[Legendary] Rushino's Iron Dome Defense
- Last updated Oct 31, 2014 (Naxx Launch)
- Edit
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Wild
- 24 Minions
- 6 Spells
- Deck Type: None
- Deck Archetype: Unknown
- Crafting Cost: 7440
- Dust Needed: Loading Collection
- Created: 10/23/2014 (Naxx Launch)
- Rushino
- Registered User
-
- 10
- 10
- 47
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Battle Tag:
Rushino #1601
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Region:
US
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Total Deck Rating
799
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) Moonfire- By 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) Savagery- While 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 Nature- While 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 Seeds- Change 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) Starfire- Change 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 Trap - With 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) Houndmaster- Reduce stats to 3/3 from 4/3.
Mage:
#1) Spellbender- Summon a 2/4 minion as the new target up from 1/3.
#2) Kirin Tor Mage- Reduce stats to 3/3 from 4/3
Paladin:
#1) Light's Justice- change from a 1/4 weapon to a 2/2 weapon
#2) Eye for an Eye- New text: Secret: When your hero takes damage, prevent it, and deal the prevented damage to the enemy hero.
#3) Blessed Champion: Reduce mana cost to 4
#4) Holy Wrath: Reduce mana cost to 4
Priest:
#1) Circle of Healing- Now costs 1 mana up from 0
#2) Mass Dispel- Now costs 3 mana instead of 4
#3) Thoughtsteal- Now costs 4 mana instead of 3
#4) Lightwell- Now costs 3 mana and is a 0/7
#5) Dark Cultist- Is 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 Might- Cost increased to 1 mana, and gives all totems +1/+1
#2) Rockbiter Weapon- Give 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 Devil- 1.2 Minion with Windfury, Overload (1)
#4) Flametongue Totem- Now 0/2 from 0/3.
#5) Hex- Now has Overload (1)
Warlock
#1) Sacrificial Pact- Destroy a Demon, Draw a card and gain 5 life.
#2) Corruption- Choose an enemy minion, that minion can no longer attack.
#3) Power Overwhelming Now gives +3/+3 instead of +4/+4
#4) Succubus- Is now a 3/4 minion from 4/3.
#5) Felguard- Is now a 3/6 minion from 3/5.
#6) Sense Demons now costs 2 mana down from 3.
#7) Shadowflame- Mana cost increased to 5 from 4.
#8) Pit Lord- Now does 3 damage to your hero instead of 5, and is now a 5/5 minion from 5/6
#9) Summoning Portal- Now costs 3 mana down from 4
#10) Twisting Nether- Now costs 7 mana down from 8
Warrior:
#1) Execute- Now costs 2 mana.
#2) Shield Slam- Now 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) Charge- Cost reduced to 2 mana from 3
#6) Brawl- Now costs 6 mana , up from 5.
#7) Grommash Hellscream- Is 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!
I just wanted to say I strongly agree with most of your changes. I especially agree with the Hunter / Mad scientist changes. Frankly anymore if I see that combo out by turn two I'll just concede and move on. Mad Scientist has to be the most op two drop that I have ever seen. Unless you have a silence to waste on it it's just too much. Either the secret should go to the hand or the card should have a four or five mana cost.
Having it go to hand would also prevent the glitch I've observed a few times where the scientist is killed by Scarlet Purifier. The scientist's deathrattle then summons a Mirror Entity which then summons a copy of the scarlet purifier. I have been playing ccg's for a while and the thought of that series of events is appalling. In no way should mirror entity be able to copy a minion that was played three or four actions prior.
There are some other cards that I'd love to see changed to see them make a comeback as well. For instance Doomsayer has the potential to be a great board clear against rush decks. However about the only time that it manages to trigger is when you waste a taunt to protect it or happen to be lucky enough to have a Finicky Cloakfield . Either ways by the time that you can manage to reasonably protect it you're pretty much dead. I would keep it a two cost but I would change it to a 0/2 or 0/3 and give it stealth. To me it's a great card but in the current meta it's pretty much worthless.
Also I believe that Webspinner should change from a one drop to a two drop. I say this for two reasons. First, hunters already have a huge selection of one drops to choose from. Second, I realize that the beast summoned is random, however, it has been my experience that the hunter will get a dud in maybe one out of 50 cases.
There are others that I can think of but those my main gripe at the moment.
#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.
Thanks for listening Blizzard
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
thanks for listening Blizzard
NERF ALL THE CLASSES BUT FORGET TO NERF FORCE OF NATURE/SAVAGE ROAR
TYPICAL DRUID PLAYER
I disagree with mostly everything (because a lot of it is biased or heavy-handed) but these points:
Moonfire: I agree that it's too weak to be useful. I think it should be redesigned along the lines of WoW's Moonfire and be 0cc for 1 damage and then another 1 damage at the start of your turn. (Wisp should also be buffed with Battlecry: gain 1 toughness at the start of your turn.)
Savagery: I think it should be able to target heroes.
Anub'ar Ambusher: Give it Charge and -3 toughness.
Secret Keeper: I agree that the Secret should go into the hand. Keeper is easily the most powerful 2-drop in the game right now. Besides, I think Secrets all need to be standardized at 3cc because some classes have obviously better Secrets than others.
