Have you considered using the Gadgetzan Auctioneer instead of nourish for your card draw ? I play a similar druid deck with a similar style and I just finished a game where the engineer drew me 4 cards on the turn I played him. It was turn 10. On the draw, I drew the engineer. Played him, played my wild growth (drew a card) played excess manna (drew 2 cards) drew an innervate and wrath, played inervate (drew a card) played starfall to clear board (draw a card). Had I wanted to, I could have played another innervate and wrathed for 1 to draw 3 more cards but at that point I was close to running out of cards so I stopped. That's 6 cards drawn in 1 turn, (which could have been 9), 4 of which came from the engineer.
What I like about the engineer is that it allows you to generate tremendous card draw but still keep board position. With nourish, you get good card draw but basically have to sac a turn in order to draw your cards. It also solves a small problem I have with wild growth -- if you get it early, it's great. If you get it late, it's basically an expensive card draw. But if you have an engineer out, wild growth basically becomes an arcane intellect on steroids (2 mana, 1 card, draw 3). Druid decks tend to have plenty of small spells that lets you milk the engineer just as hard as most rogue decks (innervate, wild growth, excess manna late game, wrath, claw). If you play with all these cards, and I do, your card draw will be better than anything nourish can pull off.
Have you considered using the Gadgetzan Auctioneer instead of nourish for your card draw ? I play a similar druid deck with a similar style and I just finished a game where the engineer drew me 4 cards on the turn I played him. It was turn 10. On the draw, I drew the engineer. Played him, played my wild growth (drew a card) played excess manna (drew 2 cards) drew an innervate and wrath, played inervate (drew a card) played starfall to clear board (draw a card). Had I wanted to, I could have played another innervate and wrathed for 1 to draw 3 more cards but at that point I was close to running out of cards so I stopped. That's 6 cards drawn in 1 turn, (which could have been 9), 4 of which came from the engineer.
What I like about the engineer is that it allows you to generate tremendous card draw but still keep board position. With nourish, you get good card draw but basically have to sac a turn in order to draw your cards. It also solves a small problem I have with wild growth -- if you get it early, it's great. If you get it late, it's basically an expensive card draw. But if you have an engineer out, wild growth basically becomes an arcane intellect on steroids (2 mana, 1 card, draw 3). Druid decks tend to have plenty of small spells that lets you milk the engineer just as hard as most rogue decks (innervate, wild growth, excess manna late game, wrath, claw). If you play with all these cards, and I do, your card draw will be better than anything nourish can pull off.
I'd be interested to see your list, since neither Auctioner nor Claw are in the original deck. Care to share?
Have you considered using the Gadgetzan Auctioneer instead of nourish for your card draw ? I play a similar druid deck with a similar style and I just finished a game where the engineer drew me 4 cards on the turn I played him. It was turn 10. On the draw, I drew the engineer. Played him, played my wild growth (drew a card) played excess manna (drew 2 cards) drew an innervate and wrath, played inervate (drew a card) played starfall to clear board (draw a card). Had I wanted to, I could have played another innervate and wrathed for 1 to draw 3 more cards but at that point I was close to running out of cards so I stopped. That's 6 cards drawn in 1 turn, (which could have been 9), 4 of which came from the engineer.
What I like about the engineer is that it allows you to generate tremendous card draw but still keep board position. With nourish, you get good card draw but basically have to sac a turn in order to draw your cards. It also solves a small problem I have with wild growth -- if you get it early, it's great. If you get it late, it's basically an expensive card draw. But if you have an engineer out, wild growth basically becomes an arcane intellect on steroids (2 mana, 1 card, draw 3). Druid decks tend to have plenty of small spells that lets you milk the engineer just as hard as most rogue decks (innervate, wild growth, excess manna late game, wrath, claw). If you play with all these cards, and I do, your card draw will be better than anything nourish can pull off.
I'd be interested to see your list, since neither Auctioner nor Claw are in the original deck. Care to share?
