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    posted a message on Balance Meta Breaker

    The stats of this card should be way worse, for it to be considered a tech/sideboard card. Otherwise everybody will simply find a slot for it as a vanilla 2 drop which can be really broken in the right match ups. 

    0/1 or 1/1 should be fine.

    Posted in: Fan Creations
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    posted a message on Legendary Tier Crafting Guide
    Quote from f0sh1zzl3 >>
    If I was you I'd priorize by groups (not in internal order, though): 

    Staples (minions that can fit in many decks or are musts in specific competitive archetypes, you eventually will need those):
    AlexstraszaJusticar TrueheartVol'jin, Chillmaw and Baron Geddon

    Niche ones (good minions which can fit in some decks but aren't stapples, or are musts but in in specific lower tier decks): 

    King MuklaToshleyNeptulonRhoninVarian WrynnEydis DarkbaneConfessor PaletressEydis Darkbane and Gormok the Impaler

    Lower tier ones (they are good cards, but for meta reasons or lack of a proper archetype to shine in they aren't seen in competitive play currently): 
    HoggerGazloweGahz'rillaDeathwing and Captain Greenskin


    The Mistcaller and Aviana are the only ones that I believe to be too gimmick and hard to find a proper place in the game.



     
    Posted in: Card Discussion
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    posted a message on Let's discuss Mill Druid archetype.

    Concerning Deathlord and Pyromancer: I switched. Deathlord by it's own is a wall for aggro decks and it's a really better target for Healing Touch than using it on Pyromancer as it won't stay long on board anyway with 1 health. I also dropped one copy of Brewmaster since Brann already has a very simmilar effect - even better if you have ways to keep it safe from trades, like playing it behind a Deathlord. In it's place Tree of LIfe came back. 

    So, right now it's basically the same as the list above with this adjustments: 

    + 2x Deathlord
    + 1x Tree of Life 

    - 2x Wild Pyromancer
    - 1x Youthful Brewmaster 

    I'm still tempted to test Thalnos as it works very well with Swipe and Starfall, but the list seems pretty tight right now and I can't find any slot.

    Posted in: Druid
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    posted a message on Let's discuss Mill Druid archetype.

    Following the discussion here I got really tempted to test some cards, besides the ones I already mentioned. Right now Im running 2x Doomsayer and other stuff, but this are my current concerns.

    - I dont really know if Pyro is that great in Druid Mill. Besides Wrath we have no other low cost spells to combo it with (Naturalize cant be played wherever we want to), and the majority of other spells are AoE that could be buffed just as fine by Thalnos. 

    - Im not so sure on cutting a Tree of Life for Thaurissan. The Emperor is great, and in an archetype where we sit with quite some cards in hand its assured to have great value, but overall he doesnt add so much to our game plan while ToL if played well win games.

    - I really want to try Deathlord, but cant find the slots. 

    Heres the list

    FdS Mill Druid
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    Posted in: Druid
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    posted a message on Let's discuss Mill Druid archetype.

    I made a bit of  changes in my list, soon I'll post it guys! 

    We could thing about a 'Card Choice' guide, what about?!

    Posted in: Druid
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    posted a message on Let's discuss Mill Druid archetype.
    Quote from Almagnus1 >>
    Quote from FerreiraDaSilva >>

    Yep, the Explosive Sheep + Poison Seeds interaction doesn't work. Even then I see many people running it as a 1 of. I don't know if I like it because we don't have a safe way to trigger his Deathrattle like Mage so it doesn't seem to make the cut for Druid IMHO.

    If it either worked with Seeds or we had some consistent way to trigger it as it hits the board (without wasting lot of cards like playing Sheep + Pyromancer + Spell) then it could be a solid 2x. 

    You mean something like Poison Seeds + Wrath (or Keeper of the Grove)?
     In the end although Wrath cycles itself making it a 2 card/8 dust mass removal it still consists in three combo pieces to work. Not consistent enough I'm afraid. Maybe with all the Oracles and Tenders we can assemble this cards consistently by turn 8?

