Well the original kill took some set up aswell, with multiple firelances, frostbolts and fireballs.
I'm curious if the meta will allow for the scavenger hunt to warp the game in your favor big time.
That's why I went with Auctioneers, which, tbh, I'll probably play something like the above list of Casino shit plus auctioneers and just hope for the best.
Having 9 cycling 2 drops will do wonders against aggro decks. I'll have to see if 2nd Arcanologist is worth cutting the 2nd Blizzard for though. It might be better to cut the 2nd Fireball instead.
I do think wild and standard will be significantly different after the rotation, which will be nice and interesting. Right now wild is basically standard with a couple of card swaps.
I do think wild and standard will be significantly different after the rotation, which will be nice and interesting. Right now wild is basically standard with a couple of card swaps.
Not really, in my experience it's mostly weird decks or secret Paladin. Man I hate Secretkeeper
God tier - Pirates, Renolock
T1 - Secrets, Shaman, Jade Druid, Dragon Priest
T2 - Freeze/Tempo, Rogue, Hunter
T3 - Everything else (other control decks, Zoo, Patron)
Not sure I've seen anything that will really shake that up. Maybe if quests are super strong some T3 decks move up to T2, but I doubt Warrior and Warlock will lose their seats.
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
edited April 2017
Uuuugh losing at rank 18 because these basic mage decks with raging worgen are the only ones running two polymorphs. Also not drawing none of my removal for the first mana wyrm that does like 10 to me and both my feral rages are at the very bottom of my deck so I can never stabilize.
Uuuugh losing at rank 18 because these basic mage decks with raging worgen are the only ones running two polymorphs. Also not drawing none of my removal for the first mana wyrm that does like 10 to me and both my feral rages are at the very bottom of my deck so I can never stabilize.
Toast is playing 4 arena games at the same time right now. I don't totally know why. I'm also not sure how actually entertaining this is to watch, but it's at least amusing for a little bit.
Dog has been doing simultaneous (splitscreen) ladder climbs in both EU and NA, trying to get to Legendary with both. Last night he was around ranks 2-3 with both. It's been a bunch of fun imo.
Dog has been doing simultaneous (splitscreen) ladder climbs in both EU and NA, trying to get to Legendary with both. Last night he was around ranks 2-3 with both. It's been a bunch of fun imo.
after two full days of watching his entire stream it started being a bit of information overload even just watching. but then that's like, eight hours of dual game streaming in :P
The Escape Goat on
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KoopahTroopahThe koopas, the troopas.Philadelphia, PARegistered Userregular
I'm really excited to try out the Priest Quest. I know it doesn't look great, but I think the value of sticky minions with death effects and N'Zoth has more potential than it looks. Plus I'm just a big fan of N'Zoth.
General "on-paper" strategy against Control here is to pump out low cost deathrattle combos with Mirage Caller, and then again during mid game with Umbra. Copying opponents cards is nice so Shifting shade and Crystalline will give you the unexpected RNG factor of Klepto Priest, while adding value to your Fatigue game. Volatile is nice to trade early 1-2 drop minions against each other while possibly dealing damage to the opponents three drop. Use Priest removal and Holy Nova to clean up anything too scary. Late game strategy is to combo Elementals into each other to activate big swings with Blazecaller, hopefully pull quest reward on turns 7 or 8. Dream Scenario is play quest reward on 9 and N'Zoth on 10, but I know that will barely happen. I think there's enough draw and deathrattle value to get you to N'Zoth though since he is the big win condition of the deck unless you pull something amazing with the Free From Amber or Klepto cards. As long as you complete Quest before 10 you should live enough to get to N'Zoth. Ysera thrown in for another win condition.
Against Pirate Warrior, Hard mulligan for Volatile and Tar. Dream draw defense is Quest, Volatile/Crabs/Pain, Tar. Draw Tol'vir or Tortollan to play on 4, Holy Nova on 5 to clean up any stragglers, then focus on deathrattle quest while controlling the board. Use draw for Ooze, toss any low cost deathrattles immediately for quick trades with pirates while getting draw value and race for quest reward. Tar, Tol'vir, Turtle should help a ton with charge defense and Crab is just a good tech if Pirate Warrior remains like a plague. Oozing an Arcanite Reaper would probably be GG value on it's own.
