Thank you in advance for taking the time to look over this deck and please feel free to provide any and all feedback.
This is a deck I have been working on diligently for the past month or so and has changed a few times, but this is my current and VERY successful build at the moment. The base line of the deck is card advantage without losing board presence is the key to victory.
I am going to separate the deck into two categories and then with in those categories explain each card and why it made the cut.
Category One: The Floaters
I come from a Yu-Gi-Oh background mainly but have played just about every CCG and TCG under the sun. The term Floater as I have always referred to it is; a card that once played has already replaced itself in terms of either drawing a new card or somehow replacing it self when it dies. This is a very key factor in this deck because you want to draw into all your wonderful answers to their board as soon as possible. The more options you have the better you are able to deal with multiple situations as they come up and better prepare for the turns to come.
So the floaters:
Novice Engineer:2 mana for 1/2 that draws you a card. This thins your deck, draws you to your better cards and allows you to freely take of devine shields or 1 health minions, it is also worth noting that the Engineer's 1 attack plus your hero power will deal with most early minion.
Bloodmage Thalnos: This card is pretty much a must in any deck with any spells that do damage. It too will provide a card in replacement for itself while providing critical bumps in your damage to take out other minions with your spells.
Azure Drake: 5 mana for a 4/4 that draws a card and provides spell power. The 4 attack is very critical against priest at the moment and the drake is a really strong card in the meta.
Wrath: Very good removal spell, with spell power 4 damage will take out most anything in the mid game, and 3 damage alone takes out the infamous argent commander. However it is in the floater section because if you chose option B you can do 1 damage and draw a card. This can help finish off minions or take out a divine shield for 2 mana and no loss in card advantage. Again, with spell power it is 2 damage which opens up options as well.
Nourish: A great draw spell, i don't think i have ever used it for the 2 crystals, the only way I would is with an early Innervate into Nourish on like turn 3 to go into a early 6 drop, but again to this day I would much rather have the 3 cards. 2 cards instantly over your opponent for just 5 mana is pretty big especially after you have used a lot of removal and you both are lower on cards. Better than an arcane intellect and sprint is great but for 7 mana is pretty much a turn killer.
Ancient of Lore: 5/5 body that draws you TWO cards, he can also be used for the health against aggro decks or most mage variants i like to use him for the life gain as to not fall into a critical damage zone. Great floater.
Starfire: deal 5 draw a card, wait you mean I get to kill basically any minion i want and it doesn't cost me any card advantage at all. Also can be done to the hero which is an important note because it is now one of the few druid cards that can target the enemy hero now.
Ysera: instantly at the end of your turn draws you an AMAZING card, honestly none of the dream cards are bad. And now you have a free 4/12 on the board. Even when silenced he has done his job. I personally believe Ysera is the best card in the game.
Now that is the list of cards that i would consider floaters or direct card advantage just on their own. Notice if you add up ALL the potential draw (meaning you use the wraths for the 1 damage and draw and you draw 2 of of ancient of lore) you will of thinned your deck 17 cards (18 if you count Ysera but that doesnt go against your 30 card total). Drawing over half your deck is great for the ability to search for the answer you need to any situation. CAUTION! Fatigue is a real threat, i often hit around 3 or less cards in deck while my opponent is still around 10 or so. This is something you should prepare for in saving the right answer for the right situation.
Now on to the other half which we will call the Tempo Cards:
Claw: 2 atk and 2 armor to your hero for one mana will trade with alot of pesky 2 drops such as faerie dragon and knife juggler. This is critical for taking down early aggression, along with your hero power that is 3 damage to a minion for basically free, considering not many minion will do more than 3 damage to you.
Swipe: easily one of the best removals in the druids arsenal. 4 damage to your biggest threat and 1 damage to everything else they own, including them! Also you can target the hero if you need that 4 damage to win. And for 4 mana its one of the most cost effective removal spells out there. keep in mind spell power means 2 damage across the board, which will almost always clear everything.
Starfall: 5 mana, 5 damage to one minion or 2 damage to all of the enemy minions, great board clear.
Druid of the Claw: Almost always a 4/6 taunt, but the versatility of being a 4/4 charge really helps win games or get threats off the board if necessary. He wasnt in my original version but i needed the taunt to deal with the aggressive meta, and he has been a worthy addition. Not to mention 4 attack against priest is amazing!
