I dont get why this deck keeps on getting downrated for no reason O_o... If you think its bad for any reason at all you could argue it with me, I think it got downrated more than 10 times already
if you have any questions about why I did certain changes just ask me here :D
nah, its nearly the same deck which savjz uses, so no questions there where you got your "inspiration"
Lol that was a very very stupid reply, I find your reply even disrespectful. First off, I started playing this deck before anyone else, this thread was created since the day pagle and tinkmaster got nerfed. second the shieldmasters are simply a response to the number of aggro decks I am facing, and after I went to see what "savjz" deck was, its got some differences from mine and I would never use as many late game drops as he does since I think they're bad against everything else other than a mirror match. I also totally disagree with the healing touch since I think it gives you 0 game advantage when compared to things like earthen ring farseer. Since the deck became stronger vs aggro in the early game, the need for Sunwalker is diminished here, due to the extra mark of the wild, the 2x farseers and the shieldmasters. the decision of including cairne back again is obvious since then it makes up for the losses on the yeti/golem side, keeping the decks strenght against control. PS: I am not saying that Savjz deck is bad or anything, after googleing I realized he is a pro player, but that doesnt make me agree with his decisions, I also think I have been on the role of updating this deck for far more time than anyone else, and apart from the fact I am in no PRO team, I am also a legend level player.
Also, the auctioneer idea I got from "the meta report", since I read people were using him in my list instead of the drake due to its sinergy with wild growth, so I am playtesting it.
if you have any questions about why I did certain changes just ask me here :D
nah, its nearly the same deck which savjz uses, so no questions there where you got your "inspiration"
With the limited amount of cards HS has, most of the decks will be almost the same. I hate players who call decks after themselves when the card pool is very, VERY limited, so most of us will have the same deck or just a few changes without even looking at their lists and that makes us plagiarists.
Been running almost the same deck as Nuba since last season, with a few changes to adapt my game play (In my opinion every player has to do this, but whatever) and won't call this deck Nuba's Ramp or Smokie's Ramp. Just another ramp druid.
HS players have to realize that decks are named after the idea of it ; Ramp, Handlock, Zoo , etc, like MTG, not Mr.X Zoo, Mr.Y Ramp etc.
Not finding this list very effective for the low ranks grinding, I made some changes on it until I reach rank 5+: -2 chillwind yeti -1 harvest golem +2 sen'jin shieldmasta +1 earthen ring farseer
I'm not sure about the Dragon removal, a lot of times the spell power has saved me. And Yeti removal, well, even if shield master is a must have now, I really like Yetis, specially against priest.
About Earthen, also a must have 3/3 for 3 and 3 health, YES PLEASE.
Too bad Zoo and Huntards are like 8 of 10 matches so we have to adapt to them.
Like this deck a lot. Switched from warlock zoo to this one. Only change I've made is 1 wild growth -> healing touch (hunters u know). Still doubt about auctioneer, though he saved my **s once with double innervate and swipe when he was on board. And thinking about 1 more Yeti in place of shield masta, so much priests in the meta for some reason. Everything else is great + for you)
Following are personal opinions only. I don't say "I'm this or that", but if what I write makes sense then great. If what I write doesn't make sense, I think the reasons would have to do more with my premises or reasoning than my resume, so I leave what I write at what I write.
It's fine and well to say that someone came up with something, but different people *can* have the same ideas. It's natural that people are going to self-aggrandize themselves if they want to establish name recognition for fame, influence in the community, commercial endorsements, or whatever, but in the long term, excessive self-marketing and negatively aggressive behavior has consequences.
So before leaping to claim a deck as this person's deck or that person's deck or even your deck, I think it's best to consider carefully the tone you decide to set.
As far as the list goes - I don't know Nuba's current permutation; I looked at the OP just now, looks like it hasn't been updated for a bit; hopefully it's the same list that's under discussion.
Regarding Earthen Ring Farseer versus Healing Touch, I don't know for sure, but I'm guessing something like this. If you run Wild Pyromancer, which you see in a lot of Mark of the Wild decks these days, Healing Touch is another spell. Small, small synergy, but even so. If you run double Ancient of War, Healing Touch's 8 does a lot more than 3, and a healed up 5/10 is a lot more relevant than a 3/3. If you're not running a lot of early drops, which Nuba alluded to, 8 recovery is a lot more than 3 recovery.