** - Flex spot/ tech cards New Cards: 14-16
1x Awaken The Makers - 1 Mana Quest - Summon 7 Deathrattles: Get 5 Mana 8/8 Taunt - set your health to 40.
1x SpiritSinger Umbra - 4 Mana 3/4 - After you summon a minion trigger it's deathrattle.
2x Volatile Elemental - 2 Mana 1/1 Elemental - Deathrattle: Deal 3 damage to a random enemy minion.
2x Crystalline Oracle - 1 Mana 1/1 Elemental - Deathrattle: Gain a copy of a card in your opponent's deck.
2x Mirage Caller - 3 Mana 2/3 - Choose a Minion and summon a 1/1 copy of it.
2x Tortollan ShellRaiser - 4 Mana 2/6 - Taunt, Deathrattle: Give a random friendly minion +1/+1.
2x Tar Creeper - 3 Mana 1/5 Elemental - Gain +2 Attack on Opponent's Turn.
2x Tol'vir Stoneshaper - 4 Mana 3/5 - Battlecry: Gain Taunt/Divine Shield if you played an Elemental last turn.
1x Blazecaller - 7 Mana 6/6 Elemental - Battlecry: If you played an Elemental last turn, deal 5 damage.
1x **Gluttonous Ooze - 3 Mana 3/3 - Battlecry: Destroy your opponents weapon and gain armor equal to attack.** - Aggro Tech
1x **Free From Amber - 8 Mana Spell - Discover a minion that costs 8 or more, summon it.** - Control Tech
2x **Galakka Crawler - 2 Mana 2/3 Beast - Battlecry: Destroy a Pirate gain +1/+1.** - Literally only if Pirate Warrior is still oppressive.
Old Cards: 14-16
2x Loot Hoarder
2x Shifting Shade
2x Power Word Shield
2x Holy Nova
1x Ysera
1x Bloodmage Thalnos
1x Cairne Bloodhoof
1x N'Zoth
This one is a little more difficult to pull off, but I'm very inspired after watching the Paladin vs Rogue deck video on Friday. Between Voraxx, adapt enablers, and Quest, it should be very easy to pull some sneaky combos for huge damage. Will try testing different buffs in the deck until I get a good balance of stuff, but I think this is a decent start.
** - Flex spot/ tech cards New Cards: 15-18
1x The Last Kaleidosaur - Cast 6 spells on your own minions - Gain Galvadon - 5 Mana 5/5 Beast - Adapt 5 times.
1x The Voraxx - 4 Mana 3/3 - Anytime a friendly spell is cast on this minion, summon a 1/1 plant and cast it on that minion as well.
1x Dinosize - 8 Mana Spell - Set a minion's attack and health to 10.
2x Adaptation - 1 Mana Spell - Adapt a friendly minion.
2x Primalfin Champion - 2 Mana 1/2 Murloc - Deathrattle: Return any spells cast on this minion to your hand.
2x Spikeridged Steed - 6 Mana Spell - Give a minion Taunt and +2/+6, Deathrattle: summon a 2/6 with taunt.
2x Stubborn Gastropod - 2 Mana 1/2 Beast - Poisonous Taunt
2x Tar Creeper - 3 Mana 1/5 Elemental - Gain +2 Attack on Opponent's Turn.
2x Devilsaur Egg - 3 Mana 0/5 - Deathrattle: Summon a 5/5 Beast.
1x **Gluttonous Ooze - 3 Mana 3/3 - Battlecry: Destroy your opponents weapon and gain armor equal to attack.** - Aggro Tech
2x **Galakka Crawler - 2 Mana 2/3 Beast - Battlecry: Destroy a Pirate gain +1/+1.** - Literally only if Pirate Warrior is still oppressive.