Keeper of the Grove: So silence is something i think every deck should atleast have access to. and this guy can also do 2 damage if you like. One of my favorite druid cards honesltly. great for making it past turns 5 or 6 to get you to the part of the game were the deck really shines.
Argent Commander: pretty much a must in every deck right now and for good reason, almost always a 2 for 1 (meaning you spend one card, the argent, and you opponent has to spend 2 cards to get rid of him.) He also has 4 attack which is that crucial priest number that you want your minions to be at.
Naturalize: this card is one i rarely end up using in a game but is worth it when i do have to resort to it. You are already generally up SO much in card advantage that giving your opponent 2 cards to get the one minion you cant deal with off the board is well worth it. Great for removing taunts in the way or big legendaries that you just want gone.
Ironbark Protector: Only one of this big boy, you only need one most of the time, but 8/8 taunt is really frustrating to deal with, i like him but i dont love him, thus the 1 of.
Ragnaros the Firelord: The second best card in the game, next to Ysera. Playing this card just feels really, really good.
Innervate: this card helps you over come the early game or deal with mid game threats by increasing your total mana that turn or accelerating you to a threat that your opponent can not deal with simply because they are on 6 mana when you just played your 8 drop.
So that's the deck, a couple final notes is i consider priest to be a pretty defining deck and when dealing with threats they have 4 answers, 2 mind controls and 2 Shadow Word: Death. and i have 4 threats for them to deal with Ancient of Lore, Ragnaros the Firelord, Ysera, and Ironbark Protector. That means they have to draw all of their removal in order to deal with all of my HUGE threats which they usually wont but i wanted to stick with having atleast 4 big game threats.
I appreciate anyone who made it this far as i know it is alot of information, but this deck has a lot of work and play testing in it and i will update the stats as soon as i collect a good sample pool, but the defining moment for me was when i had a quest to win 5 games as druid and i went 5-0 with out a sweat. So i thought this deck deserved a spotlight.
All I have to do now is getting the 3 legendaries, no sweat.
well to be honest i dont have a bloodmage but i am saving up dust for it and i will craft it ASAP, i use a loot horder in the mean time, or a kobold geomancer to test the different aspects. But Ysera and Rag are pretty staple at the moment to have for all your decks so if you can i would recommend trying to get those. All 3 legendaries are valuable to have in almost everydeck
Yeah, I'm working towards ysera and rag as I already have every common and rare I want to use. I'm not really a fan of bloodmage thalnos because I mostly play classes with very few spells, like warrior.
with all that draw, a Twilight drake might be an idea?
I have always been a big fan of Twilight drake even after the change, however i find that silence makes him very susceptible, and lots of shamens are playing earth shock with is a 1 mana answer to the drake. It isnt a bad choice i just didnt find it good in testing
Having played a similar type of druid for the longest time, here are some things id like to point out.
You have farrr too much card draw (hard to believe, i know), and you rely way too heavily on your late game legendaries. While it might very well work, I believe most decks that have strong early/mid game will run over you. Obviously this might just be my opinion, but from my experience, that seems to be the case. Here are some suggestions i would make.
1) get rid of nourish. I loved the card, and i used it for the longest time, but using a second ancient of lore is enough card draw to warrant removing these. Also, other than in top-deck situations (which lets face it, wont be happening with the amount of card draw you have), it is not worth using 5 full mana to draw 3, and lose tempo. This is mainly the reason why "most" rogue decks do not run sprint, or just run 1 if they do.
2) I personally do not like innervate, unless the entire deck is focused around druid ramp. That said, if you still want to keep them, i'd suggest some form of beefy mid-game threat that could not only buy you time incase you dont get a big double innervate turn, but that could also be innervated on turn 1-2 for a devastating effect. The best candidate here would probably be chillwind yeti. So i would suggest replacing the second nourish (mentioned in the first point) and naturalize (with the amount of heavy hitters you have, its rarely necessary) for two chillwind yetis.