On the other hand, if you're running smaller faster minions and don't go so heavy on AoW, and if you don't run Pyro, then you're looking for a more sustained early board presence, and you're using your healing on stuff like Druid of the Claw, in which case 3 is plenty and 8 is overkill. Plus if you're running Defender of Argus, again, you want minions on the board for the buff. If your minions tend to be on the smaller side, you don't want to fatally weaken them with a Wild Pyromancer.
Nourish theoretically could be used to accelerate crystal, but a lot of times it just ended up drawing cards and not lending to board presence. Think, if your opponent has zero board, you want cards, right? But how often does that happen? Or let's say you accelerate for an earlier high-drop. Do you really want to see Hunter's Mark, Execute, Hex, Polymorph, Sap into minion play for board control, or whatever? Definitely you can and would gain acceleration, but spending 5 crystal and the relevancy of your 5th turn (or whatever turn, really, basically blowing your turn for acceleration) was a risky play. Again and again it'd be card draw.
If you couldn't stabilize at all, if you were in trouble at all, Nourish wouldn't help and became a dead card. So in the neverending quest for greed (huzzah), some players, myself included, started tinkering with Gadgetzan Auctioneer. (Frankly I don't think whatever it's incredibly "innovative", your standard "fixes" are Wild Pyromancer, Gadgetzan Auctioneer, Azure Drake, Faceless Manipulator, Big Game Hunter, card]Sunfury Protector[/card], Big Game Hunter, Knife Juggler, Shield Bearer, Sen'jin Shieldmasta, yeah, a bunch of others I won't get into, but there's a lot of cards that you see show up again and again, so it's easy to think of those answers if you really pay attention to and have some experience with deck construction at all.) Gadgetzan's board presence is pretty shabby, but it's a lot more than nothing, and especially late game you could cycle a lot of cards that became rather less useful into 2-3 or more card draw. Yes, it dies easily, but it's sort of the same reasoning as Earthen Ring Farseer; you get a body on the board. Gadgetzan doesn't have Taunt, but if your opponent can't finish you immediately, it might as well have - and if it actually survives, that's even more cards to cycle.
So regarding the poster that said Gadgetzan bad against rush - *yes exactly*, even with greed it only takes the place of Nourish; it's totally a dead card in that matchup, but that's understood and expected. Good intuition. Or maybe I'm completely wrong and we both suck, but whatever.
Regarding Azure Drake - your low-drop Claw doesn't benefit, it's a 9-drop when combined with Swipe, 10-drop when combined with Starfall; even 2-drop Bloodmage Thalnos makes the relatively fast AOE Swipe at 6-drop, which is super slow. It's like Brawl - the card isn't in there to contain weenie aggression, because at 5-6 crystal drop, most of the damage is already done, plus you can't establish board presence to counter your opponent's upcoming weenie drops (and probable Charge finisher). Swipe is for single-target damage with incidental damage to other targets, with contingency to be used fairly ineffectively against weenie swarm; Brawl is to eliminate multiple problem targets and to activate Sylvanas Windrunner, contingency to be used ineffectively against weenie swarm - don't get me wrong, they *help*, but they certainly aren't enough.
Back to Azure Drake - it's not just that it's a 5-drop 4/4, it's not just that it draws a card, it's that it's a 5-drop 4/4 that immediately draws a card. That's the primary usage; the spell power is purely incidental.
Finally - seriously, you can't use the same deck day to day, and at different ranks. The meta changes, and you have to shift to adapt to it. Changing a single card doesn't seem to mean a whole lot, but by turn 9, typically you'll have gone through about half your deck if you have any card draw, which means you'll have a pretty good chance of having that changed card in your hand. Change out 2-3 cards, and again, people think "you just tweaked the deck by 10%" which doesn't sound too impressive, but when you realize that the changes mean something like an 80% chance that your hand by turn 9 has been *substantively different*, then you start to realize it's not just whatever a little tweak here or there, rotating in or out of a single card actually has very serious probable consequences.
So yeah don't stay up late at night staring at the ceiling worrying about that now. =3
If you see a post that you find objectionable, report it, it helps keep the forum clean. But be aware people are allowed a lot of latitude.
