[TGT] Dr. Aviana 4000
- Last updated Oct 2, 2015 (TGT Launch)
- Edit
- |
Wild
- 17 Minions
- 13 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 7740
- Dust Needed: Loading Collection
- Created: 9/10/2015 (TGT Launch)
- needmoredesu
- Registered User
-
- 8
- 20
- 63
-
Battle Tag:
N/A
-
Region:
N/A
-
Total Deck Rating
84
This deck is based on older heavy ramp decks, but with new TGT ramp options you can reduce number of low-cost creatures. Just go full ramp and consistently play 6-7 drops early.
Aviana ensures that Innervate won't be a bad card in a lategame, even alone Aviana t10 is a tempo play, as opponent needs to clean both threats you put that turn.
Tree of Life to reset hitpoints once you stabilized. If you play it against face deck - you just won a game. Beware that you need whole turn to cast it, you need board control or else you are going to lose anyway.
Master Jouster is a card I didn't test very much, but I already like him. This deck used to run Sunwalkers before TGT, but given all but 4 creatures are 6+ mana, your chances to win the joust are really high.
Dr. Balanced is here because you can drop him really early, and his pressure saves you much hitpoints. He is the only BGH target here, so if you are lucky opponent won't have BGH while you play it, and will get BGH while there are no targets in view.
Speaking about BGH, this deck doesn't run one. It runs double Naturalize instead, as it's only one mana and can be played with huge creatures same turn easily, netting huge tempo gain. It can also target threats that Big Game Hunter can not. Beware, it's not an early game tool, you should always mulligan it and use only on really big stuff.
Edit:
- Sylvanas Windrunner - this card has no activators in druid, like Shadowflame. It's just 5/5 on empty board, it's too slow if we lost tempo.
- Darnassus Aspirant - this card is good in starting hand, but it loses value in late game. It's counter-synergy with joust also. So I've desided to reduce it's quantity to 1.
+ 2 Druid of the Claw - This is good if we found no ramp, as it comes earlier than everything else, and saves us some life. This is good later, as it's big taunt, and works with Kel'Thuzad and Aviana. It's also 4-damage finisher when this matters.
Edit2:
- Foe Reaper 4000 - when I drop Kel'Thuzad, Chromaggus or Aviana and it persists - it's a game. Foe Reaper isn't that scary.
+ Icehowl - experimental stuff, but I like it so far. It kills giants and leaves a huge body to kill even more stuff (or draw removal). It's almost always 2-to-1. It kills stuff BGH fails to kill. It's 1 mana out of Aviana.
I'm just gonna keep Foe Reaper. Because Icehowl is not worth the dust at the moment.
It's not a big deal really. I have a feeling that anything you can put in this slot(7-9 scary thing that needs to be killed) isn't the best one, and new expansion/set may bring something for this slot.
Meanwhile, anything big is good there. Ragnaros, Reaper, Ysera, Cenarius, maybe even Troggzor. Rag is sorta fits for "scary thing that wins the game if not dealt with", but it's huge RNG and BGH target, so I don't like that. Reaper is a threat against tempo decks, but outside of it - it's not that good. Ysera is awesome value, but we really looking for tempo here, and Ysera is bad at that.
I don't like to play against Rag either, tho (with no Naturalize at hand - you are pretty much doomed), that's why I've brought Icehowl. I've got it from boosters, I wouldn't craft it myself for this.
Why not Sludge Belcher instead of Master Jouster? Seems better at being a taunt. Plus, the Master Jouster revolves around RNG a bit, even if your deck has a lot of high cost minions.
Previously, this deck run Sunwalkers. Divine shield is better than that 1/2, and mana difference isn't that much for ramp deck. Master Jouster is worse than Sunwalker in two ways: it's bad counter to Sylvanas Windrunner, and it's RNG. Both parts happen not that much(we have really good chances in joust), while ability to kill 5/5 in a single blow and survive 5 damage helps much. 5 damage sources are frequent nowadays, cuz 5/5's everywhere.
I don't like Sludge Belcher. Say, we play against patron. He makes Inner Rage, Whirlwind, trade 5/1, attack into 1/2. Against Master Jouster he can't trade with 5/1, he must trade with 2 patrons to just clear it, with no additional patrons spawn that way.