3) similar to point one, you have a metric ton of draw power, but no beef behind it, so i would suggest replacing the novice engineers with either faerie dragons, or acidic swamp ooze. The dragon is very hard to deal with, and because of the druid's arsenal of early-mid game removal, you can keep it alive for a long time, and by the time they deal with it, you'll have enough mana to make an even more threatening play. Ooze is pretty straightforward, albeit a bit more situational. Gets rid of the annoying weapons that can be problematic early game (mainly sword of justice). Special mention for youthful brewmaster, as he is also another option. Lets you recycle low health yetis/druid of the claws, or re-use the battlecries of keeper of the grove/azure drake.
As i stated above, these are just opinions, as there isnt anything fundamentally wrong with your deck. I just think you needed a bit of trimming around the edges. I hope this helps =)
I dont agree with everything Dash says. I think you need to keep nourish since you're whole game is is the end game. You need to be able to heal up some of the damage from the early.
I like innervate. If you're going to draw a whole bunch of cards than you need a way to spend them.
I don't like the Novice Engineer. You will almost always end up trashing him and gaining nothing, but like you said with the hero power it isn't a poor choice.
I'm also not a fan of Naturalize . You already have so many spells that hit like a truck that it's probably overkill and since this is an end game deck than you're throwing cards at your opponent when he needs it most.
You can draw nothing useful if your deck has too much draw and essentially burn mana. Novices, Acolytes, Gnomishes, Loot Hoarders, and Cult Masters aren't a solution, they can only help you find one. I ran into this problem with my own Druid deck at one point.
You can draw nothing useful if your deck has too much draw and essentially burn mana. Novices, Acolytes, Gnomishes, Loot Hoarders, and Cult Masters aren't a solution, they can only help you find one. I ran into this problem with my own Druid deck at one point.
Yeah but you almost never use all 30 cards of your deck so it helps you use more of them.
Gnomish inventor and cult master are amazing cards, the rest not so much but they too help out. Personally I run novice/gnomish engineer and loot hoarder.
You can draw nothing useful if your deck has too much draw and essentially burn mana. Novices, Acolytes, Gnomishes, Loot Hoarders, and Cult Masters aren't a solution, they can only help you find one. I ran into this problem with my own Druid deck at one point.
Yeah but you almost never use all 30 cards of your deck so it helps you use more of them.
Gnomish inventor and cult master are amazing cards, the rest not so much but they too help out. Personally I run novice/gnomish engineer and loot hoarder.
That is not true at all. back when i used to run double nourish, I would deck out so often, and many times, in late game situations, there would be no cards in my deck, but i would be holding a nourish, which is a dead card. I find that is also a problem with innervate somewhat often. It is absolutely amazing when you get it in the first few turns, but later on in the game, it becomes a dead card in your hand.
Like Aishi said, quality > quantity. You won't be drawing your opponent to death. you just need to draw enough to have the tools to do so. drawing into cards that just draw into more just leaves you with no real threat.
I tend to agree with the people who say you have too much card draw. Remember, even in the late game you are maxed out at 10 manna crystals. There is a bottleneck for how many cards you can play each turn because you are limited to how much manna you can burn each turn. This problem is even worse for you because your deck is so expensive -- you'll rarely be able to play more than 2 cards in late game. Having card draw is great, but holding 8-9 cards in your hand consistently because you can't use all the cards you draw won't do you much good either.
In my opinion, the easiest choices to get axed from your deck would be the novice engineers. The engineers are a cheap source of card draw with some minimal board presence. But since you're already at a massive surplus, you don't need cheap card draw -- replace then with something like a shieldmasta/yetti, anything to give you some mid game board presence.
@Dashakh dont mistake the draw in the deck for just draw draw draw, the idea is deck thin. The odds of you drawing or holding the right card for the right situation is greatly increased when the deck is smaller.
1)Nourish is a power house in the control vs control match up, in aggro matches is normally not played unless i already have control of the board and dont want to over commit. I see how it can be perseaved as getting int he way but it is solid, and i wouldnt add a second ancient of lore, 7 mana is a lot and he sets up future turns, he himself isnt enough of a big play at 7 mana to turn the tides. And most rogue decks run one sprint because it cost 7 and is dead for the first 6 turns.
2)innervate is purely there for the aggro matches, it allows you to drop big board clear answers or big drops earlier which messes up their tempo and gives you time to gain advantage. and on the naturlize point, there is 1 and only one because it is basically ment to deal with big threats like 8/8's. because none of my other spells deal with that.