He didn't say he was running claw. All he did was replace the 2 nourishes w/ 2 gadgetzan auctioneers.
been playing this deck a lot (switched the two legendaries for geomancer and ragnaros since I don't have thalnos/hogger/ysera) and I'm really enjoying it. I seem to struggle against mages and priests but against the other classes I've been very successful. Thank you for sharing!
Have you considered using the Gadgetzan Auctioneer instead of nourish for your card draw ? I play a similar druid deck with a similar style and I just finished a game where the engineer drew me 4 cards on the turn I played him. It was turn 10. On the draw, I drew the engineer. Played him, played my wild growth (drew a card) played excess manna (drew 2 cards) drew an innervate and wrath, played inervate (drew a card) played starfall to clear board (draw a card). Had I wanted to, I could have played another innervate and wrathed for 1 to draw 3 more cards but at that point I was close to running out of cards so I stopped. That's 6 cards drawn in 1 turn, (which could have been 9), 4 of which came from the engineer.
What I like about the engineer is that it allows you to generate tremendous card draw but still keep board position. With nourish, you get good card draw but basically have to sac a turn in order to draw your cards. It also solves a small problem I have with wild growth -- if you get it early, it's great. If you get it late, it's basically an expensive card draw. But if you have an engineer out, wild growth basically becomes an arcane intellect on steroids (2 mana, 1 card, draw 3). Druid decks tend to have plenty of small spells that lets you milk the engineer just as hard as most rogue decks (innervate, wild growth, excess manna late game, wrath, claw). If you play with all these cards, and I do, your card draw will be better than anything nourish can pull off.
I'd be interested to see your list, since neither Auctioner nor Claw are in the original deck. Care to share?
He didn't say he was running claw. All he did was replace the 2 nourishes w/ 2 gadgetzan auctioneers.
I basically replaced senjin shieldmasta, sunwalker, harvest golem, and the epics (because im broke), and the nourish, for auctioneer, claw, abomination, and a few more silences. I find myself running into a lot of small agro decks so the abom and early claw, along with wrath, helps prevent things from getting out of control in the early game. Everything else is the same. I'm playing with the idea of going 1 nourish/1 auctioneer because I've found myself wanting the engineer in some situations, and the nourish in the other.
Stole your deck for a little ESL tournament and played it alongside two other decks. (the tournament was druid, paladin, hunter only and my two reserve decks were a murloc druid and a cleric dwarf argus druid)
I ultimately made it into the finals and won the first two games, we then realized that it was a BO5 instead of a BO3. Sadly, I've lost all of the 3 following games but they were extremely close and most of the time in my favour. (the last one was the most frustrating, I had a massive health lead in all of them and he was often on the verge of dying but at one point he just top decked the perfect cards round after round to keep himself alive a little bit longer and eventually close the game)
The deck is absolutely awesome, never played druid before and I only used the other decks 3 times in 14 games.
One of my problems was, when to correctly play Nourish. I often had this card in my hand but was forced to play something different to keep or contest board control. An Ancient of Lore or Gadgetzan Auctioneer would probably fit this deck pretty well and add even more card draw while keeping something on the board.
I'm super glad it worked out for you, and, obviously, you are welcome to make all the corrections you deem necessary. If Nourish isn't working out for you, just drop it for AoLore. Gadgetzan is too slow imo for this metagame, even slower than Nourish I feel.
Nourish is there mostly to stabilize, against Control it's a beast card since it's an instant 3x1 or a 2 turn advantage. Against Aggro, I reckon it's a dead card in a lot of situations where you can't afford to give up a turn. Switch it out as you feel, although, remember, that it can sometimes backfire, someone on this thread commented that they took out Wild Growth for a more expensive card and got a very bad hand in an otherwise strong hand if it had been Wild Growth...
I feel you should always have a card for drawing a high amount of cards from in one turn to help if you are top decking. Like in my rogue deck I use 1x sprint (Pressure Rogue V2) just because it can save your A**
Been playing this deck alot and winning 75% of 3 masters games with this. I didn't make any changes other then testing claw for Tazdingo. I found i lost more games due to claw damage, so i changed it back. I have been beating every deck but rogues w/ cantrips. How to beat this deck? They can kill your taunts and have alot of creatures out of starfall and swipe range (It's hard to clear there board). By the time I can control the board Im already below 10 life. My record is less then 50%. Anyone with the same problems or am i just playing it wrong?