Old Cards: 12-15
2x Steward of Darkshire
2x Blessing of Kings
2x Blessing of Wisdom
2x Silvermoon Portal
2x Grimestreet Protector
1x Good-boy Rag
1x Tirion
This one seems like the most interactive and most fun, maybe not one with a huge win percentage but that's not what this one is about. Main idea it to play big combo cards to bounce cards back and forth and keep control of the board until the quest gets completed. Then finish the game with Leeroy combo and the smaller minions now buffed from the quest.
New Cards: 9-14
1x Crystal Caves - 1 Mana Quest - Play 4 copies of the same minion, gain 5 Mana Spell turn all minions base stats into 5/5.
2x Biteweed - 2 Mana 1/1 - Combo gain +1/+1 for each card played before this one.
2x Vilespine Slayer - 5 Mana 3/4 - Combo destroy a minion.
2x Mimic Pod - 3 Mana Spell - Draw a card, gain a copy of that card.
2x Tar Creeper - 3 Mana 1/5 Elemental - Gain +2 Attack on Opponent's Turn.
2x **Poison Weapon** - I really wanna get blade flurry and this to work.
1x **Gluttonous Ooze - 3 Mana 3/3 - Battlecry: Destroy your opponents weapon and gain armor equal to attack.** - Aggro Tech
2x **Galakka Crawler - 2 Mana 2/3 Beast - Battlecry: Destroy a Pirate gain +1/+1.** - Literally only if Pirate Warrior is still oppressive.
2x **Blade Flurry** - Only for the poison weapon combo, will probably cut.
2x **Deadly Poison** - Will cut if Blade flurry is cut.
4. Exodia Time-Freeze Mage
The combo I explained earlier with Sorcs, Moltens, and Archmage. Pretty simple. It was recommended to try Leeroy and fireballs instead, but I think Archmage is nice because it ignores the opponents board state. Draw cards, play other spells, freeze/clear the opponents board, wait til you have the six cards, and combo out. Really really struggling for card slots, I wanna fit another Blizzard in there and more card draw. I like having Arcanologist in there because it gives you more chances to get an ice block, but I feel like there's not enough sweepers. Which is such a ridiculous thing to say, 6 sweepers is not enough sweepers. There's always a chance to get another sweeper or more draw from the glyphs, books, and tempests. This will be the first draft and we'll go from there.
New Cards: 9-11
1x Open The Waygate - 1 Mana Mage Quest - Cast 6 spells that were not originally in your deck - Get Time Warp - 5 Mana Spell - Take an extra turn.
2x Arcanologist - 2 Mana 2/3 - Battlecry: Draw a Secret from your Deck.
2x Shimmering Tempest - 2 Mana 2/1 - Deathrattle: Add a random Mage Spell to your hand.
2x Molten Reflection - 4 Mana Spell - Summon a copy of a friendly minion.
2x Primordial Glyph - 2 Mana Spell - Discover a Spell, reduce its cost by 2.
**1-2x Meteor - 6 Mana Spell - Deal 15 damage to a minion and 3 damage to adjacent minions.** - Maybe too slow, probably a great tech for control vs Jade
Old Cards: 20ish
2x Babbling Book
2x Arcane Intellect
2x Ice Block
2x Volcanic Potion
2x Sorcerer's Apprentice
2x Frost Nova
2x Doomsayer
1x Fireball
1x Bloodmage Thalnos
1x Loot Horder
1x Blizzard
1x Cabalist Tome
1x Archmage Antonidas
**Polymorph** - Control Tech
**Firelands Portal** - Control Tech
**Acolyte of Pain** - Card Draw
5. Other notables (no rush to try these)
Beast Ramp Druid
Shaman Murlocs
Discardlock
Taunt Warrior
Lol Warrior (Renounce Un'Goro Deck)
Exodia has a lot less counterplay than it used to. The Echo of Medivh and Thaurissan version required 3 turns of setup, but the Time Warp and Molten Reflection version is a true OTK. The only answer to the new one will be Dirty Rat.
Elemental shaman strikes me as a more dynamic jjade golem strategy. You sacrifice a bit of consistency early for a more potent midgame. The biggest hit would losing the power of jade lightning, but you get tidal surge! So not much of a loss. Maybe you run both.
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AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
I will say, Dirty Rat is going to cause so much heartbreak in the coming month.
