I wanted to love Malorne - I really did. But he just wasn't working out for me. I wanted to love Druid of the Fang and tried to make him work with a bunch of beasts. Didn't work out for me. So here is my new deck. I've been having a lot of fun with the piloted cards. Sure, every once in awhile you get a Nerubian Egg which you can't activate. But usually these cards go 2 for 1. And it's always exciting to see what you are going to get. Like opening packs!
Anyway, I'm sure there are people who would say there is too much RNG for them in this deck, but it's been (very) successful for me and I am enjoying playing it. So I thought I would share.
I had a lot of success running a combo druid in classic. But recently I was finding the combo to be too slow. And I was tired of having dead cards in my hand. Opening hand with 2 FoN? Happened to me plenty of times. Might as well concede on turn 1. This deck is proving to be extremely versatile and straight forward to play.
If you wanted to run 1 copy of the combo, you could easily take out a Shade and Recycle - the curve even remains the same. But right now the meta is so fast that games are often decided by turn 8.
i think you should put one copy of the combo because it is very important against other control decks, without the combo druid is quite bad against things control warrior, control priest, handlock and other control decks, also the combo doesn't make matchups against aggro much worse because Force of Nature is decent for clearing the board
I guess I'm not a fan of sludge belchers in this meta. Also, I've been coming up against a lot more control type decks (warrior, handlock).
Not to mention, I thought the whole point of ramping was to ramp into your combo to finish off your opponent.
One thing is for sure, the piloted cards definitely fit very well into many druid decks. I have to wonder if other classes will start incorporating them more (especially paladin and priest).
I'm using a Mind Control Tech & a BGH instead of Shade. MCT really helps the aggro matchups where we need it the most, and BGH is pretty useful even though we have Recycle now. I played mid-range Druid for awhile with the combo, I loved it, I think the combo is great, but it doesn't fit in this deck. Not the right playstyle. I guess you could try to fit in one copy, but I've done fine without it.
I don't run Troggzor, but thought about it and I think he is viable. I ran Loatheb for a bit, but I don't think he is as good in this meta. More minions, less spells. I switched him for Harrison b/c there are so many weapons now.
Pyro - ramp is not about ramping into your combo, but about ramping into a stream of big minions.
So tjefe I love youre version but I think one combo and substituting rag for sneeds would be better. Also It seems a little lacking on the defense against aggro and patrissimo I say the same to you but i love the mind control tech I think it's extremely strong in this meta almost every game one side has 4+ minions on the board ^_^
How has recycle been treating you guys it seems like a worse siphon soul/sap to me >_<
Wow man, I just have been trying out Grove Tender, and it ROCKS.
The thing about it I didnt realize is this: it gets you a full mana crystal on your turn. So, for example with 5/5 mana and coin you can play Grove Tender AND Keeper of the Grove. That's a 2/4 for 2 mana. So as long as you can make the rest of your turn "efficient" - play another minion or use Wrath or whatever, that can really help vs agro... I think I will love this card.
Recycle is pretty good, but definitely worse than other hard removals, especially at the price. Hard removal is most useful against huge minions, which means it is late game, which means their deck is thin, and so it's more of a sap than a true removal. Given that it is the only hard removal for Druid, I've still found it to be decent.
Grove tender is awesome because you gain a full mana crystal and can utilize it that turn, but thats not at all in a ramp deck you will typically have more higher minions so giving them a mana crystal sucks but as long as you gain one its better for YOU. Also, a 2/4 body is a nice way to prevent against aggro.
The card draw side isn't nearly as good but it's like the health option of ancient of lore, sometimes you're so pressured you agve to make those plays.
I tweaked the deck a bit to add 1 combo - also a BGH. I think Recycle would be great at 4 mana. At 6, it's too slow to remove a card that can come right back at ya. It doesn't give you any tempo as it uses up most (or all) or your turn.
I like Sneeds over Rags - if just for the fun factor. And Sludge Belcher is in there just to slow down Zoo and Hunter. No other card is as efficient in giving you some breathing room.
And I agree with the assessment of Grove Tender. It's just a solid 3-drop that can help ramp you into your 4-5 drops when you might otherwise be hero powering for a turn.
Troggzor the Earthinator is a greedy card; and can only be played when you have total board control. But it's a second counter to spell-heavy decks (along with Loatheb). I've had decent experience with it, and my friends all bitch and moan whenever I play it on them, so I take that as a good sign.
I think that Troggzor and Sneed's are the 2 easy swing cards that you could replace with Rags and 1 more threat (even Ancient of War). But I've had those Classic cards forever and wanted to play some different things.
I wanted to love Malorne - I really did. But he just wasn't working out for me. I wanted to love Druid of the Fang and tried to make him work with a bunch of beasts. Didn't work out for me. So here is my new deck. I've been having a lot of fun with the piloted cards. Sure, every once in awhile you get a Nerubian Egg which you can't activate. But usually these cards go 2 for 1. And it's always exciting to see what you are going to get. Like opening packs!
Anyway, I'm sure there are people who would say there is too much RNG for them in this deck, but it's been (very) successful for me and I am enjoying playing it. So I thought I would share.
Why would you make a ramp deck without the (arguably) best finishing combo in the game?
Piloted cards make the combo even stronger with sticky minions (which I think are awesome in ramp druid, and agree with you there)
I had a lot of success running a combo druid in classic. But recently I was finding the combo to be too slow. And I was tired of having dead cards in my hand. Opening hand with 2 FoN? Happened to me plenty of times. Might as well concede on turn 1. This deck is proving to be extremely versatile and straight forward to play.
