+46
Favorite this Deck

[Legendary] Rushino's Iron Dome Defense

  • Last updated Oct 31, 2014 (Naxx Launch)
  • Edit
  • |

Wild

  • 24 Minions
  • 6 Spells
  • Deck Type: None
  • Deck Archetype: Unknown
  • Crafting Cost: 7440
  • Dust Needed: Loading Collection
  • Created: 10/23/2014 (Naxx Launch)
View Similar Decks View in Deck Builder
  • Battle Tag:

    Rushino #1601

  • Region:

    US

  • Total Deck Rating

    799

View 15 other Decks by Rushino
BBCode:
Export to

So I hit Legendary with Druid again, and I've decided to share my deck.

Proof: http://imgur.com/TUHKgvZ

First let me tell you the story of why this deck is here, and why I decided to make a post regarding it.  It may seem like a rant, but it was upsetting to me of what the meta turned into, and I decided to try a way to counter it effectively.  So the rant begins...these are my opinions 

 The Official What Needs to Be Changed With Hearthstone Thread

Class by class, My opinion on what needs to change:

NERFS And BUFFS:  

What do you agree with?  

What do you disagree with?

Your thoughts welcome here!

 

 

Druid:

 

#1) MoonfireBy far the weakest 0 mana class card in the game, cards like this need some sort of buff to be utilized effectively.  Maybe change the card to 2 mana and have it do 4 damage.

#2) Naturalize-  How about destroy a minion with full health, and change the cost to 2 or 3?

#3) SavageryWhile playtesting this card, I have used it semi-effectively while running Bite and Claw.  Hard to really say how we can buff this card, as it may be hard to do.  I was thinking this "Deal 2 + x damage to any minion, where X is your hero's attack to a minion"

#4) Mark of NatureWhile it is nice to have a 3 mana option, the stats are just hard to ever justify using this card.  How about keeping the text the same, but adding Deathrattle: Put a 2/2 Treant into play?

#5) Poison SeedsChange this card to 2 mana so it can be used similarly on par with equality.

#6) Soul of the Forest- Seems interesting, may need a slight buff like changing the mana cost to 3.

#7) StarfireChange the mana cost to 5, or raise the damage to 6.

Hunter:

 

#1) Hunter's Mark Too strong at 0 mana, would still be used by everyone at 1 mana.  Increase price by 1.

#2) Flare Because this card has a 1 mana cost and draws a card, Hunter's don't really need to think about putting this card in.  The only 1 cost mana card in the game that gives you 3 potential beneficial abilities.  Raise cost to 2, or remove the card draw.

#3) Freezing TrapWith Mad Scientist in the meta right now there is no reason to make the card that was bounced cost 2 more.  Reduce it to 1 or 0 more.

#4) Animal Companion-  Reduce Huffer to 3/2 charge, Reduce Leokk to a 1/4 minion, Reduce Misha to a 3/4 Taunt.

#5) HoundmasterReduce stats to 3/3 from 4/3.

Mage:

 

#1) SpellbenderSummon a 2/4 minion as the new target up from 1/3.

#2) Kirin Tor MageReduce stats to 3/3 from 4/3

Paladin:

 

#1) Light's Justicechange from a 1/4 weapon to a 2/2 weapon

#2) Eye for an EyeNew text:  Secret: When your hero takes damage, prevent it, and deal the prevented damage to the enemy hero.

#3) Blessed ChampionReduce mana cost to 4

#4) Holy WrathReduce mana cost to 4

Priest:

 

#1) Circle of HealingNow costs 1 mana up from 0

#2) Mass DispelNow costs 3 mana instead of 4

#3) ThoughtstealNow costs 4 mana instead of 3

#4) LightwellNow costs 3 mana and is a 0/7

#5) Dark CultistIs now a 3/3 Minion down from 3/4

#6) Shadowform- Cost reduced to 2 mana from 3 mana

 Rogue:

 

#1) Blade Flurry Now costs 3 mana instead of 2

#2) Anub'ar Ambusher Another terrible Naxx card. I'd change the card to the following. 4 mana for a 3/3 minion:  Combo give this minion +2/+2

#3) Assassinate Cost reduced to 4 from 5

#4) Kidnapper:  Cost reduced to 5 and is now a 4/4 minion

Shaman

#1) Totemic MightCost increased to 1 mana, and gives all totems +1/+1

#2) Rockbiter WeaponGive a friendly minion +3 attack until end of turn.  This will prevent huge Doomhammer combos, and will force Shamans to cast it on a totem or minion.