Elemental shaman strikes me as a more dynamic jjade golem strategy. You sacrifice a bit of consistency early for a more potent midgame. The biggest hit would losing the power of jade lightning, but you get tidal surge! So not much of a loss. Maybe you run both.
Might be able to even get away without it, since you'll have Fire Elemental and Blazecaller as Elementals that interact with your opponent's minions.
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
I think you can get away with just sticking jade claws and lightning in because they're busted on their own, and then also just add in Aya to round it off. It's only 5 slots and they're all going to a very potent package.
Ok, so if I don't have golden versions of these cards that are going to the Hall of Fame I just dust them after they move out and that's the max dust I can get?
I just opened a sylvanas. That seems like the best of all worlds. Now I'll get max value from the rotation and have dust for 1 legend, plus 2 more from rag/sylvanas, maybe even a 4th if i decide i don't care about wild
The more I think about it, the more I hate the druid quest. It's just terrible in every way. Unless there is an unconventional application I'm missing, quest druid is not going to be competitive at all.
The more I think about it, the more I hate the druid quest. It's just terrible in every way. Unless there is an unconventional application I'm missing, quest druid is not going to be competitive at all.
Why? I probably would complete it in the natural course of many games with Jade Druid now, and typically have room for a one-mana spell before the five-attack minions start coming out (maybe with Gadgetzan cycle!)
The problem with the druid quest is the reduction isn't applied to your hand. So too much of the time after you've finished the quest and your turn will be drawing a big dude, playing him, then hero powering and having 8 free mana.
as much as i want to spit on jade's corpse, i'm also interested to see if Deathrattle Turtle and a few other cards make Jade Rogue a threat
we lost unearthed raptor though that was super important for tempo. it depends less on the tools than the meta. jade rogue can win by turn 10 against a lot of decks, but it can't stop a win by turn 6 against aggro.
The problem with the druid quest is the reduction isn't applied to your hand. So too much of the time after you've finished the quest and your turn will be drawing a big dude, playing him, then hero powering and having 8 free mana.
I find I am rarely top decking with Jade Druid personally. It has a bunch of draw. Even a single free Gadgetzan could be super swingy
The more I think about it, the more I hate the druid quest. It's just terrible in every way. Unless there is an unconventional application I'm missing, quest druid is not going to be competitive at all.
Why? I probably would complete it in the natural course of many games with Jade Druid now, and typically have room for a one-mana spell before the five-attack minions start coming out (maybe with Gadgetzan cycle!)
The biggest issue I see is that druid is the most mulligan dependent class. The difference between hitting the ramp and missing it is like night and day, it's what makes druid good. Quest takes up a card in your starting hand, consider the impact that has on your chances of finding the ramp. If you're going first, that's only two cards you have for that.
The problem with the druid quest is the reduction isn't applied to your hand. So too much of the time after you've finished the quest and your turn will be drawing a big dude, playing him, then hero powering and having 8 free mana.
I think it's there to set up options for ridiculous endgame combos, like playing C'thun 3 times in a turn or malygos followed by swipe moonfire moonfire swipe.
bsjezz on
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GoodKingJayIIIThey wanna get mygold on the ceilingRegistered Userregular
The problem with the druid quest is the reduction isn't applied to your hand. So too much of the time after you've finished the quest and your turn will be drawing a big dude, playing him, then hero powering and having 8 free mana.
I think it's there to set up options for ridiculous endgame combos, like playing C'thun 3 times in a turn or malygos followed by swipe moonfire moonfire swipe.
Except if you draw one of your key pieces of the combo, like Cthun or Malygos before the quest completes, it basically ruins your gameplan.
The problem with the druid quest is the reduction isn't applied to your hand. So too much of the time after you've finished the quest and your turn will be drawing a big dude, playing him, then hero powering and having 8 free mana.
I think it's there to set up options for ridiculous endgame combos, like playing C'thun 3 times in a turn or malygos followed by swipe moonfire moonfire swipe.