If you find my posts to be rude, objectionable, or whatever, well, I got tired of writing polite TL; DR (Too Long, Didn't Read) posts at crybaby whiners. So now I just make it short and nasty.
If you find that funny, well and good. If you find that sad, that's even better.
if you have any questions about why I did certain changes just ask me here :D
nah, its nearly the same deck which savjz uses, so no questions there where you got your "inspiration"
The funny thing is Savjz admitted he was inspired by Kolento who in turn was probably inspired by someone else. Nobody just wakes up one day and comes up with a completely original idea, without anything similar having ever existed before.
Except Reynad. It is well know that every deck is Reynad's.
Rollback Post to RevisionRollBack
I'm so glad there is prejudice against playing hunter/zoo/[insert FotM deck here]. People like that make the life so much easier for those of us who play to win.
I'm experimenting between healing touch/starfall and nourish/auctioneer.
I'm curious, has anyone thought and, more importantly, tested running a version with one or two doomsayers? I feel this deck has enough drawing power to support them (especially with auctioneer).
I'm so glad there is prejudice against playing hunter/zoo/[insert FotM deck here]. People like that make the life so much easier for those of us who play to win.
I'm curious, has anyone thought and, more importantly, tested running a version with one or two doomsayers? I feel this deck has enough drawing power to support them (especially with auctioneer).
I tried playing 2 Doomsayers in my Druid Ramp for a while last season. Occasionally it survived and killed a couple of minions, but most of the time it wasn't great. I figured that if they manage to kill it, it effectively let you gain 7+ life, more efficiently than Healing Touch. Against aggro decks, you have to play it early, before they can deal 7 damage in one turn. The problem I found was deciding how early to play it. Ideally you don't want to waste it against one or two very small minions, so you're tempted to hold out an extra turn for a bigger effect. Sometimes when it looks like they can't kill it they buff their minions or use removal and get rid of it anyway, which means you needed it a turn earlier than you thought. So in the end I realised that you have to play it very aggressively, you can't afford to be greedy with it, so you're usually getting 1-for-1 trades against small early minions. For its cost, I think that's fine, because it also stops them from playing more minions that turn. That buys you an extra turn to get up to 4 or 5 mana, so its effect is similar to Wild Growth. But it's pretty bad in the mid to late game, and unlike Wild Growth you can't cantrip it later.
Hey guys! I dont know if anyone is interested but here are some statistics! Note that the warrior games, 5 of those were against random warrior rushes when I started the climbing and I basically got wrecked by perfect hands in 4 of those games, so I am 1-4 against warrior rush but 5-2 against warrior control!
Hey guys! I dont know if anyone is interested but here are some statistics! Note that the warrior games, 5 of those were against random warrior rushes when I started the climbing and I basically got wrecked by perfect hands in 4 of those games, so I am 1-4 against warrior rush but 5-2 against warrior control!
Nuba, you have a good winrate against other Druids. I found out that I'm having some problems in the mirror matchs. How do you handle them?
And one general concern: Ragnaros the Firelord backfires so often...and hints on uisng him?
Hey guys! I dont know if anyone is interested but here are some statistics! Note that the warrior games, 5 of those were against random warrior rushes when I started the climbing and I basically got wrecked by perfect hands in 4 of those games, so I am 1-4 against warrior rush but 5-2 against warrior control!
Nuba, you have a good winrate against other Druids. I found out that I'm having some problems in the mirror matchs. How do you handle them?
And one general concern: Ragnaros the Firelord backfires so often...and hints on uisng him?
I think its bold to say, but I not only think I outplay them most of the times, I also think my deck is superior to the other druid versions(FoN + Roar and Watchers + Tauntgivers are just too clunky). I guess I usually think on what I am going to do, plan ahead etc, its not some formula I can give you, situations are different and in mirror matches your plays really matter
you want to keep innervate obv the best card vs aggro is keeper of the groove (its beast vs control too, silence that acolyte of pain destroys warrior so much) as it destroys one of their minions and give you board presence wrath is "ok", but I dont keep it vs hunter, its bad. look for tazdingos, earthen, innnervate, keeper, wild growth sometimes and if you have one of the early minions, a mark, if not, mulligan it too.
