something other than zoo sometimes, so I was considering either the two giants I'm missing for handlock, or either legendary (Mal'Ganis is higher priority for demonlock, yes?)
Ragnaros is good. The thread OP has a link to a crafting order article.
Handlock can take a lot of dust to create, but if you're interested in playing it, craft Jaraxxus.
This lucky penny is bullshit.
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BethrynUnhappiness is MandatoryRegistered Userregular
The spells you get in the deck are apparently totally random, so if you get Sense Demons, it's not because the game devs gave you a sneaky Jaraxxus to draw into.
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I went on a Druid tear the last few days. Like 8-1, going from rank 11 to rank 8.
The biggest factor was having either Chow/wild growth, innervate/shredder, or innervate/Druid of the fang as opening hands.
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I've played a lot of druid in the past, but I find him annoying unreliable these days. It's so easy to just completely faceplant, and the resurgence of handlock doesn't do you any favors, either.
It depends greatly on the build, honestly. It's not critical to win the early game if you top deck innervates or swipes at the appropriate times. I'll often intentionally nourish on 5 against face hunter, because getting those big minions in play is so critical to stalling them in the mid game.
A ramp druid only needs 2-3 turns with his fatties to kill an enemy.
Stalling a hunter for those 2-3 turns with your fatties on board while stopping the bleeding can mean victory already with one last turn to face.
Witty signature comment goes here...
wra
If I'm playing hand lock I always keep zombie chow in hand against mages. They feel so smart dropping their secret before my turn 4.
Well, it's still pretty effective that they made you play a 1 drop turn 4 instead of a giant/giant drake...
Not really, no. Tempo mage has fewer threats and answers than handlock so getting to lategame without being too low on health is basically the win. And I'm not only playing a 1drop, I'm also playing a 0 mana "heal yourself for 5" spell. And if they hardcast a secret they don't even gain any tempo out of it. Obviously they expect me to not have the chow because I didn't play it to contest their t1 clockwork gnome and then it's a reasonable play, because the next best ME fodder is ancient watcher. That's still mostly useless for them but they might get a taunt spare part to at least get a little value out of it.
I think a better play on their turn 3 to my empty board is a naked flame waker, even without any spells. I'd need dark bomb + coil for that.
Origin: KafkaAU B-Net: Kafka#1778
In general yes. But if I play handlock and keep my chow in hand they can't kill their scientist before turn 4.
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For this new season, I'm switching to this Mage, but I switched Kezan Mystic for Polymorph because fuck Tirion.
And what about Face Hunter? Well, the ladder is full of Facelock, Face Pally, Face Rogue, and now I just faced a Face Mage.
Been running the same deck, having fun with it. Kept the kezan though as I'm running into way more frost mages than I am paladins.
To be fair, though, drafting combo in arena is pretty bullshit.
Not to mention that when used against you it always does 4, but when you use it's always 2.
It does definitely get better with spell power though.
Witty signature comment goes here...
wra
Was that you in rank 5 already this morning?
If so, at what rank did you start after the swipe?
Because holy shit...
Witty signature comment goes here...
wra
I think someone hit legend with it near the end of the last season. Someone posted the list a few pages back.
Yeah, usually if you see a lot of a non standard deck come out of the woodwork it's because it's making the rounds as a legend-capable weird deck on /r/hearthstone or a popular streamer was playing it.
I don't really rage about cards. In general I am against the grain on a lot of the cries of imbalance. I think Dr. Boom is totally reasonable. I have no problems with Thaurissan.
But Imp-plosion is beyond ridiculous. Maybe it isn't true removal, but you are guaranteed to kill something with two health AND get some guys on the trade. Maybe that's not quite worth 4 mana, but by itself it's close.
Never mind the fact that 2/3s of the time you will do more than 2 damage and get more than 2 imps.
PSN: Threeve703
Beat my arena record today, and with a deck with almost no help from arenavalue or IcyLiquid's arena guide.
Previous record was 2 x 10 (rogue and warlock), but today I got a mage to 11. Echoes of Medivh can be pretty good in arena I guess.
The last game I was knocked out by a hunter who just had a very good deck with all the beast synergy. And then I got Gahr'Zilla in my pack. It's nice when RNGs show a sense of poetic justice.
And on turn 5/6, most AoE takes up the whole turn. Meaning that the Warlock still has initiative on the following turn.
Just because the imps might die immediately doesn't mean they didn't do something.
PSN: Threeve703
What's "tempo?"
You know in Arena when your opponent plays a 3/2 on turn 1 (cheating Warlocks) and then you spend the rest of the game "chasing" his board control, but never catch him? That's tempo.
Ragnaros? A dragon?
I think warlocks are cool, but I'd like the option to play something other than zoo sometimes, so I was considering either the two giants I'm missing for handlock, or either legendary (Mal'Ganis is higher priority for demonlock, yes?)
Ah, gotcha.
Tavern Brawl's up. Looks like you can pick your class, but not your deck, which is stuffed with spiders.
Oh, there's no real advantage to playing hunter.
Oh boy. This one is a tougher one to explain since a deeper, strategic concept and others will do it better. In music, it refers to the speed at which a song should be played, often measured in beats per minute. One could play the song at a slower pace, but it wouldn't sound the same.
In card games, it generally refers to doing the most with your turns and resources (technically a turn is a resource given that it provides you a card draw and mana but that's not always readily apparent). Playing things on curve is one of the simpler examples of maintaining tempo: You could play a 3 drop on turn 4 but it won't have as big an impact.
When something is said to generate tempo, it often does so by messing with the opponent's play. Implosion can generate tempo because it can take out what the opponent played on the previous turn while providing you minions at the same time. Mirror Entity is probably a purer example though. For the investment of either a Mad Scientist or 3 mana, you can get it in play right before your opponent hits 7 mana and get a clone of their Dr. Boom if they still play it. If they do, you don't get the Boom Bots but you can hit them with a 7 attack creature before they do. If they don't, you've just delayed their game plan at least a turn as they try to play around the secret. Either way, you've spend resources more efficiently to get some sort of result.
http://hearthstoneplayers.com/hearthstone-fundamentals-tempo/ has a much more in depth explanation.
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Not really. If Handlock is your goal I'd craft Jaraxxus before the giants.
Ragnaros is good. The thread OP has a link to a crafting order article.
Handlock can take a lot of dust to create, but if you're interested in playing it, craft Jaraxxus.
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