Except if you draw one of your key pieces of the combo, like Cthun or Malygos before the quest completes, it basically ruins your gameplan.
not if you're smart and pack madam goya!
and let's be honest, a whole bunch of 5+ attack minions is usually going to be a wincon in itself. the quest reward is less a gameplan than a twitch clip generator
Uuuugh losing at rank 18 because these basic mage decks with raging worgen are the only ones running two polymorphs. Also not drawing none of my removal for the first mana wyrm that does like 10 to me and both my feral rages are at the very bottom of my deck so I can never stabilize.
I can't think of the last time I've run into a basic deck at rank 19-18. 2/3 or more of my games just look like the meta: jade shamans, jade druids, pirate warriors, renolocks, reno mages.
forty on
Officially the unluckiest CCG player ever.
+2
Sir FabulousMalevolent Squid GodRegistered Userregular
It really says something about Wild that I've hated the MSoG meta for the past couple months, but didn't think about laddering in Wild until a couple days ago.
Switch Friend Code: SW-1406-1275-7906
+1
Sir FabulousMalevolent Squid GodRegistered Userregular
Also Paladin and Hunter are two of the stronger Wild classes and it's like seeing an old friend again at this point.
It really says something about Wild that I've hated the MSoG meta for the past couple months, but didn't think about laddering in Wild until a couple days ago.
that everyone neglects it, even blizzard?
:so_raven:
it's the best! play wild! we'll see if rotation wrecks it or not, it'll be fun!
EDIT: also the stat sites don't bother to track it yet, so the meta is way less stable.
2x Innervate
2x Jade Idol
2x Living Roots
2x Wrath
2x Jade Blossom
2x Swipe
2x Druid of the Claw
. . .
Wait! This isn't going where you think it's going!
2X Enchanted Raven
2X Bluegill Warrior
2X Mark of Y'Shaarj
2X Power of the Wild
2X Addled Grizzly
2X Mounted Raptor (for now, probably the weakest card in the deck)
2X Murloc Warleader
1X Finja, the Flying Star
1X Leeroy Jenkins
I love that long pause that occurs when your opponent thinks that your playing something, they've been planning around what you have in that deck, and then something like Finja drops. And you can practically hear the "WTF."
Also, T2 Finja is funny. And Finja+Addled Grizzly is awesome.
Edit: ahahahahaha. A Pirate Warrior lost on turn 6 to this pile. I'm going to have to figure out how to continue this deck in Un'goro.
Shadowhope on
Civics is not a consumer product that you can ignore because you don’t like the options presented.
I was playing that new warlock murloc (did you even know there's a warlock murloc in MSOG?) and got to live the dream of turn 3 coin + new murloc guy (seadevil stinger) + finja. It took 20+ games to make it happen, but dammit I pulled it off!
Now go look up what seadevil stinger does.
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Sir FabulousMalevolent Squid GodRegistered Userregular
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
Yeah, I ran murlock for a while for quests and was pleasantly surprised at how good Seadevil Stinger was, even without Finja (which I don't own). It's really great for refilling the board after they blow an AoE especially, and it being a 4/2 is nice because it actually puts on good face pressure without a buff, or just becomes a monster with warleader down.
Posts
That's why I went with Auctioneers, which, tbh, I'll probably play something like the above list of Casino shit plus auctioneers and just hope for the best.
2 Arcanologist
1 Bloodmage Thalnos
2 Loot Hoarder
2 Mad Scientist
2 Novice Engineer
2 Arcane Intellect
Delay package
2 Doomsayer
2 Frost Nova
2 Ice Barrier
2 Ice Block
1 Blizzard
Burn package
2 Ice Lance
2 Frostbolt
2 Forgotten Torch
2 Fireball
Combo package
1 Evolved Kobold
1 Emperor Thaurissan
Having 9 cycling 2 drops will do wonders against aggro decks. I'll have to see if 2nd Arcanologist is worth cutting the 2nd Blizzard for though. It might be better to cut the 2nd Fireball instead.
Hmm, the Exodia version has promise as well.
