Yep, that game was really one of the reason why i fared so bad vs zoo before, and where chat feedback was great.
Should have definitely went Yeti. Focussed too heavily on keeping the Wrathes for juicier targets like jugglers or berserkers. Same comments in chat, as yours now ;)
Against hunter, it's the opposite where you should first kill the minions, and then start bringing out own minions. Zoo doesn't have so much removal spells as hunter, so it's better when they have to trade their unbuffed minions vs early creatures.
Finally got my ass through rank 2 and 1 thanks to this list. I first tried Nuba's list, but I stalled with it at about rank 6, then I swapped to Zoolock, which stalled at rank 2/3, so this pulled me the last little bit. I really like this list and it reminds me of the kinda list I'd play before I was able to stuff legendaries and epics into my decks left right and center.
Didn't keep stats for this but it lost about 5 out of 20 odd games. I swapped Cairne to a Sunwalker after some games because you suggested it for zoo and it worked well against both zoo and hunter decks (divine shield being a real bitch for them).
Finally got my ass through rank 2 and 1 thanks to this list. I first tried Nuba's list, but I stalled with it at about rank 6, then I swapped to Zoolock, which stalled at rank 2/3, so this pulled me the last little bit. I really like this list and it reminds me of the kinda list I'd play before I was able to stuff legendaries and epics into my decks left right and center.
Didn't keep stats for this but it lost about 5 out of 20 odd games. I swapped Cairne to a Sunwalker after some games because you suggested it for zoo and it worked well against both zoo and hunter decks (divine shield being a real bitch for them).
I'm starting to think that the metagame is a myth. :P
I sort of agree. Any time somebody says what % of people they played, even over a few days and 50 games, it's going to be different than what other people say. Sample sizes are just too small for most people to get anything near accurate. There is a lot of RNG in opponent selection. You can easily play the same class 5 times in a row, go swap a few cards around to make beating that class more sure, and then not see that deck again in the next 10 games. Something like hearthstats' month-long data pool of thousands of users starts to actually give a decent picture, but less than that and it's really not something you can predict.
However, I've dropped weapon killers like Swamp Ooze or Mr. Jones for now. Many hunters have switched to weapon-less decks, and warriors are certainly less common due to the new hunter decks. Big shifts in the meta like this I think are quite relevant.
I replaced my ooze with a Mark of Nature. It allows me to re-taunt silenced creatures, survive trade-up, works as an effective minion heal, and has allowed me a few times to innervate taztingo turn 2, then mark of nature turn 3 for a 7/5 taunt. Most people are prepared for a control fight vs druid that quickly becomes aggro. T 4 yeti, T5 charge druid, and if they haven't killed it yet, that's often game.
Also works well with the double faceless (2x or 3x 8/12 taunts)
How do you play against control warrior? Miracle rogue? It seems like the deck is so passive, that you just let them get a head full of steam and do whatever they want.
Poorly. I have a 29% win rate against rogues and a 48% win rate against warriors, and those wins tend to be against control warriors. I do bad against the re-vitalized enrage/aggro warriors. It's the zoo, priest, and mages that keep my overall win rate close to 60% these days at rank 4-5
Sorry, I meant in terms of the original deck. Does anyone else have any input? I've dropped from 5 to 8/7 because I feel like I'm playing a TON of control warrior, coupled with the general RNG of a bad draw against Zoo/Hunter rushes (double soulfire first 10 cards, double mark, double kill command, etc. It's been ridiculous), I just can't get a win streak going.
They should have trouble getting too far ahead when you're dropping big minions each turn. Miracle can be tough, or tempo if they run a sap, but otherwise both warriors and rogues have fewer removals than you have beefy taunts. Try to get them to use them on sen'jins and medium-sized creatures so that your ancient of wars are safe. For warriors, do your best to keep dropping minions to keep their armor low. Also, don't forget about druid of the claw charge form + faceless manipulator. That combo has worked really well to close out games against both of these.
I don't know man. It seems like you need too many cards in the correct order to keep a Warrior's armor low. Innervate/Coin Yeti, etc. Do you go for their face? Clear the minions on the field? I just have no idea how to play against them in general.
Often they keep their armor low themselves by using weapons to clear my taunts. Early on, the only minion I worry too much about is a frothing. I kill that before it gets out of hand. Don't let them get an extra draw from Acolyte either unless they use whirlwind to do it. You're definitely the beatdown in this matchup if you can get some early 4-5 drops on the board. Make sure you're taking on that role and forcing them to constantly spend their answers (whirlwind/slam/taskmaster+execute, shield block+shield slam, etc.). Many times they will run out of answers. If they spend some early turns playing acolytes and armorsmiths, they will get pretty far behind. Keep 2-3 fairly big creatures out but not more than that until they've used brawl. Unless they drew perfectly, they should be losing a little health each turn and your board shouldn't stay cleared. They don't have many/any taunts, so when you see the opportunity, ignore their cairne or whatnot and push to setup lethal.
