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

    I'm not saying Grove Tender is bad. I'm saying it's not necessary. Coldlight Oracle is far more necessary. Grove Tenders give 2 cards max per player. Coldlight Oracles give 4. This doesn't count combos. But you would combo with Coldlight because it's twice as efficient. If you were to run a deck with just one, it would be Coldlight. Etc.

    Yes, I realize you can run both. But missing an extra 2 mutual card draw at most isn't necessarily game breaking, particularly if you have cards to combo with coldlight. It does improve consistency a bit. But that's all. I think the discover mechanic could become a better alternative to draw in a lot of cases, particularly if it is just single draw.

    As far as the aggro match up, that is something that Grove Tender doesn't help with. It either gives them cards or it gives them a crystal to put more on the board faster. You could argue that the crystal is better to give than the card. But they are both not good for you. Honestly, you would be better off running just one of the two versus aggro as opposed to both. And if you run just one, it of course should be Coldlight for reasons explained above.

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

    The idea became that i still want to preserve the core integrity of mill druid ( Oracle / Naturalize / Deathlords  etc ) but wanted a more minion heavy deck that focuses more on Value rather then the actuall Mill. I found it to be stronger against aggro due to having more options via minions and spells. Aswell as keeping strenghts against slower decks due to cards like Grand Crusader allows you to out value in a controll battle. 

    Much of this was initially along my line of thinking. I too thought that value minions would be better to trade with. Dancing Swords being one of them makes this easier. However, I have mixed feelings about the way you went about it.
    When it comes to direct mill, here is what the Druid has:

    Situational or Combo Mill/Card Burn:

    • Mulch: Best done with your opponent's hand full
    • King Mukla: Conditional card burn if 8+ cards are in opponents hand
    • Brewmasters: Returns to hand. There a total of 4 because there are two types
    • Brann Bronzebeard - doubles battlecry effect
    • Baron Rivendare: Not common, but could be used with dancing swords.
    • Lorewalker Cho - A fascinating way to fill your opponents hand with Mukla's bananas and other spells like Innervate or Wild Growth, but is unreliable and requires much skill.

    You will likely notice a few things. The first is that Naturalize, Grove Tender, and Mulch are the only things that Druid has that are not neutral. Although, they can be great tools, particularly Naturalize which is some of the best mill in the game. The second is that Coldlight Oracle is basically a fatigue accelerant. This is good because it gives you draw without making up any ground on your opponent. But it's bad because you mill yourself as well. It is therefore best used either for card burn or towards the end to fatigue them IF they are closer.

    Now let's look at direct mill again. Of the 4 direct milling options, the only one I don't run is Deathlord because it can be bad for board control. 2 Naturalize and 2 Dancing Swords will only put them closer to fatigue by 6 cards maximum. And that's if you get off every one. While your opponent's own card draw can add a bit to this, it is not to be counted on. So it can be hard to force them too much ahead.

    The last thing you may want to notice is that literally everything situational/combo based besides Mulch and King Mukla must rely on at least one of the other cards already mentioned to do any milling. And much of that is meant mostly for Coldlight Oracle. In other words, you aren't going to be good at milling without Coldlight Oracle and something to combo with it. There is so few options for direct mill, and Coldlight Oracle is the only one that is so reusable.

    So what does this mean?

    It means you almost have to run something to combo with Coldlight Oracle. Outside of Rogue, brewmasters are the best for this. Brann Bronzebeard may be able to combo with it as well. But smart opponents will identify your mill deck and take out Coldlight to prevent this. Brewmasters let you return Coldlight Oracle to the safety of your hand to be played in combo again. The other advantage to brewmasters is they let you replay battlecry minions. Brann will double the effects, but it will only have one target. You can't, for instance, silence the same target twice. Brann will have certain advantages over the brewmasters, such as likely being more efficient for healing. But for milling purposes, it is not as reliable. Brewmasters are better for this. Although, it is likely worth running both.

    About your cuts...

    I wouldn't recommend cutting all the Brewmasters out as they are vital. IMO, you should run at least 2. Even if you don't use them for mill, they are quite versatile with battlecry minions or for healing minions up after trades.

    I would potentially agree with you cutting Poison Seeds and Starfall if you had a better solution for AoE/board clear. Again, a main thing preventing this deck style from being good is that it's hard to get board control back once you lose it. And it's hard to keep board control when you keep giving your opponent cards. But that's what mill does. I'm not married to the cards but there aren't many alternatives.