    Then it could be better than relying on turn 10 Poison Seeds + Pyromancer + Swipe, but in turn 10 we have more chances of assembling a 3 card combo anyway, and the Pyro remains on board. 

    (Of course I'm talking about alternative plays with Poison Seeds, the best combo will ever be turn 9 Poison + Starfall).
    Posted in: Druid
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    posted a message on Let's discuss Mill Druid archetype.

    Yep, the Explosive Sheep + Poison Seeds interaction doesn't work. Even then I see many people running it as a 1 of. I don't know if I like it because we don't have a safe way to trigger his Deathrattle like Mage so it doesn't seem to make the cut for Druid IMHO.

    If it either worked with Seeds or we had some consistent way to trigger it as it hits the board (without wasting lot of cards like playing Sheep + Pyromancer + Spell) then it could be a solid 2x. 

    Posted in: Druid
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    posted a message on Let's discuss Mill Druid archetype.
    Quote from TemplarK91 >>

    The most annoying part in here is that it dosen't matter whatkind of mill deck you make, its hard to rise with one in the ranked anyway, exept when your already in the legendary where you can test those fun decks as everyone does it there.. 

    I use mill decks only when grinding gold as you never get bored.

     Actually Mill shines wherever Control is predominant, mostly from rank 5 and above. Unexperienced Aggro players may be easy pray as well, but as soon as a good aggro/midrange player realizes it's a Mill deck things get pretty difficult. Combo is particularly harder for Druid Rogue cause we can't mill as aggressively as Rogue, so the chances of burning key pieces are lower and usually they just assemble whatever they need to finish us. 
    Posted in: Druid
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    posted a message on Let's discuss Mill Druid archetype.
    Quote from Vegeta35 >>

    I started a thread without noticing this one here is my mill druid I'm currently 5-0 with it, I'm at rank 8.

    Amilly!
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     You have quite the heavy-minion list man! How it goes for you? 

    Saraad seems an interesting choice, its a must answer minion and if unchecked you are assured to get some value out of it since we spend many turns Hero Power'ing. Also it helps to refill our hands without milling ourselves, you get relevant spells on average? 
    Posted in: Druid
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    posted a message on Let's discuss Mill Druid archetype.
    Quote from TemplarK91 >>
    Quote from FerreiraDaSilva >>
    Quote from TemplarK91 >>

    A mill druid should also have a Mana Wraith and Clockwork Giant or two. Having one Goblin Sappers can also be fun.

     I can see Mana Wraith being tested, although it possibly doesn't make the cut.
    The other two are too inconsistent: they can work against Control but then Control has the answers specially due to the lack of other threats in Mill lists so they won't stay for long on board. Against aggro you can't make this kind of minions work anyway since they'll always keep a low number of cards in hand.
    True true, current meta has too many aggro decks around. If agro is what your worried about then try a Lumbermill deck, this for example: http://hearthstone.blizzpro.com/2015/04/28/bonus-deck-tidesoftimes-lumber-mill-druid/
    The best part about current meta is that a mill deck is a rare sight and players might just give up when they see one ;)
     A very different approach of this list, huh?! Liked it! However, I'm quite of a purist type, so I guess I'd cut those 2xSavage Roar for something more control'ish. The Volcanic Lumber's seems a bit gimmick, but alongside Poison Seeds + Starfall combo it's almost assured to be a huge taunt in an empty board on turn 9 (or earlier with Innervate's help). 

    The single issue is that besides Thaurissan there aren't many others targets for hard removal and the Lumberer won't stay too long on board, maybe add some other threats?
    Posted in: Druid
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    posted a message on Let's discuss Mill Druid archetype.
    Quote from ShadowOfFate >>

    Honestly, I'm not a fan of spell heavy mill druid. It has 3 major drawbacks. The first is that it's hard to trade with all the sticky minions in the meta. The second is Druid has very weak board clear. Most of the spells are single target only, and the AoE is very rare and weak. It's hard to be more efficient when you are giving your opponent cards and trying to trade 1 for 1 with spells. The third is that it's hard to regain board control once you lose it. You giving your opponent cards just exacerbates these three problems.

