Does anyone have any opinions on including Innervate in Druid decks? I've seen it as an auto-add in all but the most aggressive of decks since I started playing, but the more I think about it, the less I'm inclined to add it to my decks. My reasoning right now is:
- Innervate might allow you to get a threat out early, but once that threat is destroyed (especially if on the turn it came out) you basically allowed your enemy to 2-for-1 you. - Innervate is probably the worst top-deck in the game, and can lose you the game if you draw it in a tight match-up. - You NEED to include heavier card draw in your deck to compensate for Innervate (since it's really just an accelerator), which limits your strategic options in building a deck. (This gets exacerbated if you don't own an Ancient of Lore or two.)
I'd love to hear other's thoughts. Druid isn't a class that I play a lot (it's too expensive to play most common deck variants.... so many epics are required), but I've been dabbling with budget Druids lately and so this card is on my mind.
Took it out of my ramp druid for a couple days, and I'm not sure if it was the Meta I was facing at the time, or just myself being on a tilt, but it definitely hindered it's performance. I tried a couple card replacements, mostly in the lower mana teir to compensate for a poor early game, and a few bigger guys, and none came close to performing as well as Innervate for ramp.
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"Or of course, because you are 'a strong, independent deck builder, who needs no blizzard to tell them what to include', you make your deck deliberately weaker." - Skaduush1
Very rarely should you go 2-for-1 with Innervate. At the very least, you should be able to 2-for-2 (which shouldn't be hard early to mid game). And while you do sacrifice a card for tempo, Druid has plenty of card draw both being relatively slow and having Ancient of Lore.
I have the same idea, but only for Token.Innervate is a key card in Ramp, you can't remove it.It's also somewhat good in watcher for playing multiple cards or big cards early.
But in token you need card advantage to win, so it's not helpful to burn +2 cards in a turn with innervate.it's helpful only if you want to play a big minion but in token compared to ramp, ancient of lore's and cenarius is nothing.
It's also a trash card after turn 10, which means if you draw innervate in late-game except of early or mid-game, it's dead.
I'm thinking of running only one innervate in ramp, which is a pretty crazy idea, but maybe it could work
Btw sorry if I made some grammar mistakes, english is not my mother tongue...
A turn 3 Druid of the Claw against an aggro deck that hasn't got a removal in it's hand that can take care of it, can usually change the whole game around as you gain time to do something
It's overvalued with certain players decide to keep 2 in the mulligan to get a turn 1 Druid of the Claw on the board to be out of cards and then to get it removed with a hunter's freeze trap, a sap etc making it impossible to play the next turn, which usually as you have nearly nothing to play results into topdecking with a control deck, which is a bad spot for any druid
Though at the same time if said card doesn't get removed you can dominate the board and have a easier time winning
IT all comes down against what your playing at what they have to deal with you
Agreed. If you run spectral knights too, innervating one early against most classes often wins you the game right there. Exceptions might be warrior and zoo, but it's a huge tempo advantage regardless.
Innervate is situational, but there's a million situations where it gives you a huge advantage.
Innervate is only ever going to be as good as the tempo you gain from it, since it costs you a card. It reminds me of Dark ritual in Magic.
I have had a fair number of games where on the draw I played innervate into Chillwind, and that would be able to hold the ground and usually get me 2 cards of my opponents if not more until the dealt with it. Any removal light deck is really going to suffer against that play, zoo especially.
I'm not so sure about ancient of lore though, in that I am not sure it justifies you playing innervate. For 5 mana without Lore I can play Azure drake and get a 4/4 without spending a card from hand, which net/net is the same situation with ancient. Yes ancient is a bit bigger and has flexibility, but druid absolutely gets use out of spell damage bonuses so azure is not the wrong play. The incremental advantage if any is not really enough to justify playing innervate by itself.