1 Arcanologist
2 Loot Hoarder
2 Mad Scientist
2 Novice Engineer
2 Arcane Intellect
Delay Package
2 Doomsayer
2 Frost Nova
2 Ice Barrier
1 Ice Block
2 Blizzard
Quest Package
1 Open the Waygate
2 Primordial Glyph
2 Forgotten Torch
2 Cabalist's Tome
Combo Package
2 Sorceror's Apprentice
2 Molten Reflection
1 Archmage Antonidas
God tier - Pirates, Renolock
T1 - Secrets, Shaman, Jade Druid, Dragon Priest
T2 - Freeze/Tempo, Rogue, Hunter
T3 - Everything else (other control decks, Zoo, Patron)
Not sure I've seen anything that will really shake that up. Maybe if quests are super strong some T3 decks move up to T2, but I doubt Warrior and Warlock will lose their seats.
Be happy! You made that new mage's day!
3DS Friend Code: 3110-5393-4113
Steam profile
3DS Friend Code: 3110-5393-4113
Steam profile
after two full days of watching his entire stream it started being a bit of information overload even just watching. but then that's like, eight hours of dual game streaming in :P
Koopah's Pending Un'Goro Standard idea list:
1. N'zoth Elemental Quest Priest
General "on-paper" strategy against Control here is to pump out low cost deathrattle combos with Mirage Caller, and then again during mid game with Umbra. Copying opponents cards is nice so Shifting shade and Crystalline will give you the unexpected RNG factor of Klepto Priest, while adding value to your Fatigue game. Volatile is nice to trade early 1-2 drop minions against each other while possibly dealing damage to the opponents three drop. Use Priest removal and Holy Nova to clean up anything too scary. Late game strategy is to combo Elementals into each other to activate big swings with Blazecaller, hopefully pull quest reward on turns 7 or 8. Dream Scenario is play quest reward on 9 and N'Zoth on 10, but I know that will barely happen. I think there's enough draw and deathrattle value to get you to N'Zoth though since he is the big win condition of the deck unless you pull something amazing with the Free From Amber or Klepto cards. As long as you complete Quest before 10 you should live enough to get to N'Zoth. Ysera thrown in for another win condition.
Against Pirate Warrior, Hard mulligan for Volatile and Tar. Dream draw defense is Quest, Volatile/Crabs/Pain, Tar. Draw Tol'vir or Tortollan to play on 4, Holy Nova on 5 to clean up any stragglers, then focus on deathrattle quest while controlling the board. Use draw for Ooze, toss any low cost deathrattles immediately for quick trades with pirates while getting draw value and race for quest reward. Tar, Tol'vir, Turtle should help a ton with charge defense and Crab is just a good tech if Pirate Warrior remains like a plague. Oozing an Arcanite Reaper would probably be GG value on it's own.
** - Flex spot/ tech cards
New Cards: 14-16
1x Awaken The Makers - 1 Mana Quest - Summon 7 Deathrattles: Get 5 Mana 8/8 Taunt - set your health to 40.
1x SpiritSinger Umbra - 4 Mana 3/4 - After you summon a minion trigger it's deathrattle.
2x Volatile Elemental - 2 Mana 1/1 Elemental - Deathrattle: Deal 3 damage to a random enemy minion.
2x Crystalline Oracle - 1 Mana 1/1 Elemental - Deathrattle: Gain a copy of a card in your opponent's deck.
2x Mirage Caller - 3 Mana 2/3 - Choose a Minion and summon a 1/1 copy of it.
2x Tortollan ShellRaiser - 4 Mana 2/6 - Taunt, Deathrattle: Give a random friendly minion +1/+1.
2x Tar Creeper - 3 Mana 1/5 Elemental - Gain +2 Attack on Opponent's Turn.
2x Tol'vir Stoneshaper - 4 Mana 3/5 - Battlecry: Gain Taunt/Divine Shield if you played an Elemental last turn.
1x Blazecaller - 7 Mana 6/6 Elemental - Battlecry: If you played an Elemental last turn, deal 5 damage.
1x **Gluttonous Ooze - 3 Mana 3/3 - Battlecry: Destroy your opponents weapon and gain armor equal to attack.** - Aggro Tech
1x **Free From Amber - 8 Mana Spell - Discover a minion that costs 8 or more, summon it.** - Control Tech
2x **Galakka Crawler - 2 Mana 2/3 Beast - Battlecry: Destroy a Pirate gain +1/+1.** - Literally only if Pirate Warrior is still oppressive.