    That said, I do believe mill druid should be more of a thing if anything because Naturalize has amazing potential for this. However, I think that it's often more efficient to use creatures that are beefy for the cost and trade versus wrath/swipe/etc. I say that since you generally wind up trading 1 for 1 or worse with spells anyway. Beefy minions, in my opinion, do a bit better on this. This also further supports using cards like Dancing Swords and King Mukla. That just leave the problem of overall board clear, which generally leads to some hail mary Poison Seeds combo. In my experience, that alone is often not good enough.

    Quote from FerreiraDaSilva >>

    It feels like Doomsayer doesn't belong to Mill Druid. How to use it effectively? I have experience using it solely in Freeze lists, but even then I have a hard time figuring the best timing for a Doomsayer with no Frost Nova/Blizzard to combo with.

    I've actually been theorycrafting with this card quite a lot lately. It's best in freeze mage or rogue (Conceal or other stealth). But I think it can still be good in other decks. The card will either get destroyed, silenced/hexed, or ignored. If ignored, it usually means your opponent can't do anything to stop it on that turn. This means you clear their board and it often prevents the opponent from playing anything for a turn. That's a big tempo gain. If destroyed, that's usually 7 damage that didn't get put on your face. Unless it was removed by something like deadly shot or execute, in which case you just absorbed what could be prime removal on your better minions. Even if silenced/hexed, it's still a silence they can't use on something else.
    I've also discovered that it's actually a decent situational tempo card. For example, playing this right before a Handlock's 4th turn is hilarious. When played against aggro (turn 2-3) early, it often stops the opponent from either adding to their board or going for your face for a turn.
    I have tried to fit it into Druid decks before because of Druid's weakness of board clear. If you can get it to work, it should be a decent include. The problem is getting it to work consistently. If anyone has any good ideas on this, I would love to hear them.
     What kind of beefy minions are you referring to?! I mean, if you dislike Deathlord (which I have mixed feelings about running in Druid versions as well) which other options you have?! I don't think Mukla works well since we aren't into burning cards as much as Rogue Mill, and the pros usually have an issue with Dancing Swords because our opponents can trigger it's Deathrattle when it convey them. 

    If I remember it correctly Hotform plays a Druid Mill with both Deathlord and Sludge Belcher alongside the Pyromancer package (which consist in a bunch of mediocre AoE spells such as Swipe, Starfall and so on), it seems fine and goes aligned with your idea that spell heavy Druid isn't the best idea. 

    I guess it's true indeed. The idea of not having many minions which makes most of our opponents removal useless only makes sense for lists which has more aggressive Mill - otherwise it makes very little difference and trying to trade stuff with our subpar spells has been a really hard task in the current meta. 

    Having said that, I cut off a Ooze and a BGH for the sake of 2x Doomsayer. Besides huge Oil combos weapons aren't an issue for our lists, and as much of a tempo swing that a well place BGH may be, at turn 7+ we are more likely to have other answers to Boom and others. Handlock MU may get a little worse, but that's fine.

    Now, concerning Doomsayer I guess that you answered yourself: it's all about good timing. Against aggro it may be a great turn 2~3 play, against an empty board in mid to late Control game it basically creates a Time Walk effect, and so on. 

    About the Handlock match up: how to deal against (relatively speaking) fast Mountain Giant/Twilight Drakes openings? A good Lock player would totally play around our mass removal by pressuring with a single Giant or Drake, while our answers seems poor besides trying to burn those minions before the actually play/draw it, which is unlikely anyway since they will usually keep it in their opening hand.  
    Posted in: Druid
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    posted a message on Let's discuss Mill Druid archetype.