I dont get why this deck keeps on getting downrated for no reason O_o...
If you think its bad for any reason at all you could argue it with me, I think it got downrated more than 10 times already
Retired Hearthstone Columnist
nah, its nearly the same deck which savjz uses, so no questions there where you got your "inspiration"
Lol that was a very very stupid reply, I find your reply even disrespectful.
First off, I started playing this deck before anyone else, this thread was created since the day pagle and tinkmaster got nerfed. second the shieldmasters are simply a response to the number of aggro decks I am facing, and after I went to see what "savjz" deck was, its got some differences from mine and I would never use as many late game drops as he does since I think they're bad against everything else other than a mirror match. I also totally disagree with the healing touch since I think it gives you 0 game advantage when compared to things like earthen ring farseer.
Since the deck became stronger vs aggro in the early game, the need for Sunwalker is diminished here, due to the extra mark of the wild, the 2x farseers and the shieldmasters. the decision of including cairne back again is obvious since then it makes up for the losses on the yeti/golem side, keeping the decks strenght against control.
PS: I am not saying that Savjz deck is bad or anything, after googleing I realized he is a pro player, but that doesnt make me agree with his decisions, I also think I have been on the role of updating this deck for far more time than anyone else, and apart from the fact I am in no PRO team, I am also a legend level player.
Retired Hearthstone Columnist
Also, the auctioneer idea I got from "the meta report", since I read people were using him in my list instead of the drake due to its sinergy with wild growth, so I am playtesting it.
Retired Hearthstone Columnist
The lists are as different as two Ramp lists can be.
- senti
With the limited amount of cards HS has, most of the decks will be almost the same. I hate players who call decks after themselves when the card pool is very, VERY limited, so most of us will have the same deck or just a few changes without even looking at their lists and that makes us plagiarists.
Been running almost the same deck as Nuba since last season, with a few changes to adapt my game play (In my opinion every player has to do this, but whatever) and won't call this deck Nuba's Ramp or Smokie's Ramp. Just another ramp druid.
HS players have to realize that decks are named after the idea of it ; Ramp, Handlock, Zoo , etc, like MTG, not Mr.X Zoo, Mr.Y Ramp etc.
Just my thoughts.
I'm not sure about the Dragon removal, a lot of times the spell power has saved me. And Yeti removal, well, even if shield master is a must have now, I really like Yetis, specially against priest.
About Earthen, also a must have 3/3 for 3 and 3 health, YES PLEASE.
Too bad Zoo and Huntards are like 8 of 10 matches so we have to adapt to them.
Would you recommend Sylvanas, Baron Geddon or Cenarius for this deck?
I have 1600 dust and none of these cards and am not sure which direction to go.
Like this deck a lot. Switched from warlock zoo to this one. Only change I've made is 1 wild growth -> healing touch (hunters u know). Still doubt about auctioneer, though he saved my **s once with double innervate and swipe when he was on board. And thinking about 1 more Yeti in place of shield masta, so much priests in the meta for some reason. Everything else is great + for you)
Following are personal opinions only. I don't say "I'm this or that", but if what I write makes sense then great. If what I write doesn't make sense, I think the reasons would have to do more with my premises or reasoning than my resume, so I leave what I write at what I write.
It's fine and well to say that someone came up with something, but different people *can* have the same ideas. It's natural that people are going to self-aggrandize themselves if they want to establish name recognition for fame, influence in the community, commercial endorsements, or whatever, but in the long term, excessive self-marketing and negatively aggressive behavior has consequences.
So before leaping to claim a deck as this person's deck or that person's deck or even your deck, I think it's best to consider carefully the tone you decide to set.
As far as the list goes - I don't know Nuba's current permutation; I looked at the OP just now, looks like it hasn't been updated for a bit; hopefully it's the same list that's under discussion.
Regarding Earthen Ring Farseer versus Healing Touch, I don't know for sure, but I'm guessing something like this. If you run Wild Pyromancer, which you see in a lot of Mark of the Wild decks these days, Healing Touch is another spell. Small, small synergy, but even so. If you run double Ancient of War, Healing Touch's 8 does a lot more than 3, and a healed up 5/10 is a lot more relevant than a 3/3. If you're not running a lot of early drops, which Nuba alluded to, 8 recovery is a lot more than 3 recovery.