#3) Dust Devil1.2 Minion with Windfury, Overload (1)

#4) Flametongue TotemNow 0/2 from 0/3.

#5) HexNow has Overload (1)

Warlock

 

#1) Sacrificial Pact Destroy a Demon, Draw a card and gain 5 life.

#2) CorruptionChoose an enemy minion, that minion can no longer attack.

#3) Power Overwhelming Now gives +3/+3 instead of +4/+4

#4) SuccubusIs now a 3/4 minion from 4/3.

#5) FelguardIs now a 3/6 minion from 3/5.

#6) Sense Demons now costs 2 mana down from 3.

#7) ShadowflameMana cost increased to 5 from 4.

#8) Pit LordNow does 3 damage to your hero instead of 5, and is now a 5/5 minion from 5/6

 #9) Summoning PortalNow costs 3 mana down from 4

#10) Twisting NetherNow costs 7 mana down from 8

Warrior:

 

#1) ExecuteNow costs 2 mana.

#2) Shield SlamNow costs 2 mana.

#3) Rampage- Now costs 1 mana. Give a damaged minion +3/+1

#4) Armorsmith Is now a 1/3 minion down from 1/4

#5) ChargeCost reduced to 2 mana from 3

#6) BrawlNow costs 6 mana , up from 5.

#7) Grommash HellscreamIs now a 4/8 minion from 4/9

Problem #1- Hunters are overpowered, and people who play them are exploiting this fact effectively.

An overpowered class does not mean they are invincible against everything.  It translates to me as being able to effectively dominate a high percentage of classes with relative ease.

a) Undertaker - Obviously best played early on, the card gives itself +1/+1 everytime you summon a minion with Deathrattle.  Because Hunter is the only class with a 1 mana cost Deathrattle card known as Webspinner.  they can use this card better than other classes.

My solution to fix Undertaker is to only give the card +1/+0 everytime you summon a minion with Deathrattle

b) Mad Scientist- So 3 classes in the game can use this bad boy, Hunter being one of them.  Too much power for too low of a cost, this card not only pumps Undertaker, but puts a secret directly into play for free.  

So yes Ladies and Gentlemen, Mad Scientist for 2 mana gives you

- a 2/2 minion.

- Draws a secret from your deck for free.

- Spends the mana immediately and puts it into play for free.

My solution to fix Mad Scientist would be to allow a player to draw a random secret after it dies, as opposed to putting into play free of charge.

c) Animal Companion ? really?Hunter's also have too many cards that are too effective for their cost.  Animal Companion while giving you a random card seems innocent, actually produces an overpowered minion that no other class in the game can appreciate for 3 mana.  This card, as much as I'd like to claim it's innocence, really isn't.  Whether you get a 4/2 charge minion, a 4/4 taunt, or a 2/4 buff all your other minions, it really is a bit "too well costed"  

Are not class cards supposed to be extremely powerful for their cost?  The problem with Hunters is that they have all low cost cards that are just "too effective" in the current meta when comparing to other classes.

I do not know how I would fix animal companion, as I do believe making the card a 4 cost would make people not play it.  I would welcome suggestions.

d) Houndmaster, 4 mana for a 4/3 minion, that gives +2/+2 taunt to any beast.  I think Blizzard needs to realize that having a beast in play is not really "difficult" for hunters.  When you add the math and realize that people are getting a collective total of a "6/5 minion with Taunt" for 4 mana, it really throws the entire balance of the game.

e) Unleash the Hounds may seem innocent to you after the Starving Buzzard nerf, however realize this is one of the only cards(Mind Control Tech) in the game that punishes your opponents for trying to establish a large field.  Problem with this card being a hunter card is that Hunters try to kill you quickly and will usually establish more damage to your face in the first 5 turns than every other class.  The only way sometimes to come back against Hunters, is indeed to flood the board after fighting for control.  Unleash the Hounds I feel is one of those cards that are too good for the Hunter class to have in this current meta.

