So, druid is just complete shit in every matchup now, eh? I can't win with him no matter what I do. Wall, ramp, combo. Each of those decks has glaring weaknesses that are, sad to say as I love druid, so massive as to make the class a waste of time.
Really hope TGT changes things up and makes druid not trash again.
Personally I think that TGT shores up several druid weaknesses.
1. Druid druid seems to be viable this time around with the addition of both Savage Combatant and Druid of the Saber (It's a stealthy beast that's very good for its mana). This means that IMHO you get the critical number of mana-efficient beasts to play Druids of the Fang and the new Knight of the Wild. Super cheap fat. KotW is even non-BGH-able.
2. Point removal and tokens get a boost with Mulch and Living Roots. Face it. Living roots is pretty pimp for an aggressive deck, either being a good point removal (eat it knifejuggler!) or an excellent first turn drop.
3. Darnassus Aspirant is also pretty great. A more aggressive choice compared to wild growth, with built in bounce and polymorph resistance.
Fiendishrabbit on
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
I just got the brawl quest, 6 hunter games and 1 mage. The only reason I won most of the hunter games are from cards not in the deck, that I either got from lock and load or spellslinger. Flamestrike and holy fire are really good in the hunter deck, as is explosive shot
My friend is working on a roguelike game you can play if you want to. (It has free demo)
0
38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
Brawl Quest is weird. Its not really a daily quest if you get it while brawl is down.
I wonder if an inspire Priest deck would work. You've already got some cards that benefit from healing being done (Shadowboxer, Lightwarden, Northshire Cleric), you've got some cards that turn the hero power into damage (Shadowform, Auchenai Soulpriest). I wonder if throwing in some fatties to heal and some good inspire cards (and that dude who lets you hero power twice) will make for a solid deck.
In fact, I wonder if you can make a priest variant where you don't include any of the "give me your things" cards, and just run a lot of cards that benefit from your hero power, and win through board presence.
I wonder if an inspire Priest deck would work. You've already got some cards that benefit from healing being done (Shadowboxer, Lightwarden, Northshire Cleric), you've got some cards that turn the hero power into damage (Shadowform, Auchenai Soulpriest). I wonder if throwing in some fatties to heal and some good inspire cards (and that dude who lets you hero power twice) will make for a solid deck.
In fact, I wonder if you can make a priest variant where you don't include any of the "give me your things" cards, and just run a lot of cards that benefit from your hero power, and win through board presence.
The fact that Northshire Cleric is one of Priest's strongest/staple cards and is a one-drop kind of hampers Priests ability to utilize Joust though. Also, Priest's class specific creatures tend to have a slightly lower curve than that of other classes.
I wonder if an inspire Priest deck would work. You've already got some cards that benefit from healing being done (Shadowboxer, Lightwarden, Northshire Cleric), you've got some cards that turn the hero power into damage (Shadowform, Auchenai Soulpriest). I wonder if throwing in some fatties to heal and some good inspire cards (and that dude who lets you hero power twice) will make for a solid deck.
In fact, I wonder if you can make a priest variant where you don't include any of the "give me your things" cards, and just run a lot of cards that benefit from your hero power, and win through board presence.
The fact that Northshire Cleric is one of Priests strongest/staple cards and is a one-drop kind of hampers Priests ability to utilize Joust though.
I wonder if an inspire Priest deck would work. You've already got some cards that benefit from healing being done (Shadowboxer, Lightwarden, Northshire Cleric), you've got some cards that turn the hero power into damage (Shadowform, Auchenai Soulpriest). I wonder if throwing in some fatties to heal and some good inspire cards (and that dude who lets you hero power twice) will make for a solid deck.
In fact, I wonder if you can make a priest variant where you don't include any of the "give me your things" cards, and just run a lot of cards that benefit from your hero power, and win through board presence.
The fact that Northshire Cleric is one of Priests strongest/staple cards and is a one-drop kind of hampers Priests ability to utilize Joust though.
That being said! A priest joust deck might not be too bad, because they can load the deck with expensive minions and steal the opponent's low-cost minions in the early game. Don't know if that's viable, but I'll definitely play around with it.
The "control" hunter deal is actually kind of interesting. Lock and Load serves to fuel in the turns that you do Unleash the Hounds + Hunter's Mark to gain control of the board. Seems a little unreliable though, I won my booster by kiling Medivh with Hero power + Consecration from the guy that gives each player a spell. And the 4/2 wurm feels TERRIBLE to dump on the board.