    I liked your other cuts. IMO, Wild Pyromancer does not fit Druid. Grove Tender isn't that great to me. It's sort of like a poor man's Coldlight Oracle with a bit more health. 

     
    Posted in: Druid
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    posted a message on Entomb is gonna be scary good.

    Entomb - because Priest needed more good removal/more ways to steal your cards.

    Posted in: Card Discussion
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    posted a message on What have I done? :O
    Quote from rabbitme234 >>

    Well if you think about 700 gold or cash, it was already proven that spending money on advantures is a better investment.

    But then again i decided to wait a week, its not like im buying packs neither.

    The funny thing about this is I never spend money on adventures. I only ever spent money on packs. And I get plenty of packs otherwise with gold, daily quests, arena, etc. I always here it's more efficient to do it the other way. But I never need to. I find I have the best legendary luck when buying packs in bulk. And every time an adventure comes around I have enough of a nest egg (if you can call it that it's generally around 2k gold) where I don't need to spend real money on the first few wings. Then I grind out the rest within a week or two. The exception is Blackrock Mountain, which I stalled on getting it in favor of packs. So I wound up behind on the last couple wings. But I still never paid for it.
    As I say this, I have the first wing of LoE bought on gold and almost 1600 gold saved. That's 2 wings right there. I will likely be done grinding out the last wing's gold cost by Thanksgiving, where I remember reading that there won't be a wing released anyway. And then over the Holiday season, I plan to buy some more bulk packs to round out the collection. Am I the only one who does it this way?
    Posted in: General Discussion
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    posted a message on Will it Tech? Nerub'ar Weblord in the new meta...

    It's not a bad tempo card. Early, it prevents a lot of minions that could be summoned. might be decent in disrupting the mana curve, such as playing before turn 7 and Dr. Boom. Against Handlock, it stops them from playing turn 4 Twilight Drakes. With Brann Bronzebeard impacting the new meta, I think this card will be pretty decent tech.

    Posted in: General Discussion
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    posted a message on Let's discuss Mill Druid archetype.
    Quote from FerreiraDaSilva >>
    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 don't like Wild Pyromancer because it's spell dependent and the returns in Druid aren't that great. I don't like spell heavy Druid mainly for match ups such as fatuigue/mill. I don't like Deathlord because it's not uncommon for it to lose me game. IMO, anything that helps give the opponent board is bad because that's this deck's biggest weakness.
    Hearthstone lacks many ways to give your opponent card draw. I find that even 1 card from Dancing Swords helps. It also helps put them in front of the fatigue race once you start milling both decks with Coldlight Oracle. And as I said before, the key is to run a safe King Mukla is to run plenty of silences with him. The other good thing about silences is that it can work as poor man's removal when dealing with a number of problem effect or buffed creatures on the other side. And they synergize with Ancient Watcher, which works really well.
    Here's the list of an old theorycraft deck I had before GvG came out.
    This isn't the best version as it was only my first. And several expansions and adventures have come out since. Again, this was before GvG. The main beef comes from Watcher, Mukla, and Dancing Swords. Now, this would be insufficient and poorly constructed. But I want to show you the silences I had with the deck. They did wonders.
    Lately, I've tried a version with Zombie Chow and Goblin Sapper. Those cards have good high end value. I have had some success with both. I don't know if either is optimal, though. Zombie Chow was mainly for board control, but it might be better to replace it.
    To be honest, I still haven't actually figured out the best combination of high value minions. But so far I like King Mukla, Dancing Swords, and Ancient Watcher as a base. I'm thinking Eerie Statue might be good for trades as well. And you can never go wrong with Sludge Belcher. Essentially, LoE changes a lot.
    Quote from FerreiraDaSilva >>
    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.
    The problem with not having minions to make removal useless is that a lot of forms of removal deal flat damage. This means they can afford to go for your face with it instead. Without minions on your board, you also can't trade effectively. And eventually, you will have to summon minions. But they have all their removal saved for when you do, so good luck getting a board. Especially, with how hard it is for Druid to clear it.
    Quote from FerreiraDaSilva >>
    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.  
    If you can force them to not play their turn 4 creatures on turn 4, you can then go straight for mill the next turn and they will not be able to do much about it. Against Twilight Drake, I generally don't have an issue because I always run multiple silences. Keep their health too high for Molten Giants until a good opportunity arises and watch the Mountain Giants.
    The real problem with Handlock is their board clear, which you have minimal answers for.
    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.

    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.