Thanks for posting - its a fun deck to run. Replaced my Roar/Charge cheesy (but successful) druid deck for now.
I think the biggest adjustment that folks need to make when running this is just realizing that you are going to see bad/dead cards in the later turns -- or at least cards that you don't want at that second. The offenders are innervate, wild growth, and nourish. Clearly wild growth is trash after turn two, but as a turn two play, given the 4-6 drops we have, the accelerations is very nasty. Nourish is one of those cards are likely to hold in your hand for a bit -- and that just takes some getting used to. To Bander's point, innervate is not a great thing to draw turn 3+ but you can do some good accelerative plays.
Here is a not OP, but fairly typical example that just happened --Master3 of course): Im going first -- after mulling I have wild growth, swipe, and druid of the claw. Not a great hand. My turn one draw is SunWalker, thinking okay slow hand. Pass go, he passes and go. T2 I drop the wild growth and draw innervate. So now my hand Swipe, DotC, and SunWalker -- I'm thinking okay so he's probably going to play a totem, Faerie Dragon -- b/c he probably would have coined into novice if he had it. His T2 he coins into a Unbound Ele. My T3 I draw Harvest Golem and decide to use my 4 mana to swipe his unbound now before it grows. His T3 he has nothing so he hero's a totem and passes. T4 I draw Shield Masta -- I look at that and think, wow nice top deck, use my innervate and use the 7 mana for 2 good value drops on turn 4 - the shield masta and harvest golem. He scoops next turn.
Now clearly his hand wasn't that good. But think of where we were -- turn 4 we have Harvest Golem and Sen'Jin with Druid Next turn and sun walker the next -- not baking in any draws. Is it overpowered and silly? No. Is the opponent almost dead like aggro? No. But, we have fantastic board presence and the mana to start casting the core of the deck. Its hard to come back from.
Im running with Thalnos and Rag. Thalnos is huge in this deck. I miss Starfire but I think Starfall is the right choice in this build, and is all the better with Thalnos. Sunwalker is so beast right now -- the argent commander being flavor of the month in almost all decks, Sunwalker is a nasty counter.
This deck does well against most classes with the exceptions being Priest and Hunter.
Priest games usually go on for wayyyyyy too long (both sides running out of cards), and the late game of this deck isn't the strongest, which is my reasoning for adding Ysera in place of 1 Wild Growth. Regardless I've only lost to priest very minimally.
I also found that Wild Growth wasn't being utilized enough, as I hardly ever got them in my hand from turns 1-4, and playing it anywhere after that would somewhat slow down my play.
As for hunters, its not the UTH or Rush hunter decks that are the problem, this deck has plenty of AoE and single target removal to deal with those. The problem comes in when it's a control hunter deck based around a lot of high health taunts. In these cases, if they have enough taunts to hold of my direct damage, they can slowly whittle me down with Steady Shot.
*edit has a problem against rush hunters as well - only class this deck constantly loses to
Other than that, this deck excels at most everything
I started playing ranked using this deck (before this I only played unranken) and hit 3* masters pretty quickly. Although getting to 3 star masters isn't that impressive, I still wanted to share how this deck worked out for me. There are some small changes since I do not own all the cards. I'm lucky however to own a sylvana's and a rag so I included those
Yeah, I based this on one night of playing rogue decks with god draws. Further games reveal it's not a bad match-up at all. Warlock is pretty bad match-up, however this version is slightly stronger due to all the taunts and harvest golem and even novice engineer. The format seems to be shifting now that MC has been kinda countered by rush decks and with the nerf coming up, I expect to see a bit more of mid-game and late game decks running more legendaries. I don't think the deck would able to afford running Tazdingos, Harvest Golems and sunwalkers. There will be to many decks with better late game. Innervating out Sunwalker on turn four or five is not gonna cut it anymore. Probobly gonna have to play Claws and a shit of legendaries. On the bright side I think this all means less Warlock rush.