On the other hand, if you're running smaller faster minions and don't go so heavy on AoW, and if you don't run Pyro, then you're looking for a more sustained early board presence, and you're using your healing on stuff like Druid of the Claw, in which case 3 is plenty and 8 is overkill. Plus if you're running Defender of Argus, again, you want minions on the board for the buff. If your minions tend to be on the smaller side, you don't want to fatally weaken them with a Wild Pyromancer.
Regarding Gadgetzan Auctioneer - there's a version of Druid ramp that classically ran Wild Growth, Innervate, Nourish, Mark of the Wild, Claw, Wild Pyromancer (one, probably not two if I remember right), double Ancient of Lore, Healing Touch. Yes, it ran Swipe, Keeper of the Grove, Ancient of Lore, whatever removal typically The Black Knight, Big Game Hunter. Since most of your AOE damage comes from Pyromancer and Swipe, you're not really concerned with Bloodmage Thalnos] and Starfall, and since your crystal acceleration is so high, you skip right past the early game and head right for the high-drops.
Nourish theoretically could be used to accelerate crystal, but a lot of times it just ended up drawing cards and not lending to board presence. Think, if your opponent has zero board, you want cards, right? But how often does that happen? Or let's say you accelerate for an earlier high-drop. Do you really want to see Hunter's Mark, Execute, Hex, Polymorph, Sap into minion play for board control, or whatever? Definitely you can and would gain acceleration, but spending 5 crystal and the relevancy of your 5th turn (or whatever turn, really, basically blowing your turn for acceleration) was a risky play. Again and again it'd be card draw.
If you couldn't stabilize at all, if you were in trouble at all, Nourish wouldn't help and became a dead card. So in the neverending quest for greed (huzzah), some players, myself included, started tinkering with Gadgetzan Auctioneer. (Frankly I don't think whatever it's incredibly "innovative", your standard "fixes" are Wild Pyromancer, Gadgetzan Auctioneer, Azure Drake, Faceless Manipulator, Big Game Hunter, card]Sunfury Protector[/card], Big Game Hunter, Knife Juggler, Shield Bearer, Sen'jin Shieldmasta, yeah, a bunch of others I won't get into, but there's a lot of cards that you see show up again and again, so it's easy to think of those answers if you really pay attention to and have some experience with deck construction at all.) Gadgetzan's board presence is pretty shabby, but it's a lot more than nothing, and especially late game you could cycle a lot of cards that became rather less useful into 2-3 or more card draw. Yes, it dies easily, but it's sort of the same reasoning as Earthen Ring Farseer; you get a body on the board. Gadgetzan doesn't have Taunt, but if your opponent can't finish you immediately, it might as well have - and if it actually survives, that's even more cards to cycle.
So regarding the poster that said Gadgetzan bad against rush - *yes exactly*, even with greed it only takes the place of Nourish; it's totally a dead card in that matchup, but that's understood and expected. Good intuition. Or maybe I'm completely wrong and we both suck, but whatever.
Regarding Azure Drake - your low-drop Claw doesn't benefit, it's a 9-drop when combined with Swipe, 10-drop when combined with Starfall; even 2-drop Bloodmage Thalnos makes the relatively fast AOE Swipe at 6-drop, which is super slow. It's like Brawl - the card isn't in there to contain weenie aggression, because at 5-6 crystal drop, most of the damage is already done, plus you can't establish board presence to counter your opponent's upcoming weenie drops (and probable Charge finisher). Swipe is for single-target damage with incidental damage to other targets, with contingency to be used fairly ineffectively against weenie swarm; Brawl is to eliminate multiple problem targets and to activate Sylvanas Windrunner, contingency to be used ineffectively against weenie swarm - don't get me wrong, they *help*, but they certainly aren't enough.
Back to Azure Drake - it's not just that it's a 5-drop 4/4, it's not just that it draws a card, it's that it's a 5-drop 4/4 that immediately draws a card. That's the primary usage; the spell power is purely incidental.