3) novice engineer is again deck thin, it along with with the drake basically make the deck 26 cards instead of 30, thus increasing your odds at drawing the answers. Swamp ooze has never been bad, but the meta has shifted away from weapon decks as the meta, and i find that weapons dont really disrupt what i am doing. Faerie dragon is a great card as well but i feel its more aggressive, it is great for getting in the 3 or 6 damage, but it doesnt generate enough advantage and usually just trades with other 2 drops.
Thank you for the points and i am looking into your suggestions for testing purposes, just wanted to answer back
Novice engineer is a really good card, no one noticed that almost every deck run by every player at the blizzcon Innkeepers invitational ran 2 novice, 2 loot hoarders? this is because of deck thinning without losing board presence.
Novice engineer is a really good card, no one noticed that almost every deck run by every player at the blizzcon Innkeepers invitational ran 2 novice, 2 loot hoarders? this is because of deck thinning without losing board presence.
I also run gnomish inventor apart from novice and hoarders, a 2/4 that draws you a card. It can easily go 1 for 3 (or 3 for 1, I don't know how you write it) if you also count the extra card.
Novice engineer is a really good card, no one noticed that almost every deck run by every player at the blizzcon Innkeepers invitational ran 2 novice, 2 loot hoarders? this is because of deck thinning without losing board presence.
Novice engineer is a really good card, no one noticed that almost every deck run by every player at the blizzcon Innkeepers invitational ran 2 novice, 2 loot hoarders? this is because of deck thinning without losing board presence.
I know this isnt the best example but in Yugioh a really good card in decks that need combos or power cards was Upstart goblin, its a spell that says draw 1 card and your opponent gains 1000 life points. For those that dont know in yugioh you have 8000 life points to start. But the cost of giving your opponent 1000 life is just fine considering you have thinned your deck and now have fewer cards to look through to get your key pieces, and that game has a 40 card deck.
Novice engineer gives you that thinning and it gives a body to distribute damage as you see it, most good players will ignore it which gives you free attacks and bad players will remove it right away with spells or trade creaters.
One more note, Argent Squire has become pretty popular and novice trades with this including the shield.
First off here is the list:
Thank you in advance for taking the time to look over this deck and please feel free to provide any and all feedback.
This is a deck I have been working on diligently for the past month or so and has changed a few times, but this is my current and VERY successful build at the moment. The base line of the deck is card advantage without losing board presence is the key to victory.
I am going to separate the deck into two categories and then with in those categories explain each card and why it made the cut.
Category One: The Floaters
I come from a Yu-Gi-Oh background mainly but have played just about every CCG and TCG under the sun. The term Floater as I have always referred to it is; a card that once played has already replaced itself in terms of either drawing a new card or somehow replacing it self when it dies. This is a very key factor in this deck because you want to draw into all your wonderful answers to their board as soon as possible. The more options you have the better you are able to deal with multiple situations as they come up and better prepare for the turns to come.
So the floaters:
Novice Engineer:2 mana for 1/2 that draws you a card. This thins your deck, draws you to your better cards and allows you to freely take of devine shields or 1 health minions, it is also worth noting that the Engineer's 1 attack plus your hero power will deal with most early minion.
Bloodmage Thalnos: This card is pretty much a must in any deck with any spells that do damage. It too will provide a card in replacement for itself while providing critical bumps in your damage to take out other minions with your spells.
Azure Drake: 5 mana for a 4/4 that draws a card and provides spell power. The 4 attack is very critical against priest at the moment and the drake is a really strong card in the meta.
Wrath: Very good removal spell, with spell power 4 damage will take out most anything in the mid game, and 3 damage alone takes out the infamous argent commander. However it is in the floater section because if you chose option B you can do 1 damage and draw a card. This can help finish off minions or take out a divine shield for 2 mana and no loss in card advantage. Again, with spell power it is 2 damage which opens up options as well.
Nourish: A great draw spell, i don't think i have ever used it for the 2 crystals, the only way I would is with an early Innervate into Nourish on like turn 3 to go into a early 6 drop, but again to this day I would much rather have the 3 cards. 2 cards instantly over your opponent for just 5 mana is pretty big especially after you have used a lot of removal and you both are lower on cards. Better than an arcane intellect and sprint is great but for 7 mana is pretty much a turn killer.