Trying to use this deck. Have queued against 5 priests in a row, went 2-3. This is silly. Where's the meta shift!
Additionally, do you think Rag is better than Ysera? And I feel like Hogger is just a little too weak, granted it's 6/6, but it's split, and pretty much any clear/soft clear gets rid of the 2/2 right off the bat, while also damaging Hogger, which at a 6 drop 4/4 seems susceptible. Why not just a Sylvanas?
Lastly, Yeti over Senjin. What do you think? Or is forcing taunts really important for this deck?
Taunts buy you time against the aggro decks (at least some), that's why its preferred over Yeti.
Rag is better than Ysera, Hogger is filler and Sylvanas could do better, probably.
I've never lost against Priest with this deck so I can't tell what was your problem, the many 4 damage attackers this deck has is too much for Priests to handle: DotC, Azure Drake, Argent Commander, Sunwalker, even Hogger if you have it. 2 Mind Controls won't stop it, you have better draw with Nourish and that's it. Maybe it can drag out to a fatigue war but you generally win due to your unremovable minions.
Warlocks are the best decks right now so it's obvious you will have trouble, still less than with other non-aggro decks though, I guess. Direct damage is tough too, OTK and Mage (Rogue only if they get the upper hand and can tempo through your taunters).
Have you considered using the Gadgetzan Auctioneer instead of nourish for your card draw ? I play a similar druid deck with a similar style and I just finished a game where the engineer drew me 4 cards on the turn I played him. It was turn 10. On the draw, I drew the engineer. Played him, played my wild growth (drew a card) played excess manna (drew 2 cards) drew an innervate and wrath, played inervate (drew a card) played starfall to clear board (draw a card). Had I wanted to, I could have played another innervate and wrathed for 1 to draw 3 more cards but at that point I was close to running out of cards so I stopped. That's 6 cards drawn in 1 turn, (which could have been 9), 4 of which came from the engineer.
What I like about the engineer is that it allows you to generate tremendous card draw but still keep board position. With nourish, you get good card draw but basically have to sac a turn in order to draw your cards. It also solves a small problem I have with wild growth -- if you get it early, it's great. If you get it late, it's basically an expensive card draw. But if you have an engineer out, wild growth basically becomes an arcane intellect on steroids (2 mana, 1 card, draw 3). Druid decks tend to have plenty of small spells that lets you milk the engineer just as hard as most rogue decks (innervate, wild growth, excess manna late game, wrath, claw). If you play with all these cards, and I do, your card draw will be better than anything nourish can pull off.
I'd be interested to see your list, since neither Auctioner nor Claw are in the original deck. Care to share?
He didn't say he was running claw. All he did was replace the 2 nourishes w/ 2 gadgetzan auctioneers.
been playing this deck a lot (switched the two legendaries for geomancer and ragnaros since I don't have thalnos/hogger/ysera) and I'm really enjoying it. I seem to struggle against mages and priests but against the other classes I've been very successful. Thank you for sharing!
Read the post again.
I basically replaced senjin shieldmasta, sunwalker, harvest golem, and the epics (because im broke), and the nourish, for auctioneer, claw, abomination, and a few more silences. I find myself running into a lot of small agro decks so the abom and early claw, along with wrath, helps prevent things from getting out of control in the early game. Everything else is the same. I'm playing with the idea of going 1 nourish/1 auctioneer because I've found myself wanting the engineer in some situations, and the nourish in the other.
Stole your deck for a little ESL tournament and played it alongside two other decks. (the tournament was druid, paladin, hunter only and my two reserve decks were a murloc druid and a cleric dwarf argus druid)
I ultimately made it into the finals and won the first two games, we then realized that it was a BO5 instead of a BO3. Sadly, I've lost all of the 3 following games but they were extremely close and most of the time in my favour. (the last one was the most frustrating, I had a massive health lead in all of them and he was often on the verge of dying but at one point he just top decked the perfect cards round after round to keep himself alive a little bit longer and eventually close the game)
The deck is absolutely awesome, never played druid before and I only used the other decks 3 times in 14 games.
