Best counter to Sylvanas.
- Varnquein
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Member for 9 years, 4 months, and 1 day
Last active Sat, Aug, 12 2023 22:15:48 -
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Lxd_pro posted a message on Blizzard Responds to Community Outrage on PurifyPosted in: Newslook this video it's so funny about the One Night in Karazhan https://www.youtube.com/watch?v=YQB_p8etL00
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benjacobkramer posted a message on Incredible Control Rogue - Guide IncludedPosted in: Incredible Control Rogue - Guide IncludedHey thanks for the in depth comment. I haven't had time to maintain this page as I have been working on my thesis but I am glad to hear people are still enjoying the deck :) I am looking forward to playing with your changes when I get a chance to log on again
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AlexHeinrichs posted a message on Whispers of the Old Gods Compendium - The Expansion as Rated by the CommunityPosted in: NewsDoomcaller but no Call of the Wild. smh
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Demonxz95 posted a message on Fandral StaghelmPosted in: Fandral StaghelmSo weird to see both Charge and Stealth on an official card.
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ChaosFollowing posted a message on Standard RemediesPosted in: Standard RemediesPretty good analysis. I'll fork the deck into a Wild and attempted Standard versions and see how we go.
Spellbreaker will replace Ironbeak Owl, keeping one Keeper of the Grove if Silence remains vital. Feral Rage is a better Healing Touch so replaces Antique Healbot, In Standard Reno remains as our Tree replacement...but we have to be brutal with cuts - coldlight & naturalize only if we can help it, but with the likely return of control meta we may want a second mulch/raven idol as well. Doomsayer stays for likely Sylvanas/Mirror Entity plays. Mukla and Darkfisher and Brann join the deck as milling Old Gods probably wins you the game.
Soggoth the Slitherer becomes The Black Knight bait, but perhaps we'll run Ancient of War as well. Mire Keeper helps with our new strong turns 3-5 to take board control so is possible, but probably cut if we're short on deck space.
This direction reduces our spell count a little, but Pyro should still be fine. Yogg-Saron, Hope's End MAY work, but there's a lot of draw cards that could kill us and its a dead card until end game. With Brann/Coldlight we need to be divesting ourselves of cards pretty quickly. Deathwing would be good except the same reason that we're holding too many cards most of the time.
Fandral Staghelm will be another wait-and-see card, as its great with Feral Rage and Raven Idol but if we stick to Reno one ofs then it doesn't proc very often. (plus Fandral + Double Idol increases our hand count which works against Brann-Coldlight).
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hahaman123 posted a message on Fandral StaghelmPosted in: Fandral StaghelmThis is a class legendary and it's situationak and not sticky like shredder. So i don't know what you are talking about.
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SuperHipp0 posted a message on Fandral StaghelmPosted in: Fandral StaghelmThanks a bunch for this! Also nice Shpongle profile pic
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The__Bird posted a message on Shifting ShadePosted in: Shifting ShadeAm I the only one who looks at this card a thinks 'damn what was blizzard thinking when they made shredder'
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Moop547 posted a message on Faceless SummonerPosted in: Faceless Summonerawesome. Literally the only reason why i was a little excited for standard mode was the removal of must include aggressively priced RNG cards like Piloted Shredder and Dr. Boom. But they didn't learn from their lesson and they're going to expand on that concept. If the game was balanced, you'd see a lot more decks played which would add much more variety to the game, but instead of balancing the game, blizzard would rather have some decks be OP so people spend money crafting them. So to make up for the fact of people all playing the exact same decks, blizzard came up with the brilliant idea of making cards like this that in the WORST CASE scenario, are slightly below average for their cost, and significantly better if you get an average or above average minion from the battlecry, so they're must includes. They want to force people to play these RNG cards to make the games look like they're not EXACTLY the same as they always are (only they still are exactly the same).
Needless to say, tempo mage is still going to be one of the most played decks, and this is going to be an auto-include in it. It's sure going to be a lot of fun turn 6 when you're finally stabalizing after the tempo mage's stupidly strong opener, then he just gets another big board out of nowhere with 1 card...
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Fine arguments, you are a very talended player sir.
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I have, althought it is a small change, because the deck is really totally refined (for now you just can't get truly competetive mill deck. sadly) just add Leatherclad Hogleader, it's amazing for this deck! It's the best charge in the game - conditional, yes, but you can fullfil the condition almost every singe time. And they never expect it.
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Really, really great job. I can't remember (I'm sure there were some, but it had to be a long time ago, Naxx or something) any other deck, that would give me so much FUN and being really COMPETETIVE at the SAME TIME. This is a fun tier of Natural Remedies, but it actually can crush almost everyone. I do appreciate the skills that it needs to work. I love to lose because of my mistakes and learn by it. Winning in a similar situation next time.
Of course I have experimented with it. There is not much place for it, since the deck is nearly perfect. I didn't really like Betrayal though. I don't like the fact, that it isn't affecter by Bloodmage Thalnos and Azure Drake. And it needs something I hate - a lot of RNG to enemy minions position themselves correctly. So I've removed it. The second card is Assassinate. It's just too slow. For 5 mana I'd like to do much more. It's really bad to kill a deathrattle for 5 mana, and there are so many of those right now... And it's another purely offensive card, that isn't affected by TWO spell damage cards - it's such a waste.
I've played dozens of games without these two and I've clearly felt an improvement. With Betrayal I was instantly sure; Assassinate was a less obvious, but apparently good choice.