That being said! A priest joust deck might not be too bad, because they can load the deck with expensive minions and steal the opponent's low-cost minions in the early game. Don't know if that's viable, but I'll definitely play around with it.
I actually think Druid is the one.
Since joust compares minion cost rather than spells, you can use Power of the Wild and Living Roots instead of low-cost early game minions, thereby guaranteeing a win if your opponent's minion costs less than 4 (Keeper of the Grove cost, I figure that's the lowest cost must include minion)
The problem with Joust is that a lot of the cards wouldn't be played that much even if they just had the joust stats naturally. The class ones seem to be an exception (Healing wave is just one HP less if you lose the joust, Tuskar is a fine body, and Elekk is also fairly priced) but the neutral ones are are super underwhelming.
One exception might be the warhorse since I'm sure aggro decks (hunters especially) would love a four-mana five damage charging beast.
A priest inspire deck will be bad, because priest's hero power is bad.
Speaking of, TGT is going to bring up lots of new interactions.
Does anyone know what will happen when a priest steals a mage's "your hero power does 1 more damage" minion? Outside of shadowform, obviously... Does this mean the power heals for 2 then deals 1 damage to the same target? Or even deal 1 damage and then heal 2?
A priest inspire deck will be bad, because priest's hero power is bad.
Speaking of, TGT is going to bring up lots of new interactions.
Does anyone know what will happen when a priest steals a mage's "your hero power does 1 more damage" minion? Outside of shadowform, obviously... Does this mean the power heals for 2 then deals 1 damage to the same target? Or even deal 1 damage and then heal 2?
My guess is it just flat out won't function.
Everything: Konphujun(#1458)
+3
GoodKingJayIIIThey wanna get mygold on the ceilingRegistered Userregular
The problem with Joust is that a lot of the cards wouldn't be played that much even if they just had the joust stats naturally. The class ones seem to be an exception (Healing wave is just one HP less if you lose the joust, Tuskar is a fine body, and Elekk is also fairly priced) but the neutral ones are are super underwhelming.
One exception might be the warhorse since I'm sure aggro decks (hunters especially) would love a four-mana five damage charging beast.
Master jouster or whatever it's called (the 5/6 that gets taunt and divine shield if it wins joust) is an excellent card, probably worth running one-of in certain decks.
But yeah I agree that a lot of the neutral joust cards seem lackluster.
A priest inspire deck will be bad, because priest's hero power is bad.
Speaking of, TGT is going to bring up lots of new interactions.
Does anyone know what will happen when a priest steals a mage's "your hero power does 1 more damage" minion? Outside of shadowform, obviously... Does this mean the power heals for 2 then deals 1 damage to the same target? Or even deal 1 damage and then heal 2?
My guess is it just flat out won't function.
yep
it says "one more"
priest power doesn't do zero damage, or negative two damage, it deals not any damage at all
it has no value of damage to be increased
Shorty on
0
AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
The interesting interaction will be whether if you steal a Fallen Hero as a priest with Auchenai on the board, will your hero power deal 3 damage or 2?
A priest inspire deck will be bad, because priest's hero power is bad.
Speaking of, TGT is going to bring up lots of new interactions.
Does anyone know what will happen when a priest steals a mage's "your hero power does 1 more damage" minion? Outside of shadowform, obviously... Does this mean the power heals for 2 then deals 1 damage to the same target? Or even deal 1 damage and then heal 2?
My guess is it just flat out won't function.
yep
it says "one more"
priest power doesn't do zero damage, or negative two damage, it deals not any damage at all
it has no value of damage to be increased
I hope it will work with shadowform, hunters and the new shaman power that comes from the new weapon. The funny thing would be if it also works with warlock.
A priest inspire deck will be bad, because priest's hero power is bad.
Speaking of, TGT is going to bring up lots of new interactions.
Does anyone know what will happen when a priest steals a mage's "your hero power does 1 more damage" minion? Outside of shadowform, obviously... Does this mean the power heals for 2 then deals 1 damage to the same target? Or even deal 1 damage and then heal 2?