Old Cards: 14-16
2x Loot Hoarder
2x Shifting Shade
2x Power Word Shield
2x Holy Nova
1x Ysera
1x Bloodmage Thalnos
1x Cairne Bloodhoof
1x N'Zoth
2x **Shadow Word: Pain** - Aggro Tech
1x **Shadow Word: Death** - Control Tech
2. Quest Buff-adin
** - Flex spot/ tech cards
New Cards: 15-18
1x The Last Kaleidosaur - Cast 6 spells on your own minions - Gain Galvadon - 5 Mana 5/5 Beast - Adapt 5 times.
1x The Voraxx - 4 Mana 3/3 - Anytime a friendly spell is cast on this minion, summon a 1/1 plant and cast it on that minion as well.
1x Dinosize - 8 Mana Spell - Set a minion's attack and health to 10.
2x Adaptation - 1 Mana Spell - Adapt a friendly minion.
2x Primalfin Champion - 2 Mana 1/2 Murloc - Deathrattle: Return any spells cast on this minion to your hand.
2x Spikeridged Steed - 6 Mana Spell - Give a minion Taunt and +2/+6, Deathrattle: summon a 2/6 with taunt.
2x Stubborn Gastropod - 2 Mana 1/2 Beast - Poisonous Taunt
2x Tar Creeper - 3 Mana 1/5 Elemental - Gain +2 Attack on Opponent's Turn.
2x Devilsaur Egg - 3 Mana 0/5 - Deathrattle: Summon a 5/5 Beast.
1x **Gluttonous Ooze - 3 Mana 3/3 - Battlecry: Destroy your opponents weapon and gain armor equal to attack.** - Aggro Tech
2x **Galakka Crawler - 2 Mana 2/3 Beast - Battlecry: Destroy a Pirate gain +1/+1.** - Literally only if Pirate Warrior is still oppressive.
Old Cards: 12-15
2x Steward of Darkshire
2x Blessing of Kings
2x Blessing of Wisdom
2x Silvermoon Portal
2x Grimestreet Protector
1x Good-boy Rag
1x Tirion
2x **Truesilver** - Control
2x **Consecration** - Aggro
1x **Equality** - Aggro
3. Bounce Combo Rogue
New Cards: 9-14
1x Crystal Caves - 1 Mana Quest - Play 4 copies of the same minion, gain 5 Mana Spell turn all minions base stats into 5/5.
2x Biteweed - 2 Mana 1/1 - Combo gain +1/+1 for each card played before this one.
2x Vilespine Slayer - 5 Mana 3/4 - Combo destroy a minion.
2x Mimic Pod - 3 Mana Spell - Draw a card, gain a copy of that card.
2x Tar Creeper - 3 Mana 1/5 Elemental - Gain +2 Attack on Opponent's Turn.
2x **Poison Weapon** - I really wanna get blade flurry and this to work.
1x **Gluttonous Ooze - 3 Mana 3/3 - Battlecry: Destroy your opponents weapon and gain armor equal to attack.** - Aggro Tech
2x **Galakka Crawler - 2 Mana 2/3 Beast - Battlecry: Destroy a Pirate gain +1/+1.** - Literally only if Pirate Warrior is still oppressive.
Old Cards: 20ish
2x Shadowstep
2x Backstab
2x SI:7
2x Swashburgler
2x Eviscerate
2x Gadgetzen Auctioneer
2x Gadgetzen Ferryman
2x Coldblood
1x Vanish
1x Patches
1x Edwin
1x Leeroy
1x Sap
2x **Blade Flurry** - Only for the poison weapon combo, will probably cut.
2x **Deadly Poison** - Will cut if Blade flurry is cut.
4. Exodia Time-Freeze Mage
New Cards: 9-11
1x Open The Waygate - 1 Mana Mage Quest - Cast 6 spells that were not originally in your deck - Get Time Warp - 5 Mana Spell - Take an extra turn.