f) Hunters have access to Weapons AND Secrets:  So do Paladins you may retort.  However it is the actual Hunter secrets that give the issues here. Unlike Paladin secrets, Hunter Secrets are all focused on board removal (with the exception of Snake Trap)

Misdirection, Freezing Trap, Explosive Trap, Snipe are all focused on keeping your enemies board cleared

So you may notice that individually, Hunter cards are powerful, but if you want to know why they cause an issue, it is the simple fact that Hunters can do 2 damage to your face as their hero power.  Combine this with a slew of the best low costed cards in the game, and that is where the issue belies.  The point of this isn't to nerf Hunters, but to try to logically break down why they are so powerful in the metas current state.

 

Problem #2-  There is no true Deck Diversity in this meta.  

After watching a lot of the pro players go head to head, I have realized that people end up copying decks with making no changes for their personal playstyle.  This is a pathetic state for my current meta.  How many people run Spectral Knight or Shade of Naxxramas in their Druid decks after seeing Kolento?  How many people still rely on Force of Nature + Savage Roar for their win condition.

How many Warlock Zoo decks are identical with 1-3 cards being interchangeable?

Hearthstone is a game where you can find your own path to victory and don't need to walk down the same path that every other person of your class has walked down before.

Problem #3 Hex vs Polymorph-  Blatant favortism.

One creates a 0/1 minion with taunt, and the other a 1/1 minion with nothing.  Any reason why Shamans can pay 3 mana for this as opposed to Mages paying 4?  The whole point of Overload in Shamans was to put out extremely powerful cards for their cost, while having a "payment plan" later.  There is no reason for Hex and Polymorph not to cost the same amount of mana.

 

My fix?

Polymorph reduced to 3 mana  OR

Hex raised to 4 mana OR

Hex has Overload: 1 added to text

Problem #4 The 0 to 1 mana removal roulette- 

Hunter's Mark- 0 Mana, 1 health to any minion.  With the number of easy ways Hunters can get a 1 strength minion into play, I feel this card needs to be raised in cost to 1 mana

Shield Block- Needs to be raised to 2 mana.  It is not a problem for a Warrior to gain armor with cards like Armorsmith and Shield Block  I feel it would be better balanced at 2 mana

Execute-  Considering the amount of ways that Warriors can do 1 or more damage to minions without directly attacking them, Execute is the most powerful 1 mana removal card in the game.  This card needs to go to 2 mana

Naturalize- This card is the biggest joke in the game.  I do understand there are decks out there that like to use this card, like gimmick Druid rush decks, etc.  However, after playing card games for over 20 years, I think we always need to remember that card advantage is one of the key ways to take an advantage over your opponent.  Giving your opponent 2 cards is not a fun way to go..

 Problem #5- Priest needs a "slight" nerf..

a) Injured Blademaster never have I ever seen a neutral card that is only used by 1 class ever. Injured Blademaster is that card.  Combo'd beautifully with Circle of Healing, or just plain 'ol Priest heal hero power, this card is a force to be reckoned with at a stunningly low 3 mana.

My Fix?

Reduce Injured Blademaster to a 3/7 minion that does 4 damage to itself.

b) Dark Cultist is practically a 3/7 minion for 3 mana if you have another minion on the board.  

My Fix: I would reduce this minion to a 3/3 from a 3/4..just a slight nerf

Problem #6-  Druids shafted in Naxxramas- Poison Seeds zzz

Poison Seeds is really unplayable.  It is extremely situational at best, and does not do enough to spend 4 mana on.  The best way I've seen this card used is couple with an AoE Starfall or an Abomination on a 9 mana curve

My Fix: Change the cost to 2 mana.  At least than it would have to be used similarly to an Equality

My Rants Purpose

I want to shift the meta into thinking of new decks.  Cards that deserve love and get no love need to come back into action.  So even though I hit legendary today with this list, you can tweak it, change it, copy it card for card, or do anything you want with it.  I want to make a new impact on our meta, and that is my only goal...diversify the stale state of the meta currently.

If this deck gets enough upvotes, I will write a complete guide, but until than I welcome comments in order to improve this list.

Enjoy!