Finally - seriously, you can't use the same deck day to day, and at different ranks. The meta changes, and you have to shift to adapt to it. Changing a single card doesn't seem to mean a whole lot, but by turn 9, typically you'll have gone through about half your deck if you have any card draw, which means you'll have a pretty good chance of having that changed card in your hand. Change out 2-3 cards, and again, people think "you just tweaked the deck by 10%" which doesn't sound too impressive, but when you realize that the changes mean something like an 80% chance that your hand by turn 9 has been *substantively different*, then you start to realize it's not just whatever a little tweak here or there, rotating in or out of a single card actually has very serious probable consequences.
So yeah don't stay up late at night staring at the ceiling worrying about that now. =3
If you see a post that you find objectionable, report it, it helps keep the forum clean. But be aware people are allowed a lot of latitude.
If you find my posts to be rude, objectionable, or whatever, well, I got tired of writing polite TL; DR (Too Long, Didn't Read) posts at crybaby whiners. So now I just make it short and nasty.
If you find that funny, well and good. If you find that sad, that's even better.
The funny thing is Savjz admitted he was inspired by Kolento who in turn was probably inspired by someone else. Nobody just wakes up one day and comes up with a completely original idea, without anything similar having ever existed before.
Except Reynad. It is well know that every deck is Reynad's.
I'm so glad there is prejudice against playing hunter/zoo/[insert FotM deck here]. People like that make the life so much easier for those of us who play to win.
This is my current decklist currently at rank 8 (hit a slight bump around rank 10):
I'm experimenting between healing touch/starfall and nourish/auctioneer.
I'm curious, has anyone thought and, more importantly, tested running a version with one or two doomsayers? I feel this deck has enough drawing power to support them (especially with auctioneer).
I'm so glad there is prejudice against playing hunter/zoo/[insert FotM deck here]. People like that make the life so much easier for those of us who play to win.
I tried playing 2 Doomsayers in my Druid Ramp for a while last season. Occasionally it survived and killed a couple of minions, but most of the time it wasn't great. I figured that if they manage to kill it, it effectively let you gain 7+ life, more efficiently than Healing Touch. Against aggro decks, you have to play it early, before they can deal 7 damage in one turn. The problem I found was deciding how early to play it. Ideally you don't want to waste it against one or two very small minions, so you're tempted to hold out an extra turn for a bigger effect. Sometimes when it looks like they can't kill it they buff their minions or use removal and get rid of it anyway, which means you needed it a turn earlier than you thought. So in the end I realised that you have to play it very aggressively, you can't afford to be greedy with it, so you're usually getting 1-for-1 trades against small early minions. For its cost, I think that's fine, because it also stops them from playing more minions that turn. That buys you an extra turn to get up to 4 or 5 mana, so its effect is similar to Wild Growth. But it's pretty bad in the mid to late game, and unlike Wild Growth you can't cantrip it later.
Hey guys! I dont know if anyone is interested but here are some statistics!
Note that the warrior games, 5 of those were against random warrior rushes when I started the climbing and I basically got wrecked by perfect hands in 4 of those games, so I am 1-4 against warrior rush but 5-2 against warrior control!
Retired Hearthstone Columnist
Nuba, you have a good winrate against other Druids. I found out that I'm having some problems in the mirror matchs. How do you handle them?
And one general concern: Ragnaros the Firelord backfires so often...and hints on uisng him?
- senti
I think its bold to say, but I not only think I outplay them most of the times, I also think my deck is superior to the other druid versions(FoN + Roar and Watchers + Tauntgivers are just too clunky).
I guess I usually think on what I am going to do, plan ahead etc, its not some formula I can give you, situations are different and in mirror matches your plays really matter
Retired Hearthstone Columnist
Aggro, I guess. Tempo decks
Retired Hearthstone Columnist
hehe np, any questions you have feel free to ask
Retired Hearthstone Columnist
you want to keep innervate obv
the best card vs aggro is keeper of the groove (its beast vs control too, silence that acolyte of pain destroys warrior so much) as it destroys one of their minions and give you board presence
wrath is "ok", but I dont keep it vs hunter, its bad.
look for tazdingos, earthen, innnervate, keeper, wild growth sometimes and if you have one of the early minions, a mark, if not, mulligan it too.
Retired Hearthstone Columnist
the auctioneer gave me 6 cards on a single turn in a match vs control warrior, he gave up as I was drawning cards
Retired Hearthstone Columnist