Ancient of Lore: 5/5 body that draws you TWO cards, he can also be used for the health against aggro decks or most mage variants i like to use him for the life gain as to not fall into a critical damage zone. Great floater.
Starfire: deal 5 draw a card, wait you mean I get to kill basically any minion i want and it doesn't cost me any card advantage at all. Also can be done to the hero which is an important note because it is now one of the few druid cards that can target the enemy hero now.
Ysera: instantly at the end of your turn draws you an AMAZING card, honestly none of the dream cards are bad. And now you have a free 4/12 on the board. Even when silenced he has done his job. I personally believe Ysera is the best card in the game.
Now that is the list of cards that i would consider floaters or direct card advantage just on their own. Notice if you add up ALL the potential draw (meaning you use the wraths for the 1 damage and draw and you draw 2 of of ancient of lore) you will of thinned your deck 17 cards (18 if you count Ysera but that doesnt go against your 30 card total). Drawing over half your deck is great for the ability to search for the answer you need to any situation. CAUTION! Fatigue is a real threat, i often hit around 3 or less cards in deck while my opponent is still around 10 or so. This is something you should prepare for in saving the right answer for the right situation.
Now on to the other half which we will call the Tempo Cards:
Claw: 2 atk and 2 armor to your hero for one mana will trade with alot of pesky 2 drops such as faerie dragon and knife juggler. This is critical for taking down early aggression, along with your hero power that is 3 damage to a minion for basically free, considering not many minion will do more than 3 damage to you.
Swipe: easily one of the best removals in the druids arsenal. 4 damage to your biggest threat and 1 damage to everything else they own, including them! Also you can target the hero if you need that 4 damage to win. And for 4 mana its one of the most cost effective removal spells out there. keep in mind spell power means 2 damage across the board, which will almost always clear everything.
Starfall: 5 mana, 5 damage to one minion or 2 damage to all of the enemy minions, great board clear.
Druid of the Claw: Almost always a 4/6 taunt, but the versatility of being a 4/4 charge really helps win games or get threats off the board if necessary. He wasnt in my original version but i needed the taunt to deal with the aggressive meta, and he has been a worthy addition. Not to mention 4 attack against priest is amazing!
Keeper of the Grove: So silence is something i think every deck should atleast have access to. and this guy can also do 2 damage if you like. One of my favorite druid cards honesltly. great for making it past turns 5 or 6 to get you to the part of the game were the deck really shines.
Argent Commander: pretty much a must in every deck right now and for good reason, almost always a 2 for 1 (meaning you spend one card, the argent, and you opponent has to spend 2 cards to get rid of him.) He also has 4 attack which is that crucial priest number that you want your minions to be at.
Naturalize: this card is one i rarely end up using in a game but is worth it when i do have to resort to it. You are already generally up SO much in card advantage that giving your opponent 2 cards to get the one minion you cant deal with off the board is well worth it. Great for removing taunts in the way or big legendaries that you just want gone.
Ironbark Protector: Only one of this big boy, you only need one most of the time, but 8/8 taunt is really frustrating to deal with, i like him but i dont love him, thus the 1 of.
Ragnaros the Firelord: The second best card in the game, next to Ysera. Playing this card just feels really, really good.
Innervate: this card helps you over come the early game or deal with mid game threats by increasing your total mana that turn or accelerating you to a threat that your opponent can not deal with simply because they are on 6 mana when you just played your 8 drop.
So that's the deck, a couple final notes is i consider priest to be a pretty defining deck and when dealing with threats they have 4 answers, 2 mind controls and 2 Shadow Word: Death. and i have 4 threats for them to deal with Ancient of Lore, Ragnaros the Firelord, Ysera, and Ironbark Protector. That means they have to draw all of their removal in order to deal with all of my HUGE threats which they usually wont but i wanted to stick with having atleast 4 big game threats.
I appreciate anyone who made it this far as i know it is alot of information, but this deck has a lot of work and play testing in it and i will update the stats as soon as i collect a good sample pool, but the defining moment for me was when i had a quest to win 5 games as druid and i went 5-0 with out a sweat. So i thought this deck deserved a spotlight.
Thank you Hearthpwn community!
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Great explanation.
All I have to do now is getting the 3 legendaries, no sweat.