    It feels like Doomsayer doesn't belong to Mill Druid. How to use it effectively? I have experience using it solely in Freeze lists, but even then I have a hard time figuring the best timing for a Doomsayer with no Frost Nova/Blizzard to combo with.

    Also, I really prefer FoN over Starfire, since it has 1 more damage and can be divided between 3 targets. The draw from Starfire can be quite the drawback for this archetype, am I wrong?

    Posted in: Druid
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    posted a message on Let's discuss Mill Druid archetype.
    Quote from OriginalPerly >>

    As an attempted Miller for some seasons and card releases, Mill works better for Rogue, Fatigue works better for Druid. They are similar play styles although not the same. Justicar Trueheart is great in Druid, god awful in Rogue.

    Milling is easier in Rogue with cards like Vanish, Shadowstep and Sap. This, coupled with the  Coldlight Oracle, means that your opponent is more likely to overdraw. Obviously Gang Up.

    Druid is better at destroying the opponents minions rather than returning them to the hand. You have to rely on Panda Power to get the Coldlight Oracles back to your hand which means you have less chances to mill but more chance to outlast your opponent into the late, late, late, LATE game.

    From my experience (I normally spend a day or 2 each month playing one or the other) we are still a few cards away from having a viable option for milling properly. Coldlight Oracles only get you so far and that is what both of these decks rely heavily on. Were there another neutral card where both players draw several cards or have cards put into their hands, it would be easier as you would have more options to make your opponent overdraw.

    Druid is definitely the easier of the 2 to play but Rogue is definitely the most rewarding.

     I always thought that as long as you win by fatiguing your opponent before he kills you (or before you fatigue yourself) it could be called Mill. Although literally Mill decks should burn opponents cards and as you said Rogue is the class for this approach. 

    Now, I play Mill Druid since the hype from Natural Remedies' list and only tried a bit of Rogue Mill this season and did much better with the Rogue version. I thought that since Druid's relies more in survivability and drag much more the game it was more difficult to play.
    Posted in: Druid
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    posted a message on Let's discuss Mill Druid archetype.
    Quote from TemplarK91 >>

    A mill druid should also have a Mana Wraith and Clockwork Giant or two. Having one Goblin Sappers can also be fun.

     I can see Mana Wraith being tested, although it possibly doesn't make the cut.
    The other two are too inconsistent: they can work against Control but then Control has the answers specially due to the lack of other threats in Mill lists so they won't stay for long on board. Against aggro you can't make this kind of minions work anyway since they'll always keep a low number of cards in hand.
    Posted in: Druid
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    posted a message on Let's discuss Mill Druid archetype.
    Quote from Zoeings >>

    Why run Justicar in a mill deck? Surely Deathlord would be more advantageous given you can just Naturalize whatever comes out of it which thins their deck even more. Not really sure what Justicar is bringing to the table tbh. 

     Sure, let's start some card-choices discussion! 

    First concerning Justicar itself. For a grinding play style like Mill's the bonus from Justicar has really good value: we get some welcomed extra survivability with the 2 armor while also rising our capacity to board control by just HPing into small or previously damaged minions.

    Within Mill strategy there are many turns where we end up just with HP and pass, Justicar makes this kind of plays considerably better as well. Currently among the most successful control decks both Warrior and Priest are running her, the closest thing to a Control Druid is our dear Mill.  

    Now, about Deathlord: I really like this card and run it in my Rogue Mill, but I don't know if we can outright compare it with Justicar. Justicar isn't used in Rogue Mill due to a rather weaker HP, while Deathlord is used cause on top of being a wall for Aggro decks it also helps slightly in Mill Rogue's game plan which is much more aggressive than Druid's.
    In Mill Druid's case we need to use our mill cards much more carefully, wasting a Naturalize earlier in the game is most of times a bad deal: you'll miss the extra draw when opponent finally reaches fatigue and you isn't guaranteed to burn as many opponent cards as Rogue does so you are simply exchanging a threat for potentially 2 new ones in his hand. 
    Posted in: Druid
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