    I guess that was about as good as I would get. The thing is, I still find Doomsayer somewhat inconsistent in Druid. So I'm not sure if I'm better off running one or two. Although, two at once means you are more likely to get one early and they would be harder to counter in tandem later on.
    And having a card to synergize with it like Soul of the Forest might not be a bad thing for board trade... I'm going to try it. I was hoping for someone else to come up with this answer but I think it's a decent idea. Now that I think of it, that card is a decent answer to enemy board clear.
    Posted in: Druid
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    posted a message on Let's discuss Mill Druid archetype.
    Quote from Almagnus1 >>

    I've ran 2xDoomsayer for a long time, and it does exactly what you describe.

     

     Could you elaborate a bit on the consistency you get and what you play with it or around it? I'm still trying to figure the best way to go about it in Druid.
    Quote from Almagnus1 >>

    Alot of the AE potential for the deck comes from using Wild Pyromancer with the various single target spells to make another Swipe.  I mean, if you combo Wild Pyromancer + Explosive Sheep + Swipe you've essentially got a really bad Flamestrike that just did 7 damage to a single target or 4 damage all enemies.  That's the power of the spell based druid fatigues, is you essentially have a pile of Legos to build a solution from.

     

    That's terrible trade value the vast majority of the time. The problem with giving your opponent cards is you have to make high value trades so they don't overwhelm you. I realize options are somewhat limited, but 3 cards for 9 mana just to get a Flamestrike that also does 3 damage to your own board is not good. I hate Wild Pyromancer in mill Druid. It's squishy so it rarely lasts. It's often not worth the combos. IMO, swipe is a waste against anything not Paladin in a deck like this.
    Explosive Sheep is intriguing, though. It might go well with Poison Seeds. But I don't think you need Wild Pyromancer for it. When it comes to damage, I've actually been playing with Abomination. It's an ok taunt that really helps with board clear. It's weak to silence, but it's ok. Unstable Ghoull is worth considering as well.
    Quote from Almagnus1 >>

    As far as the minion based ones go, Dancing Swords is the only real minion I like in a fatigue deck as it's the only one that can't screw you over, unlike both Goblin Sapper and Clockwork Giant are basically winmore cards against control, but useless against aggro because you have to do the suicidal thing against aggro and give them cards, which makes both bad against aggro.  Deathlord is great, until it backfires and accelerates your loss, as it was doing this often enough for me that I had to drop the card.  This is largely mitigated in Rogue because of cards like Sap, Vanish, Sabotage, and Assassinate.  King Mukla is a mixed bag, as it can be problematic with druid because druids don't have bounce, so a target that normally wouldn't eat hard removal tends to draw them, which can make coping with the late game harder.

    I run Dancing Swords and King Mukla. It's simply the best way to fill your opponent's hand outside of Coldlight Oracle and Naturalize. I like to take cards like Mukla and Dancing Swords, which are great value, and add in other minions that are great value. Suddenly, the deck becomes really good at trades. The key with King Mukla is to either play him early or have silences/removal when you play him. What I do, though, is I run several silences. I also run Ancient Watcher because it's great value and it really helps with tempo or trades. I'm considering adding Eerie Statue as well. I'm still experimenting with mill druid. Before LoE, my impressions were there wasn't enough mill to make this good enough. But I wonder now.
    Goblin Sapper is not terrible against aggro, as the 2/4 can still often trade 2-3 times. It can be good tempo. I'm still trying to see if it's worth it. It may not be overall.
    I don't like Deathlord.
    Quote from Almagnus1 >>

    And while I haven't seen Lorewalker Cho mentioned... No, just no.  Your spells are worth more used against you than any advantage you would have using the opponents spells against them.

    It's actually a really interesting card if you combine it with King Mukla. There are games when you can keep your opponent off the board and fill their hand with bananas. And every time they use one, Lorewalker Cho gives it back. There have been games won just based on filling the opponent's hand with bananas. And if cho is alive then they can't do anything. It's actually a really funny mill technique. I'm not sure it's reliable in any way, though. 
    I imagine the main problem with Cho is that most mill Druid decks currently run a lot of spells, which is a mistake in my opinion. If you had a more minion heavy deck (with King Mukla of course) then it might prove better. I actually want to experiment with that at some point.
    Posted in: Druid
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    posted a message on Let's discuss Mill Druid archetype.