One of my problems was, when to correctly play Nourish. I often had this card in my hand but was forced to play something different to keep or contest board control. An Ancient of Lore or Gadgetzan Auctioneer would probably fit this deck pretty well and add even more card draw while keeping something on the board.
Also known as 'Emoeritz'
XaszEmoeritz#1504
I'm super glad it worked out for you, and, obviously, you are welcome to make all the corrections you deem necessary. If Nourish isn't working out for you, just drop it for AoLore. Gadgetzan is too slow imo for this metagame, even slower than Nourish I feel.
Nourish is there mostly to stabilize, against Control it's a beast card since it's an instant 3x1 or a 2 turn advantage. Against Aggro, I reckon it's a dead card in a lot of situations where you can't afford to give up a turn. Switch it out as you feel, although, remember, that it can sometimes backfire, someone on this thread commented that they took out Wild Growth for a more expensive card and got a very bad hand in an otherwise strong hand if it had been Wild Growth...
http://www.hearthlog.com/u/BanderitaUSA
I feel you should always have a card for drawing a high amount of cards from in one turn to help if you are top decking. Like in my rogue deck I use 1x sprint (Pressure Rogue V2) just because it can save your A**
Lol this deck is so late game that I finished my last 3 games drawing fatigue but I still won.
I think Nourish is what kills this deck, replace it with any other good card and you're golden. Too many card draws as it is in my opinion.
Been playing this deck alot and winning 75% of 3 masters games with this. I didn't make any changes other then testing claw for Tazdingo. I found i lost more games due to claw damage, so i changed it back. I have been beating every deck but rogues w/ cantrips. How to beat this deck? They can kill your taunts and have alot of creatures out of starfall and swipe range (It's hard to clear there board). By the time I can control the board Im already below 10 life. My record is less then 50%. Anyone with the same problems or am i just playing it wrong?
Two options, trade Tazdingo for Mogushan or Azure Drakes for Yetis.
You can go with some 2/3s 2 manacost to help deal with the early shenanigans Rogue has, specially Defias.
http://www.hearthlog.com/u/BanderitaUSA
Thanks for posting - its a fun deck to run. Replaced my Roar/Charge cheesy (but successful) druid deck for now.
I think the biggest adjustment that folks need to make when running this is just realizing that you are going to see bad/dead cards in the later turns -- or at least cards that you don't want at that second. The offenders are innervate, wild growth, and nourish. Clearly wild growth is trash after turn two, but as a turn two play, given the 4-6 drops we have, the accelerations is very nasty. Nourish is one of those cards are likely to hold in your hand for a bit -- and that just takes some getting used to. To Bander's point, innervate is not a great thing to draw turn 3+ but you can do some good accelerative plays.
Here is a not OP, but fairly typical example that just happened --Master3 of course): Im going first -- after mulling I have wild growth, swipe, and druid of the claw. Not a great hand. My turn one draw is SunWalker, thinking okay slow hand. Pass go, he passes and go. T2 I drop the wild growth and draw innervate. So now my hand Swipe, DotC, and SunWalker -- I'm thinking okay so he's probably going to play a totem, Faerie Dragon -- b/c he probably would have coined into novice if he had it. His T2 he coins into a Unbound Ele. My T3 I draw Harvest Golem and decide to use my 4 mana to swipe his unbound now before it grows. His T3 he has nothing so he hero's a totem and passes. T4 I draw Shield Masta -- I look at that and think, wow nice top deck, use my innervate and use the 7 mana for 2 good value drops on turn 4 - the shield masta and harvest golem. He scoops next turn.
Now clearly his hand wasn't that good. But think of where we were -- turn 4 we have Harvest Golem and Sen'Jin with Druid Next turn and sun walker the next -- not baking in any draws. Is it overpowered and silly? No. Is the opponent almost dead like aggro? No. But, we have fantastic board presence and the mana to start casting the core of the deck. Its hard to come back from.