No Wild Growth? Why?
Because it's not a ramp deck.
Made some changes btw it works effectiv vs aggros
This is the place to post decks and deck guides, You want to engage in solipsistic rants, make a blog. You can even link to it off this page!
Your ideas are facile, in any event.
Oh... And FFS stop yelling!
Why nerf's to all classes except Druid? Seems kind of unbalanced : \
Why not read the entire thread instead of reading my Druid changes, and posting a comment.
There isn't one Pally nerf.
Most classes(except for hunter) got buffed. A lot of Nerfs and Buffs that I think overall buff class cards that are underused.
Please, please, reread the article and repost your comment <3
I read the article twice before I posted that man. I like the deck and I like your idea's and concepts, however, the fact is true that; You nerfed every single class except Druid, which combined with the fact that this is a Druid deck and you main Druid... Makes it seem pretty biased. ( Even after saying how every Druid deck uses the same cards , you didn't nerf those cards , lol. )
ok maybe we're reading a different post....
Paladin: 4 buffs 0 nerfs
#1) Light's Justice- change from a 1/4 weapon to a 2/2 weapon
#2) Eye for an Eye- New text: Secret: When your hero takes damage, prevent it, and deal the prevented damage to the enemy hero.
#3) Blessed Champion: Reduce mana cost to 4
#4) Holy Wrath: Reduce mana cost to 4
Rogue: 3 buffs 1 nerf
#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
Warlock- 8 buffs 2 nerfs
#1) Sacrificial Pact- Destroy a Demon, Draw a card and gain 5 life.
#2) Corruption- Choose an enemy minion, that minion can no longer attack.
#3) Power Overwhelming Now gives +3/+3 instead of +4/+4
#4) Succubus- Is now a 3/4 minion from 4/3.
#5) Felguard- Is now a 3/6 minion from 3/5.
#6) Sense Demons now costs 2 mana down from 3.
#7) Shadowflame- Mana cost increased to 5 from 4.
#8) Pit Lord- Now does 3 damage to your hero instead of 5, and is now a 5/5 minion from 5/6
#9) Summoning Portal- Now costs 3 mana down from 4
#10) Twisting Nether- Now costs 7 mana down from 8
Mage: 1 slight buff, 1 slight nerf
#1) Spellbender- Summon a 2/4 minion as the new target up from 1/3.
#2) Kirin Tor Mage- Reduce stats to 3/3 from 4/3
There is still NO Druid nerf's listed. Like I said, you even talk about some of the really good Druid cards that are overused , yet you didn't nerf them and you nerf every other classes overused cards, lol.
Finally, you say "
What do you agree with?
What do you disagree with?
Your thoughts welcome here!
"
Well I've stated my opinion and what I agree / disagree with, yet all I have had in response to you is overzealous defending and denying my opinion saying that I "have not read the post" , etc.
You asked for opinions and I gave mine. Instead of a friendly debate on classes you are trying to argue and insult my reading comprehension. I didn't come here to argue, so I'm just going to leave, because clearly my thoughts are NOT welcome here. Peace.
You didn't share one opinion other than saying "It seems unfair.." Can you quote one opinion you've shared? One piece of constructive criticism ?
That's fine.
0 constructive criticism , sorry you got angered.
the thing is that even if a card is overused,it doesnt mean that it is OP. I myself play mostly shaman and priest and have to say that Druid is a balanced class and Cards like Force of Nature dont need nerfs. might just be me though
"So Rushino, what is wrong with Hearthstone in your opinion ?
- Well I like playing druid but I don't like loosing so pls nerf every over class. And give an up to druids.
- Thank you Rushino for this lucid insight of Hearthstone !"
Seriously, am I the only one bothered by this global and systematical review of every class card ? I thought I would find a deck and its usages and strategies here. I also thought that a deckbuilder, like rushino seemed to be to me, being necessarily an experimented player, could be able to find weaknesses in a meta, even if at some point, countering it would mean giving a shot to another class, instead of giving a plain whine.
But yes, druid seems weak right now. Before that it was priest. And so it went on in almost every PvP game. There are tiers. Top and low. Sometimes they turn. Begging for a revamp of the whole game is a very naive and self-centered reaction. I am disappointed of what I found here.
I doubt you're the only one upset. When you discuss classes that need changing, I think you rub a lot of the "I play X class players" the wrong way. By insinuating that I am "Begging for a revamp of the whole game" means you are obviously upset by my post.
However that is fine that you're upset. This post isn't a whine, its a constructive thread where I share my opinions(whether you disagree or agree with them) I'm sorry my post offended you, and this post didn't only "Buff Druids" I think there are a ton of other buffs to other classes, as well as nerfs.
I felt my changes to Warlock buffed a lot of cards that were underused, Paladin clearly got buffed, as did Rogue, and Druid. Priest cards got buffed as well...
Would love to know what you think shouldn't be changed, and would love your opinions on what you think is fair to change.
Otherwise your response is well...without meaningful substance ;)
didn't try to climb yet too hard.
I hear you. I went from 12 to Legendary in about 5 hours with this deck.