My guess is it just flat out won't function.
yep
it says "one more"
priest power doesn't do zero damage, or negative two damage, it deals not any damage at all
it has no value of damage to be increased
I hope it will work with shadowform, hunters and the new shaman power that comes from the new weapon. The funny thing would be if it also works with warlock.
Already confirmed:
How does it interact with the Hunter and Warlock Hero Power?
It makes the Warlock and the Hunter Hero Power deal 3 damage.
So, druid is just complete shit in every matchup now, eh? I can't win with him no matter what I do. Wall, ramp, combo. Each of those decks has glaring weaknesses that are, sad to say as I love druid, so massive as to make the class a waste of time.
Really hope TGT changes things up and makes druid not trash again.
DURIDS ARE NOT TRASH! HOW DARE YOU!
Seriously though, feel free to post a list. I'd be more than happy to review it.
Right now on ladder the format is pretty heavily sandwhiched between fast aggressive decks and patron. At best you'll have like a 20-30% winrate versus patron. But you can absolutely build your deck to beat the aggressive decks. (Zombie Chow is Salvation)
Druid configurations at or near legend are typically not the best for grinding up to those levels.
+1
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
So, druid is just complete shit in every matchup now, eh? I can't win with him no matter what I do. Wall, ramp, combo. Each of those decks has glaring weaknesses that are, sad to say as I love druid, so massive as to make the class a waste of time.
Really hope TGT changes things up and makes druid not trash again.
Personally I think that TGT shores up several druid weaknesses.
1. Druid druid seems to be viable this time around with the addition of both Savage Combatant and Druid of the Saber (It's a stealthy beast that's very good for its mana). This means that IMHO you get the critical number of mana-efficient beasts to play Druids of the Fang and the new Knight of the Wild. Super cheap fat. KotW is even non-BGH-able.
2. Point removal and tokens get a boost with Mulch and Living Roots. Face it. Living roots is pretty pimp for an aggressive deck, either being a good point removal (eat it knifejuggler!) or an excellent first turn drop.
3. Darnassus Aspirant is also pretty great. A more aggressive choice compared to wild growth, with built in bounce and polymorph resistance.
If Patron gets hit, druid will have a massive resurgence because it stands as the most flexible and powerful mid-range deck. Patron being hit immediately helps all the mid-range and control decks. Those are decks that Druid loves to feast on. Couple that with good new additions and potentially new archetypes and Druids will have a renaissance of sorts.
If Patron doesn't get touched druid will be a very niche pick because it cannot beat that deck reliably, nor can it even be teched to beat that deck.
My friend is working on a roguelike game you can play if you want to. (It has free demo)
0
AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
edited August 2015
I'm starting to like this week's Hunter Brawl deck.
Not only does it feel much more satisfying to win with it than Mage, it plays like the superior deck if it wasn't so goddamn inconsistent. And it's not even the Jousts. I'm not sad to get a vanilla 5/6 for 6 or to just get a 3/2 for 2. The most punishing one seems to be the 5/3 because you're probably playing him for the Charge to begin with and if that doesn't work, welp. Skeleton Knight is removal bait who sometimes blanks their removal by not dying if they're not willing to Boar it.
It's that your opening few turns need to be good. You need an Elekk and/or Traps and/or an Arcane Shot or two. Otherwise, the mage's opening steamrolls you and due to the quantity of 1, 2, & 3 drops in their deck, it's extremely unlikely they don't have some play.
Posts
Nintendo Network ID - PirateLuigi 3DS: 3136-6586-7691
G&T Grass Type Pokemon Gym Leader, In-Game Name: Dan
Personally I think that TGT shores up several druid weaknesses.
1. Druid druid seems to be viable this time around with the addition of both Savage Combatant and Druid of the Saber (It's a stealthy beast that's very good for its mana). This means that IMHO you get the critical number of mana-efficient beasts to play Druids of the Fang and the new Knight of the Wild. Super cheap fat. KotW is even non-BGH-able.
2. Point removal and tokens get a boost with Mulch and Living Roots. Face it. Living roots is pretty pimp for an aggressive deck, either being a good point removal (eat it knifejuggler!) or an excellent first turn drop.
3. Darnassus Aspirant is also pretty great. A more aggressive choice compared to wild growth, with built in bounce and polymorph resistance.
-Antje Jackelén, Archbishop of the Church of Sweden
38thDoE on steam
2008, 2012, 2014 D&D "Rare With No Sauce" League Fantasy Football Champion!