Im running with Thalnos and Rag. Thalnos is huge in this deck. I miss Starfire but I think Starfall is the right choice in this build, and is all the better with Thalnos. Sunwalker is so beast right now -- the argent commander being flavor of the month in almost all decks, Sunwalker is a nasty counter.
You got it all right :D
Innervate can be dead weight or it can get that Druid of the Claw 2 turns earlier and give you enough time to stabilize and win the game.
It's a weird deck, but it works if you get used to it.
http://www.hearthlog.com/u/BanderitaUSA
I use essentially the EXACT same deck, only difference being -1 Wild Growth , and +1 Ysera.
Here's my last 15 games played with this deck
[IMG]http://i40.tinypic.com/2yy343p.png[/IMG]
This deck does well against most classes with the exceptions being Priest and Hunter.
Priest games usually go on for wayyyyyy too long (both sides running out of cards), and the late game of this deck isn't the strongest, which is my reasoning for adding Ysera in place of 1 Wild Growth. Regardless I've only lost to priest very minimally.
I also found that Wild Growth wasn't being utilized enough, as I hardly ever got them in my hand from turns 1-4, and playing it anywhere after that would somewhat slow down my play.
As for hunters, its not the UTH or Rush hunter decks that are the problem, this deck has plenty of AoE and single target removal to deal with those. The problem comes in when it's a control hunter deck based around a lot of high health taunts. In these cases, if they have enough taunts to hold of my direct damage, they can slowly whittle me down with Steady Shot.
*edit has a problem against rush hunters as well - only class this deck constantly loses to
Other than that, this deck excels at most everything
I started playing ranked using this deck (before this I only played unranken) and hit 3* masters pretty quickly. Although getting to 3 star masters isn't that impressive, I still wanted to share how this deck worked out for me. There are some small changes since I do not own all the cards. I'm lucky however to own a sylvana's and a rag so I included those
I tracked my progress up to 3* masters as you can see below. It took me 25 games, in which I had a winrate of 88%
Thanks for sharing this deck, I enjoyed it
Congrats on Masters 3, glad I could help.
Same for Skooms, and thanks for registering and comenting here first :D
http://www.hearthlog.com/u/BanderitaUSA
Yeah, I based this on one night of playing rogue decks with god draws. Further games reveal it's not a bad match-up at all. Warlock is pretty bad match-up, however this version is slightly stronger due to all the taunts and harvest golem and even novice engineer. The format seems to be shifting now that MC has been kinda countered by rush decks and with the nerf coming up, I expect to see a bit more of mid-game and late game decks running more legendaries. I don't think the deck would able to afford running Tazdingos, Harvest Golems and sunwalkers. There will be to many decks with better late game. Innervating out Sunwalker on turn four or five is not gonna cut it anymore. Probobly gonna have to play Claws and a shit of legendaries. On the bright side I think this all means less Warlock rush.
Trying to use this deck. Have queued against 5 priests in a row, went 2-3. This is silly. Where's the meta shift!
Additionally, do you think Rag is better than Ysera? And I feel like Hogger is just a little too weak, granted it's 6/6, but it's split, and pretty much any clear/soft clear gets rid of the 2/2 right off the bat, while also damaging Hogger, which at a 6 drop 4/4 seems susceptible. Why not just a Sylvanas?
Lastly, Yeti over Senjin. What do you think? Or is forcing taunts really important for this deck?
Taunts buy you time against the aggro decks (at least some), that's why its preferred over Yeti.
Rag is better than Ysera, Hogger is filler and Sylvanas could do better, probably.
I've never lost against Priest with this deck so I can't tell what was your problem, the many 4 damage attackers this deck has is too much for Priests to handle: DotC, Azure Drake, Argent Commander, Sunwalker, even Hogger if you have it. 2 Mind Controls won't stop it, you have better draw with Nourish and that's it.
Maybe it can drag out to a fatigue war but you generally win due to your unremovable minions.
Warlocks are the best decks right now so it's obvious you will have trouble, still less than with other non-aggro decks though, I guess.
Direct damage is tough too, OTK and Mage (Rogue only if they get the upper hand and can tempo through your taunters).
http://www.hearthlog.com/u/BanderitaUSA