Arena Tips
well to be honest i dont have a bloodmage but i am saving up dust for it and i will craft it ASAP, i use a loot horder in the mean time, or a kobold geomancer to test the different aspects. But Ysera and Rag are pretty staple at the moment to have for all your decks so if you can i would recommend trying to get those. All 3 legendaries are valuable to have in almost everydeck
Yeah, I'm working towards ysera and rag as I already have every common and rare I want to use. I'm not really a fan of bloodmage thalnos because I mostly play classes with very few spells, like warrior.
Arena Tips
with all that draw, a Twilight drake might be an idea?
I have always been a big fan of Twilight drake even after the change, however i find that silence makes him very susceptible, and lots of shamens are playing earth shock with is a 1 mana answer to the drake. It isnt a bad choice i just didnt find it good in testing
Having played a similar type of druid for the longest time, here are some things id like to point out.
You have farrr too much card draw (hard to believe, i know), and you rely way too heavily on your late game legendaries. While it might very well work, I believe most decks that have strong early/mid game will run over you. Obviously this might just be my opinion, but from my experience, that seems to be the case. Here are some suggestions i would make.
1) get rid of nourish. I loved the card, and i used it for the longest time, but using a second ancient of lore is enough card draw to warrant removing these. Also, other than in top-deck situations (which lets face it, wont be happening with the amount of card draw you have), it is not worth using 5 full mana to draw 3, and lose tempo. This is mainly the reason why "most" rogue decks do not run sprint, or just run 1 if they do.
2) I personally do not like innervate, unless the entire deck is focused around druid ramp. That said, if you still want to keep them, i'd suggest some form of beefy mid-game threat that could not only buy you time incase you dont get a big double innervate turn, but that could also be innervated on turn 1-2 for a devastating effect. The best candidate here would probably be chillwind yeti. So i would suggest replacing the second nourish (mentioned in the first point) and naturalize (with the amount of heavy hitters you have, its rarely necessary) for two chillwind yetis.
3) similar to point one, you have a metric ton of draw power, but no beef behind it, so i would suggest replacing the novice engineers with either faerie dragons, or acidic swamp ooze. The dragon is very hard to deal with, and because of the druid's arsenal of early-mid game removal, you can keep it alive for a long time, and by the time they deal with it, you'll have enough mana to make an even more threatening play. Ooze is pretty straightforward, albeit a bit more situational. Gets rid of the annoying weapons that can be problematic early game (mainly sword of justice). Special mention for youthful brewmaster, as he is also another option. Lets you recycle low health yetis/druid of the claws, or re-use the battlecries of keeper of the grove/azure drake.
As i stated above, these are just opinions, as there isnt anything fundamentally wrong with your deck. I just think you needed a bit of trimming around the edges. I hope this helps =)
No such thing as too much draw.
Arena Tips
I dont agree with everything Dash says. I think you need to keep nourish since you're whole game is is the end game. You need to be able to heal up some of the damage from the early.
I like innervate. If you're going to draw a whole bunch of cards than you need a way to spend them.
I don't like the Novice Engineer. You will almost always end up trashing him and gaining nothing, but like you said with the hero power it isn't a poor choice.
I'm also not a fan of Naturalize . You already have so many spells that hit like a truck that it's probably overkill and since this is an end game deck than you're throwing cards at your opponent when he needs it most.
I gave it a +1
Quantity < Quality
You can draw nothing useful if your deck has too much draw and essentially burn mana. Novices, Acolytes, Gnomishes, Loot Hoarders, and Cult Masters aren't a solution, they can only help you find one. I ran into this problem with my own Druid deck at one point.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
Yeah but you almost never use all 30 cards of your deck so it helps you use more of them.
Gnomish inventor and cult master are amazing cards, the rest not so much but they too help out. Personally I run novice/gnomish engineer and loot hoarder.
Arena Tips
That is not true at all. back when i used to run double nourish, I would deck out so often, and many times, in late game situations, there would be no cards in my deck, but i would be holding a nourish, which is a dead card. I find that is also a problem with innervate somewhat often. It is absolutely amazing when you get it in the first few turns, but later on in the game, it becomes a dead card in your hand.
