Here's the thing about Roots - it is so low value without Auctioneer. But, you don't want to play Auctioneer because you're having problems with aggro. It's also going to trick you into thinking you should keep it instead of hard going a hard mulligan for ramp (and sometimes swipe?) every game.
I suspect that the reason you've been struggling against aggro has something to do with improper mulligans and failing to prioritize ramp. Like, your first Nourish should probably be for mana in most instances.
Here's the thing about Roots - it is so low value without Auctioneer. But, you don't want to play Auctioneer because you're having problems with aggro. It's also going to trick you into thinking you should keep it instead of hard going a hard mulligan for ramp (and sometimes swipe?) every game.
I suspect that the reason you've been struggling against aggro has something to do with improper mulligans and failing to prioritize ramp. Like, your first Nourish should probably be for mana in most instances.
the struggle vs aggro doesn't have anything to do with that (since I do all those things). Roots seems like it would be very good against aggro, and I'll be trying out at least 1 copy next time I play. If I had Roots to start vs aggro, there's no way in hell I'm mulliganing it away.
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Thanks all for the suggestions. I took out Acidic and put in Roots. As it turns out, if you have enough good taunts in your deck, Acidic is not really needed, and Roots are definitely a big early game helper.
I hit rank 10 tonight. :)
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Life before death. Strength before weakness. Journey before destination.
Just wanted to thank everyone for the help. I hit Rank 5 yesterday evening, on a pretty sick run from rank 9 to 5, going basically undefeated for around 12 straight. I made a couple of tech choices that I think helped. I cut 1 each of Ancient and Druid of the Claw, and added a second Living Roots and a Starfall (not sure why that card doesn't see play, it's basically a third Swipe with spell power).
If I were giving any recommendations on a list, I would say that if you're facing a lot of Dragon Priests, cut out Ancient of War entirely and replace with 2 DotC's. The tempo loss of getting your Ancient SW: Death'd is far too big to come back from, and DotC is immune to Priest removal. And IMO, in this meta, 2x Roots is essential.
If I were going to cut anything else, it'd be Jade Spirit. This deck already generates enough Jades and a 4 mana 2/3 is hot garbage, especially since this deck doesn't run (and doesn't need) Brann.
Nice, congrats man, glad to hear you persevered with it. I like the AoW / DotC split, makes sense especially with all the dragon priest around. I see the Starfall in there, what was the thinking behind teching it in and how is it working out?
Nice, congrats man, glad to hear you persevered with it. I like the AoW / DotC split, makes sense especially with all the dragon priest around. I see the Starfall in there, what was the thinking behind teching it in and how is it working out?
Working out well actually, in the games I needed it. It's basically an extra Swipe or single target removal. Great thing about Starfall is, compared to Swipe + spell damage, Starfall + spell damage can clear most Shaman totem boards, and it's good for cleanup too, but in a lot of cases, I just used it for the 5 damage single target.
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While I agree that aggro is difficult, if you get a good mulligan it's very winnable. Comments like these aren't productive.
I'll say for aggro, you need one of two game plans. 1) board control through removal (Wrath, Swipe, Roots), or 2) early ramp into taunts (Coin WIld Growth into Jade Blossom into Druid of the Claw). I would hard mulligan for one of these two and hope for the best. I would not keep Wild Growth if not on the coin or if I didn't have Swipe also in hand. You could make a case for double Innervate into DotC, but that uses up a lot of resources and you're not guaranteed to draw any follow up.
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Depending on how you've teched your deck, but generally I would keep WG even without the coin; with the Buccaneer nerf there isn't anything in-specific I would root and getting tokens only deals with one of the two 1/1s so it's not worth hard mullying for IMO.
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Depending on how you've teched your deck, but generally I would keep WG even without the coin; with the Buccaneer nerf there isn't anything in-specific I would root and getting tokens only deals with one of the two 1/1s so it's not worth hard mullying for IMO.
your opponent not having a pirate on board going into turn 3 is a really big deal. turn 1 roots is good vs pirate warrior.
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I've got a positive winrate against Pirate Warrior with my Jade Druid. Usually win after dropping to 10 health or so. Roots is absolutely your best card in your opening hand unless you can Innervate into a Blossom or something. Just plan your early turns out and mulligan aggressively, trade with the board (literally no point going face) and if you reach Turn 5 you'll probably win.
Honestly the deck is not very good. I am playing Water Rouge and Dragon Priest I don't remember the last time I lost to a Druid. You lose to pressure. Which is a bad place to be in a game that rewards tempo. I would not play the deck right now. If i was to play Druid it would be a combo deck.