    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.
    Posted in: Druid
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    posted a message on Too 'nervous' to play ranked
    Quote from Jappert84 >>
    This is like... no help at all. As I said before, it's a well known problem. Saying someone is being a baby and ruins unranked play is complete nonsense.
     
    p.s. him playing Casual is EXACTLY the reason why people should play casual. Trying hard or using good decks has nothing to do with it. It's about playing casually and not having the "stress" of playing ranked.
    I said no offense and I really do mean none. If he still takes it personally then it's not my fault. My point is he should get over it because there is nothing to get over. There is literally no difference in this game between ranked and casual. So I'm telling him he actually has nothing to fear.
    And actually, I thought casual was for trying things out. Try anything noncompetitive in ranked and it won't be any less so in casual when you try to experiment or play it for fun. When the meta in casual is exactly the same as ranked, you know something is up. Hence my point.
    Quote from Cagey75 >>
     I think your post fails hard at not being offensive tbh. 
     
    Telling someone to stop being a baby is about as offensive as you can get. You don't know how OP feels when he plays,  stop being so arrogant maybe huh? 
    I'm not being arrogant, just honest. I said no offense and I mean none. My point was to tell him he should get over it because there is nothing to get over. Ranked and casual are essentially the same. I also explained why they are the same. It's not my fault if people like you take it the wrong way.
    Posted in: General Discussion
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    posted a message on Too 'nervous' to play ranked
    Quote from Coen_555 >>

    Hi guys,

    So I'm having this 'problem' where I'm too nervous to play Ranked. Because of that, I always tend to play casual mode, but at the same time I want to rank up to a higher rank. I don't know what's wrong with me, but I'm just sweating when I play a difficult game in ranked.

    Any one else with this problem? What can I do?

    Thank you in advance. 

    1. Stop being a baby. (no offense)
    2. Stop ruining casual by playing try hard because you are to afraid to play ranked. Again, I mean no offense. But this is why there's virtually no difference between ranked and casual play. It's all try hards net decking and playing hard just as they would in ranked, but choose to do it in casual instead.
    3. Did I mention there is virtually no difference between ranked and casual? See # 2 for why. If you can win in casual, you can win in ranked just as easily.
    4. You don't have to fear losing in ranked. There's literally nothing to lose. Even the chest you received at the end will be based on your highest rank reached that season.
    5. Practice makes perfect. Even if you don't see yourself as good enough now, you'll get better. But you won't improve by playing scared. The best way to learn to fly is to jump off the cliff. Get over it and dive in.
    Posted in: General Discussion
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    posted a message on New Card - Ancient Shade

    IMO, I feel like Eerie Statue will be a better alternative, particularly for classes like Druid which have extra silences. Or Warlock.

    Although, if the goal is to set up Fel Reaver then I could see a Druid deck with both Ancient Shade and Eerie Statue cards being quite scary.

    Posted in: Card Discussion
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    posted a message on Impossible to create a FUN and WORKING deck at the same time.
    Quote from Tahladnas >
     Please stop, you are embarrassing yourself.
     Great argument. Not. 
    Posted in: General Discussion
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    posted a message on Impossible to create a FUN and WORKING deck at the same time.
    Quote from Tahladnas >>
    Quote from ShadowOfFate >>

    Those who want consistency could go for 30. Those who want fatigue or diversity could go a bit higher.

     I hope they implement this. So that i can trash all the noobs who thinks that having more than 30 cards is actually a good thing.
    It's not that cut and dry. Some decks would do better with more cards. This is especially true for decks that have plenty of card draw. Yes, you get more consistency at 30. But some decks need diversity more than consistency. The point is it would open up more differing strategies.
    And by the same logic you used, I could say that I hope all the noobs stay at 30 cards so I can trash them with my fatigue deck.
    Posted in: General Discussion
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    posted a message on Impossible to create a FUN and WORKING deck at the same time.

    Honestly, I think the biggest problem here is the 30 card limit. 30 is very small for a card game like this. It forces you to be ruthless with what you cut out of the deck. It also limits some deck types that would be viable. So everything that isn't the best gets cut. And as more and more cards get added, it becomes more of a problem. Reno helps slightly with diversity, but even that is limited. 

    If you could put in a few more cards in, it would be more viable to put in a few cards that are just barely too  weak to make the cut or a couple fun cards. You could also more easily make different deck types, leading to some of the things the op is referring to being viable. IMO, they should vary the cards allowed in decks from 30 to something a bit higher to further add diversity. Those who want consistency could go for 30. Those who want fatigue or diversity could go a bit higher.

    Posted in: General Discussion
  • -4

    posted a message on I Hunt a Stone

    Well. I can see why this deck was upvoted. It's so trolly. But you are a funny troll, so that makes it ok. By the way, is there a way we can add spell power to this? I always wanted to try spell power hunter but I could never quite make myself do it.

    Posted in: I Hunt a Stone
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