If you wanted to run 1 copy of the combo, you could easily take out a Shade and Recycle - the curve even remains the same. But right now the meta is so fast that games are often decided by turn 8.
i think you should put one copy of the combo because it is very important against other control decks, without the combo druid is quite bad against things control warrior, control priest, handlock and other control decks, also the combo doesn't make matchups against aggro much worse because Force of Nature is decent for clearing the board
Borussia Dortmund fan
I guess I'm not a fan of sludge belchers in this meta. Also, I've been coming up against a lot more control type decks (warrior, handlock).
Not to mention, I thought the whole point of ramping was to ramp into your combo to finish off your opponent.
One thing is for sure, the piloted cards definitely fit very well into many druid decks. I have to wonder if other classes will start incorporating them more (especially paladin and priest).
I'm using something pretty similar.
I'm using a Mind Control Tech & a BGH instead of Shade. MCT really helps the aggro matchups where we need it the most, and BGH is pretty useful even though we have Recycle now. I played mid-range Druid for awhile with the combo, I loved it, I think the combo is great, but it doesn't fit in this deck. Not the right playstyle. I guess you could try to fit in one copy, but I've done fine without it.
I don't run Troggzor, but thought about it and I think he is viable. I ran Loatheb for a bit, but I don't think he is as good in this meta. More minions, less spells. I switched him for Harrison b/c there are so many weapons now.
Pyro - ramp is not about ramping into your combo, but about ramping into a stream of big minions.
Here's my deck, pretty similar:
So tjefe I love youre version but I think one combo and substituting rag for sneeds would be better. Also It seems a little lacking on the defense against aggro and patrissimo I say the same to you but i love the mind control tech I think it's extremely strong in this meta almost every game one side has 4+ minions on the board ^_^
How has recycle been treating you guys it seems like a worse siphon soul/sap to me >_<
P.S. Huck Funter, Zuck Foo
Hey man, can you tell us a little about Grove Tender?
I tried it in my ramp but I felt like giving a mana crystal to my opponent was giving them the advantage on the next turn ><.
Can you please explain how / when to use Grove Tender?
Wow man, I just have been trying out Grove Tender, and it ROCKS.
The thing about it I didnt realize is this: it gets you a full mana crystal on your turn. So, for example with 5/5 mana and coin you can play Grove Tender AND Keeper of the Grove. That's a 2/4 for 2 mana. So as long as you can make the rest of your turn "efficient" - play another minion or use Wrath or whatever, that can really help vs agro... I think I will love this card.
why Piloted Sky Golem over Cairne Bloodhoof?
Recycle is pretty good, but definitely worse than other hard removals, especially at the price. Hard removal is most useful against huge minions, which means it is late game, which means their deck is thin, and so it's more of a sap than a true removal. Given that it is the only hard removal for Druid, I've still found it to be decent.
1 Savage Roar is a good idea.
Grove tender is awesome because you gain a full mana crystal and can utilize it that turn, but thats not at all in a ramp deck you will typically have more higher minions so giving them a mana crystal sucks but as long as you gain one its better for YOU. Also, a 2/4 body is a nice way to prevent against aggro.
The card draw side isn't nearly as good but it's like the health option of ancient of lore, sometimes you're so pressured you agve to make those plays.
P.S. Huck Funter, Zuck Foo
Cairne is to slow whilst 6 attack can trade better, typically you fall behind in matchup by being to slow.
P.S. Huck Funter, Zuck Foo
I tweaked the deck a bit to add 1 combo - also a BGH. I think Recycle would be great at 4 mana. At 6, it's too slow to remove a card that can come right back at ya. It doesn't give you any tempo as it uses up most (or all) or your turn.
I like Sneeds over Rags - if just for the fun factor. And Sludge Belcher is in there just to slow down Zoo and Hunter. No other card is as efficient in giving you some breathing room.
And I agree with the assessment of Grove Tender. It's just a solid 3-drop that can help ramp you into your 4-5 drops when you might otherwise be hero powering for a turn.
I really want to play this deck but I'm still gathering the dust, i have a question. why the troggzor? It looks nice but seems to slow or greedy
P.S. Huck Funter, Zuck Foo
Troggzor the Earthinator is a greedy card; and can only be played when you have total board control. But it's a second counter to spell-heavy decks (along with Loatheb). I've had decent experience with it, and my friends all bitch and moan whenever I play it on them, so I take that as a good sign.
I think that Troggzor and Sneed's are the 2 easy swing cards that you could replace with Rags and 1 more threat (even Ancient of War). But I've had those Classic cards forever and wanted to play some different things.
Blingtron? + Ooze as a combo? Sounds cool. How does it work?
Looks like a solid build. A bit sad to hear that you didn't like Malorne before I've even had the chance to try it, though.
Also, Blingtron 3000 was my first GvG legendary and I hate it. I've played it twice. Once it gave my opponent a Truesilver Champion and once a Doomhammer. Combo-ing it with Acidic Swamp Ooze or Harrison Jones sounds too clunky to pull off reliably.
Feel free to add me if you play on NA! iMPose#1429
By the way, why doesn't any druid use Bomb Lobber, the 5/4 goblin that lobs a bomb for 4 damage??
He seems ideal to shutting down early agro and gaining a swing.
Bomb Lobber's a 3/3 so he's good for tempo but easily removed.
Unbowed. Unbent. Unbroken.