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Does anyone have any opinions on including Innervate in Druid decks? I've seen it as an auto-add in all but the most aggressive of decks since I started playing, but the more I think about it, the less I'm inclined to add it to my decks. My reasoning right now is:
- Innervate might allow you to get a threat out early, but once that threat is destroyed (especially if on the turn it came out) you basically allowed your enemy to 2-for-1 you.
- Innervate is probably the worst top-deck in the game, and can lose you the game if you draw it in a tight match-up.
- You NEED to include heavier card draw in your deck to compensate for Innervate (since it's really just an accelerator), which limits your strategic options in building a deck. (This gets exacerbated if you don't own an Ancient of Lore or two.)
I'd love to hear other's thoughts. Druid isn't a class that I play a lot (it's too expensive to play most common deck variants.... so many epics are required), but I've been dabbling with budget Druids lately and so this card is on my mind.
It's a Tempo Card, not a CA one. Great in most due to synergy, but off-the-wall aggro won't make too much use of it.
PS you can use Nourish as a budget AoL sub. I run 1 in my token/fast druids + 2 AoLs.
Unless explicitly stated, my posts are my opinion and mine only.
Took it out of my ramp druid for a couple days, and I'm not sure if it was the Meta I was facing at the time, or just myself being on a tilt, but it definitely hindered it's performance. I tried a couple card replacements, mostly in the lower mana teir to compensate for a poor early game, and a few bigger guys, and none came close to performing as well as Innervate for ramp.
"Or of course, because you are 'a strong, independent deck builder, who needs no blizzard to tell them what to include', you make your deck deliberately weaker." - Skaduush1
cutting innervate out of ramp is the same like cutting preparation out of miracle. without those cards this decks suck
innervate is broken, not overvalued. without it the druid class would simply be unplayable
Very rarely should you go 2-for-1 with Innervate. At the very least, you should be able to 2-for-2 (which shouldn't be hard early to mid game). And while you do sacrifice a card for tempo, Druid has plenty of card draw both being relatively slow and having Ancient of Lore.
in token innervate is broken it sometimes win you games on it's own if you have Violet Teacher Power of the Wild combo
in ramp druid it can be useful to put big taunts and minions early to get tempo andvantage against control and get faster start against aggro
I have the same idea, but only for Token.Innervate is a key card in Ramp, you can't remove it.It's also somewhat good in watcher for playing multiple cards or big cards early.
But in token you need card advantage to win, so it's not helpful to burn +2 cards in a turn with innervate.it's helpful only if you want to play a big minion but in token compared to ramp, ancient of lore's and cenarius is nothing.
It's also a trash card after turn 10, which means if you draw innervate in late-game except of early or mid-game, it's dead.
I'm thinking of running only one innervate in ramp, which is a pretty crazy idea, but maybe it could work
Btw sorry if I made some grammar mistakes, english is not my mother tongue...
Your friends will abandon you...Your heart will explode...
-C'Thun
Agreed. If you run spectral knights too, innervating one early against most classes often wins you the game right there. Exceptions might be warrior and zoo, but it's a huge tempo advantage regardless.
Innervate is situational, but there's a million situations where it gives you a huge advantage.
I usually use them late game to coin out a 7 drop and a 5 drop, can be very useful.
Unbowed. Unbent. Unbroken.
Innervate is only ever going to be as good as the tempo you gain from it, since it costs you a card. It reminds me of Dark ritual in Magic.
I have had a fair number of games where on the draw I played innervate into Chillwind, and that would be able to hold the ground and usually get me 2 cards of my opponents if not more until the dealt with it. Any removal light deck is really going to suffer against that play, zoo especially.
I'm not so sure about ancient of lore though, in that I am not sure it justifies you playing innervate. For 5 mana without Lore I can play Azure drake and get a 4/4 without spending a card from hand, which net/net is the same situation with ancient. Yes ancient is a bit bigger and has flexibility, but druid absolutely gets use out of spell damage bonuses so azure is not the wrong play. The incremental advantage if any is not really enough to justify playing innervate by itself.