As for the replacements: right now I'm using Shiv - this one sticks pretty well. It's cheap, it is affected by our previously mentioned two spell damage cards, it goes well with the weapon dealing 2/3 damage in total. It draws - and having so many options all the time, answers for everything (if you use your cards properly - the deck needs practice and isn't boring directly thanks to that!) is the best about this deck.
About the second card I'm not sure yet. Currently it's Twilight Geomancer. When I've seen this card being revealed, I thought: "My bored The Black Knight smiles widely and sends his regards, punk!" I've seen it as suiciding your C'thun. You drop it and the opponent instantly knows the target for his tauntkiller. But with those Twin Emperor Vek'lors and other Crazed Worshippers running around not many people would hold The Black Knight in hand just for that. And it isn't that common, as I've expected - forgot about the fact, that it's been useless and not-to-craft for a long time, since I've myself disenchanted a nerfed Leeroy Jenkins for him a long time ago. It may sound funny now, but back then Leeroy was considered dead (came back only because of Arcane Golem's ne... kill - funny, isn't it?) and Ramp Druid was ruling. But, coming back - C'thun is better to be neutralised, not to kill anyway - a successful Doomcaller is a catastrophe. So... it simply works like it was designed to - because it's good to drop anytime, and the deck has some moment of "nothing-to-do" (especially early turns vs control). But is it enough? I'll see, just have put it here.
As an other thing to try: I believe that having just ONE pair of cards would affect Reno so rarely, that it's worth considering. Especially with such drawing power. Did anyone count it? I mean - how often would you face a situation, in which you couldn't heal with Reno because of some card left in the pile...? Well, even without numbers - I've tested it in other decks and it is rare (ofc "rarely" doesn't mean "never"...). A Reno Druid have worked pretty well with two swipes. Just think about having two Shadowsteps (this cool effect works so well for this deck that I've even thought about putting a fucking Kidnapper in it :D) Disciple of C'Thuns in here. Much to try. You can see I'm a fan. Thank's again and I hope that anyone would gain from my longtalk.
--->TL;DR – Deck 9,5/10 – I recommend replacing Betrayal and Assassinate with Shiv and whatever you'd like to try.
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Rager's time is slowly coming! 2:5 Eci Rager will be actually quite good :D
Carrion Grub is pretty exciting. It's a beast, but also a class card. Eci Rager will be real, you'll see.
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Mill has lost some devices and needs new ones.
And it's not Dancing Swords, no reference.
I'll try Nat, the Darkfisher in Natural Remedies (my opinion, supported by the author, is somewhere in the comments of the deck) for sure. If I unpack him some day.
I don't say it's fantastic or something. Just that the Award is misguided.
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Sounds crappy. But actually....I already have a deck with Fist of Jaraxxus and Tiny Knight of Evil full of discard effects which is really fun and to some extend even works... This one will fit just perfectly!
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Surely person that gave Nat, the Darkfisher Magma Rager Award didn't hear about mill/fatigue decks.
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Yup - ofc combination doesn't have much sense, but making it just a 3:2 with charge would actually make a difference. Now you can choose not to charge, and then stealth stays. I know, that it's just a regular 3:2+stealth form then, but maybe you've dropped Fandral Staghelm before for some other reason and that's why stealth has to stay on super-Druid of the Saber - so you won't HAVE TO charge and die/risk dying.
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Thanks for the list. It is a really good overview.
One small thing: Wisps of the old gods can only summon 6 wisps, because Staghelm needs to be on the board already ;)
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So Starfall Becomes a Swipe++ with it : )
Also (yup I did it for you - hope someone will find it usefull/interesting. Correcing mistakes, if you find any, would be appreciated):
Living Roots - Deal 2 damage and summon 2x 1/1 for... 1
Mark of Nature - +4/+4 + taunt for 3 mana!
Power of the Wild - 4/3 + everyone gets +1/+1 for 2
Raven Idol - discover a spell and a minion for 1!
Wrath - deal 4dmg and draw a card for 2!
Nourish - gain 2 mana crystals and draw 3 cards for 5
Dark Wispers - summon 5 wisps and give a minion +5/+5 and taunt (wild only)
Anodized Robo Cub - 3/3 with taunt for 2 (wild only)
Druid of the Claw - 4/6 with charge and taunt for 5!
Druid of the Flame - 5/5 for 3!
Druid of the Saber - 3/2 with stealth and charge for 2 (so fucking useful combination xDD)
Grove Tender - 2/4 and give each player a mana crystal and a card for 3 (wild only)
Keeper of the Grove - 2/2 + silence and deal 2dmg for 4 (still a bad card now, lol)
Ancient of Lore - 5/5 draw a card and restore 5 health for 7 (in this case this nerfed card is fair, but no one would put it in the deck just to wait for such a case...)
Ancient of War - 10/10 with taunt for 7!! - This Ancient on the other hand will look magnificent
Cenarius - 5/8 with 2x2/2 treants with taunt and everyone +2/+2 for 9!!
Feral Rage - +4 attack this turn and +8 armor for 3
Mire Keeper - 3/3 + summon a 2/2 slime and gain an empty mana crystal for 4
Wisps of the Old Gods - summon max seven (to be accurate - six, because of Fandral Staghelm's presence) 1/1 wisps and give everyone (I guess including wisps!) +2/+2 for 7 - so it can be max 6x3/3 + Fandral Staghelm becoming 5/7 for 7 (a significantly cheaper and even more powerfull version of Mirror of Doom)
Lol I love this card... I will have dust for 3 legendaries (after adding my dust to the dust from the disenchantment of nerfed cards) and I'm not so stupid to craft them instantly, but I think this one is a really strong canditate to decorate my golden Druid.