Ram Wrangler gave me a Webspinner, which in turn gave me King Krush.
Immediately faced a Grim Patron deck.
-.-
Yeah, okay, fine. Back on hiatus until you can iron some of this stuff out, Blizz.
In fact, I wonder if you can make a priest variant where you don't include any of the "give me your things" cards, and just run a lot of cards that benefit from your hero power, and win through board presence.
Cleared Medivh's board with 8 damage for 4 mana.
The fact that Northshire Cleric is one of Priest's strongest/staple cards and is a one-drop kind of hampers Priests ability to utilize Joust though. Also, Priest's class specific creatures tend to have a slightly lower curve than that of other classes.
FFXIV - Milliardo Beoulve/Sargatanas
Oh, derp.
FFXIV - Milliardo Beoulve/Sargatanas
I actually think Druid is the one.
Since joust compares minion cost rather than spells, you can use Power of the Wild and Living Roots instead of low-cost early game minions, thereby guaranteeing a win if your opponent's minion costs less than 4 (Keeper of the Grove cost, I figure that's the lowest cost must include minion)
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
MoC is waifu tier.
I clearly have no idea how to play this Hunter deck though because I can't pick up a win with it.
PSN: Threeve703
One exception might be the warhorse since I'm sure aggro decks (hunters especially) would love a four-mana five damage charging beast.
Speaking of, TGT is going to bring up lots of new interactions.
Does anyone know what will happen when a priest steals a mage's "your hero power does 1 more damage" minion? Outside of shadowform, obviously... Does this mean the power heals for 2 then deals 1 damage to the same target? Or even deal 1 damage and then heal 2?
My guess is it just flat out won't function.
Master jouster or whatever it's called (the 5/6 that gets taunt and divine shield if it wins joust) is an excellent card, probably worth running one-of in certain decks.
But yeah I agree that a lot of the neutral joust cards seem lackluster.
PSN: Threeve703
Nice hands, Jaraxxus. They belong in a museum.
- The Four Horsemen of the Apocalypse (2017, colorized)
yep
it says "one more"
priest power doesn't do zero damage, or negative two damage, it deals not any damage at all
it has no value of damage to be increased
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
I hope it will work with shadowform, hunters and the new shaman power that comes from the new weapon. The funny thing would be if it also works with warlock.
Already confirmed:
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
e- it's funny that it makes the warlock take more damage though. Hehehehehe
Well that's depressing.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Uhhh that makes that card a LOT better. I thought it was like a one-time activation only for active totems already on the board. Wow.
Battle.net Tag: Dibby#1582
DURIDS ARE NOT TRASH! HOW DARE YOU!
Seriously though, feel free to post a list. I'd be more than happy to review it.
Right now on ladder the format is pretty heavily sandwhiched between fast aggressive decks and patron. At best you'll have like a 20-30% winrate versus patron. But you can absolutely build your deck to beat the aggressive decks. (Zombie Chow is Salvation)
Druid configurations at or near legend are typically not the best for grinding up to those levels.
Yeah, they seem to have drawn a distinction between discarding from hand and removing from deck. That's why Fel Reaver's wording was changed.
If Patron gets hit, druid will have a massive resurgence because it stands as the most flexible and powerful mid-range deck. Patron being hit immediately helps all the mid-range and control decks. Those are decks that Druid loves to feast on. Couple that with good new additions and potentially new archetypes and Druids will have a renaissance of sorts.
If Patron doesn't get touched druid will be a very niche pick because it cannot beat that deck reliably, nor can it even be teched to beat that deck.
Not only does it feel much more satisfying to win with it than Mage, it plays like the superior deck if it wasn't so goddamn inconsistent. And it's not even the Jousts. I'm not sad to get a vanilla 5/6 for 6 or to just get a 3/2 for 2. The most punishing one seems to be the 5/3 because you're probably playing him for the Charge to begin with and if that doesn't work, welp. Skeleton Knight is removal bait who sometimes blanks their removal by not dying if they're not willing to Boar it.
It's that your opening few turns need to be good. You need an Elekk and/or Traps and/or an Arcane Shot or two. Otherwise, the mage's opening steamrolls you and due to the quantity of 1, 2, & 3 drops in their deck, it's extremely unlikely they don't have some play.
It's still pretty frustrating.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
no