Like Aishi said, quality > quantity. You won't be drawing your opponent to death. you just need to draw enough to have the tools to do so. drawing into cards that just draw into more just leaves you with no real threat.
I tend to agree with the people who say you have too much card draw. Remember, even in the late game you are maxed out at 10 manna crystals. There is a bottleneck for how many cards you can play each turn because you are limited to how much manna you can burn each turn. This problem is even worse for you because your deck is so expensive -- you'll rarely be able to play more than 2 cards in late game. Having card draw is great, but holding 8-9 cards in your hand consistently because you can't use all the cards you draw won't do you much good either.
In my opinion, the easiest choices to get axed from your deck would be the novice engineers. The engineers are a cheap source of card draw with some minimal board presence. But since you're already at a massive surplus, you don't need cheap card draw -- replace then with something like a shieldmasta/yetti, anything to give you some mid game board presence.
@Dashakh dont mistake the draw in the deck for just draw draw draw, the idea is deck thin. The odds of you drawing or holding the right card for the right situation is greatly increased when the deck is smaller.
1)Nourish is a power house in the control vs control match up, in aggro matches is normally not played unless i already have control of the board and dont want to over commit. I see how it can be perseaved as getting int he way but it is solid, and i wouldnt add a second ancient of lore, 7 mana is a lot and he sets up future turns, he himself isnt enough of a big play at 7 mana to turn the tides. And most rogue decks run one sprint because it cost 7 and is dead for the first 6 turns.
2)innervate is purely there for the aggro matches, it allows you to drop big board clear answers or big drops earlier which messes up their tempo and gives you time to gain advantage. and on the naturlize point, there is 1 and only one because it is basically ment to deal with big threats like 8/8's. because none of my other spells deal with that.
3) novice engineer is again deck thin, it along with with the drake basically make the deck 26 cards instead of 30, thus increasing your odds at drawing the answers. Swamp ooze has never been bad, but the meta has shifted away from weapon decks as the meta, and i find that weapons dont really disrupt what i am doing. Faerie dragon is a great card as well but i feel its more aggressive, it is great for getting in the 3 or 6 damage, but it doesnt generate enough advantage and usually just trades with other 2 drops.
Thank you for the points and i am looking into your suggestions for testing purposes, just wanted to answer back
Like credibletv said, it's better to have more cards in hand. It gives you more options.
Arena Tips
Novice engineer is a really good card, no one noticed that almost every deck run by every player at the blizzcon Innkeepers invitational ran 2 novice, 2 loot hoarders? this is because of deck thinning without losing board presence.
I also run gnomish inventor apart from novice and hoarders, a 2/4 that draws you a card. It can easily go 1 for 3 (or 3 for 1, I don't know how you write it) if you also count the extra card.
Arena Tips
Husky
Hunter: Neither
Warlock: Neither
Warrior: Neither
Kripp
Mage: Neither
Priest: 2x Novice Engineer
Paladin: Neither
Hafu:
Mage: 2x Novice Engineer, 2x Loot Hoarder
Shaman: Neither
Paladin: Neither
Artosis:
Paladin: Neither
Warrior: Neither
Priest: Neither
Trump:
Druid: 2x Novice Engineer, 2x Loot Hoarder
Priest: 2x Novice Engineer, 2x Loot Hoarder
Mage: 2x Novice Engineer, 2x Loot Hoarder
Reckful
Mage: Neither
Priest: Neither
Paladin: Neither
Day[9]
Paladin: Neither
Druid: Neither
Shaman: Neither
4.5 / 21 isn't bad for "almost every deck".
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
You can't count husky though, he's terribad.
And I'd count trump higher seeing as he's a pro hearthstone player.
Arena Tips
excuse me the good players played novice engineer
I know this isnt the best example but in Yugioh a really good card in decks that need combos or power cards was Upstart goblin, its a spell that says draw 1 card and your opponent gains 1000 life points. For those that dont know in yugioh you have 8000 life points to start. But the cost of giving your opponent 1000 life is just fine considering you have thinned your deck and now have fewer cards to look through to get your key pieces, and that game has a 40 card deck.
Novice engineer gives you that thinning and it gives a body to distribute damage as you see it, most good players will ignore it which gives you free attacks and bad players will remove it right away with spells or trade creaters.
One more note, Argent Squire has become pretty popular and novice trades with this including the shield.