2x Arcanologist - 2 Mana 2/3 - Battlecry: Draw a Secret from your Deck.
2x Shimmering Tempest - 2 Mana 2/1 - Deathrattle: Add a random Mage Spell to your hand.
2x Molten Reflection - 4 Mana Spell - Summon a copy of a friendly minion.
2x Primordial Glyph - 2 Mana Spell - Discover a Spell, reduce its cost by 2.
**1-2x Meteor - 6 Mana Spell - Deal 15 damage to a minion and 3 damage to adjacent minions.** - Maybe too slow, probably a great tech for control vs Jade
Old Cards: 20ish
2x Babbling Book
2x Arcane Intellect
2x Ice Block
2x Volcanic Potion
2x Sorcerer's Apprentice
2x Frost Nova
2x Doomsayer
1x Fireball
1x Bloodmage Thalnos
1x Loot Horder
1x Blizzard
1x Cabalist Tome
1x Archmage Antonidas
**Polymorph** - Control Tech
**Firelands Portal** - Control Tech
**Acolyte of Pain** - Card Draw
5. Other notables (no rush to try these)
Beast Ramp Druid
Shaman Murlocs
Discardlock
Taunt Warrior
Lol Warrior (Renounce Un'Goro Deck)
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Might be able to even get away without it, since you'll have Fire Elemental and Blazecaller as Elementals that interact with your opponent's minions.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Why? I probably would complete it in the natural course of many games with Jade Druid now, and typically have room for a one-mana spell before the five-attack minions start coming out (maybe with Gadgetzan cycle!)
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we lost unearthed raptor though
I find I am rarely top decking with Jade Druid personally. It has a bunch of draw. Even a single free Gadgetzan could be super swingy
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The biggest issue I see is that druid is the most mulligan dependent class. The difference between hitting the ramp and missing it is like night and day, it's what makes druid good. Quest takes up a card in your starting hand, consider the impact that has on your chances of finding the ramp. If you're going first, that's only two cards you have for that.
I think it's there to set up options for ridiculous endgame combos, like playing C'thun 3 times in a turn or malygos followed by swipe moonfire moonfire swipe.
Except if you draw one of your key pieces of the combo, like Cthun or Malygos before the quest completes, it basically ruins your gameplan.
PSN: Threeve703
Savage Roar gets replaced with Savage Roar.
Turn 1, draw Savage Roar.
"Mulligan" must be old Irish for "thing you really, really want."
Sometimes I wish I could play the version of Hearthstone I see on Twitch.
not if you're smart and pack madam goya!
and let's be honest, a whole bunch of 5+ attack minions is usually going to be a wincon in itself. the quest reward is less a gameplan than a twitch clip generator
Switch Friend Code: SW-1406-1275-7906
Switch Friend Code: SW-1406-1275-7906
that everyone neglects it, even blizzard?
:so_raven:
it's the best! play wild! we'll see if rotation wrecks it or not, it'll be fun!
EDIT: also the stat sites don't bother to track it yet, so the meta is way less stable.
2x Innervate
2x Jade Idol
2x Living Roots
2x Wrath
2x Jade Blossom
2x Swipe
2x Druid of the Claw
. . .
Wait! This isn't going where you think it's going!
2X Enchanted Raven
2X Bluegill Warrior
2X Mark of Y'Shaarj
2X Power of the Wild
2X Addled Grizzly
2X Mounted Raptor (for now, probably the weakest card in the deck)
2X Murloc Warleader
1X Finja, the Flying Star
1X Leeroy Jenkins
I love that long pause that occurs when your opponent thinks that your playing something, they've been planning around what you have in that deck, and then something like Finja drops. And you can practically hear the "WTF."
Also, T2 Finja is funny. And Finja+Addled Grizzly is awesome.
Edit: ahahahahaha. A Pirate Warrior lost on turn 6 to this pile. I'm going to have to figure out how to continue this deck in Un'goro.
Now go look up what seadevil stinger does.
Switch Friend Code: SW-1406-1275-7906
But Shaman with evolve...
Steam: betsuni7
Legends of Runeterra: MNCdover #moc
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