Honestly the deck is not very good. I am playing Water Rouge and Dragon Priest I don't remember the last time I lost to a Druid. You lose to pressure. Which is a bad place to be in a game that rewards tempo. I would not play the deck right now. If i was to play Druid it would be a combo deck.
<shrug> I hit 5 with it. It's certainly viable. Maybe you're better than the Druid players you've been facing - well done? The deck definitely can withstand pressure, and Druid is the best class in the game for getting out big minions fast. I've won probably half the games against water rogue and dragon priest (unconfirmed, as I don't currently have a deck tracker), but the deck certainly is strong enough to climb ladder with, as long as you make proper tech choices and mulligan correctly.
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I have a similar experience myself, most of the times is due to bad draws to be honest, if you don't pull taunts or Feral Rage in time things can go really bad no matter how many golems you have on board you will eventually die.
That is very very dependent on what decks you're facing, but I would generally argue that DotC is a staple in most Druid decks (certainly at least 1x in Jade Druid), and Brann is not needed at all.
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Here's the thing about Roots - it is so low value without Auctioneer. But, you don't want to play Auctioneer because you're having problems with aggro. It's also going to trick you into thinking you should keep it instead of hard going a hard mulligan for ramp (and sometimes swipe?) every game.
I suspect that the reason you've been struggling against aggro has something to do with improper mulligans and failing to prioritize ramp. Like, your first Nourish should probably be for mana in most instances.
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How can anyone lose having the most OP card in HS?!
Thanks all for the suggestions. I took out Acidic and put in Roots. As it turns out, if you have enough good taunts in your deck, Acidic is not really needed, and Roots are definitely a big early game helper.
I hit rank 10 tonight. :)
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Man I'm losing against every match up as well at rank 5. What angers me the most is losing the slow matches.
Just wanted to thank everyone for the help. I hit Rank 5 yesterday evening, on a pretty sick run from rank 9 to 5, going basically undefeated for around 12 straight. I made a couple of tech choices that I think helped. I cut 1 each of Ancient and Druid of the Claw, and added a second Living Roots and a Starfall (not sure why that card doesn't see play, it's basically a third Swipe with spell power).
If I were giving any recommendations on a list, I would say that if you're facing a lot of Dragon Priests, cut out Ancient of War entirely and replace with 2 DotC's. The tempo loss of getting your Ancient SW: Death'd is far too big to come back from, and DotC is immune to Priest removal. And IMO, in this meta, 2x Roots is essential.
edit: Final deck list:
If I were going to cut anything else, it'd be Jade Spirit. This deck already generates enough Jades and a 4 mana 2/3 is hot garbage, especially since this deck doesn't run (and doesn't need) Brann.
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Nice, congrats man, glad to hear you persevered with it. I like the AoW / DotC split, makes sense especially with all the dragon priest around. I see the Starfall in there, what was the thinking behind teching it in and how is it working out?
Ibn Fahd.
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don't queue into an Aggro deck
thats literally it
Not sure if serious
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Depending on how you've teched your deck, but generally I would keep WG even without the coin; with the Buccaneer nerf there isn't anything in-specific I would root and getting tokens only deals with one of the two 1/1s so it's not worth hard mullying for IMO.
Look, I want to tell you something because you're very dear to me. And I hope you understand that it comes from the bottom of my damaged, damaged heart. You are the finest piece of ass I've ever had and I don't care who knows it. I am so glad that I got to roam those hillsides.
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I've got a positive winrate against Pirate Warrior with my Jade Druid. Usually win after dropping to 10 health or so. Roots is absolutely your best card in your opening hand unless you can Innervate into a Blossom or something. Just plan your early turns out and mulligan aggressively, trade with the board (literally no point going face) and if you reach Turn 5 you'll probably win.
Honestly the deck is not very good. I am playing Water Rouge and Dragon Priest I don't remember the last time I lost to a Druid. You lose to pressure. Which is a bad place to be in a game that rewards tempo. I would not play the deck right now. If i was to play Druid it would be a combo deck.
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Are you playing on Eu or Na? If you play on Eu, i would love to help out spectating your games.
I've been playing a healthy amount of Jade Druid myself, and think i've climbed to rank 2 with it, until i got bored.
My Gametag is Maldoni#2384
I want a new title, but Flux won't let me have one,
I have a similar experience myself, most of the times is due to bad draws to be honest, if you don't pull taunts or Feral Rage in time things can go really bad no matter how many golems you have on board you will eventually die.
-2 Druid of the Claw , +1 brann +1 acidic
https://www.twitch.tv/hsteeltv
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