A much bigger problem I have is midrange hunter, since they're both a lot more common than warrior and a lot harder imo. What are some of you doing to help fight against them? Every once in a while I queue into a bunch of them in a row and see all my stars disappear.
edit: I swapped in mark of the wilds and a sylvanas in place of 2 sen'jins and 1 yeti, and the sylvanas + mark combo has gotten me a bit better performance against the midrange hunter. It also works really well against zoo, and is an insane target for faceless that causes instant concedes lol.
I think you need more 4 drops. Wild Growth is the central card in any Ramp deck. Getting maximum benefit out of it is important. That means you want to have a 4 drop to follow it up as often as possible. If you don't play Wild Growth on the second turn, it's value diminishes greatly, and it ends up drawing a card at the end of the game. (Which is fine when you must, but it's much lower value than an early Growth.) I'd cut the 3 drops (Harvest Golem and Earthen Ring Farseer) for Chillwind Yetis. You don't really want to waste The Coin on a first turn Wild Growth, so 3 drops are usually unnecessary.
I think you need more 4 drops. Wild Growth is the central card in any Ramp deck. Getting maximum benefit out of it is important. That means you want to have a 4 drop to follow it up as often as possible. If you don't play Wild Growth on the second turn, it's value diminishes greatly, and it ends up drawing a card at the end of the game. (Which is fine when you must, but it's much lower value than an early Growth.) I'd cut the 3 drops (Harvest Golem and Earthen Ring Farseer) for Chillwind Yetis. You don't really want to waste The Coin on a first turn Wild Growth, so 3 drops are usually unnecessary.
hmm I used to run x2 chillwind yetis and not those 3 drops but RNGesus hates me I get wild growth in my starting hand (even when aggressively mulligan-ing) like 40% of the time only and same with innervate -_- so I just sit there with an empty board until turn 4 a lot of times :(
what do you guys think of Gaara's ramp deck? He used this in the dreamhack tournament. although his winning deck in the final round was hunter, his games with druid are what people are talking about and praising.
Yep, that game was really one of the reason why i fared so bad vs zoo before, and where chat feedback was great.
Should have definitely went Yeti. Focussed too heavily on keeping the Wrathes for juicier targets like jugglers or berserkers. Same comments in chat, as yours now ;)
Against hunter, it's the opposite where you should first kill the minions, and then start bringing out own minions.
Zoo doesn't have so much removal spells as hunter, so it's better when they have to trade their unbuffed minions vs early creatures.
Finally got my ass through rank 2 and 1 thanks to this list. I first tried Nuba's list, but I stalled with it at about rank 6, then I swapped to Zoolock, which stalled at rank 2/3, so this pulled me the last little bit. I really like this list and it reminds me of the kinda list I'd play before I was able to stuff legendaries and epics into my decks left right and center.
Didn't keep stats for this but it lost about 5 out of 20 odd games. I swapped Cairne to a Sunwalker after some games because you suggested it for zoo and it worked well against both zoo and hunter decks (divine shield being a real bitch for them).
Awesome! :) Glad to hear you made it.
I sort of agree. Any time somebody says what % of people they played, even over a few days and 50 games, it's going to be different than what other people say. Sample sizes are just too small for most people to get anything near accurate. There is a lot of RNG in opponent selection. You can easily play the same class 5 times in a row, go swap a few cards around to make beating that class more sure, and then not see that deck again in the next 10 games. Something like hearthstats' month-long data pool of thousands of users starts to actually give a decent picture, but less than that and it's really not something you can predict.
However, I've dropped weapon killers like Swamp Ooze or Mr. Jones for now. Many hunters have switched to weapon-less decks, and warriors are certainly less common due to the new hunter decks. Big shifts in the meta like this I think are quite relevant.
I replaced my ooze with a Mark of Nature. It allows me to re-taunt silenced creatures, survive trade-up, works as an effective minion heal, and has allowed me a few times to innervate taztingo turn 2, then mark of nature turn 3 for a 7/5 taunt. Most people are prepared for a control fight vs druid that quickly becomes aggro. T 4 yeti, T5 charge druid, and if they haven't killed it yet, that's often game.
Also works well with the double faceless (2x or 3x 8/12 taunts)
How do you play against control warrior? Miracle rogue? It seems like the deck is so passive, that you just let them get a head full of steam and do whatever they want.
Poorly. I have a 29% win rate against rogues and a 48% win rate against warriors, and those wins tend to be against control warriors. I do bad against the re-vitalized enrage/aggro warriors. It's the zoo, priest, and mages that keep my overall win rate close to 60% these days at rank 4-5
Sorry, I meant in terms of the original deck. Does anyone else have any input? I've dropped from 5 to 8/7 because I feel like I'm playing a TON of control warrior, coupled with the general RNG of a bad draw against Zoo/Hunter rushes (double soulfire first 10 cards, double mark, double kill command, etc. It's been ridiculous), I just can't get a win streak going.
Playing a short ranked session again on the stream. http://twitch.tv/ellesar1
A bit tired from the fireside gathering, so if I don't play well the session will be aborted.
They should have trouble getting too far ahead when you're dropping big minions each turn. Miracle can be tough, or tempo if they run a sap, but otherwise both warriors and rogues have fewer removals than you have beefy taunts. Try to get them to use them on sen'jins and medium-sized creatures so that your ancient of wars are safe. For warriors, do your best to keep dropping minions to keep their armor low. Also, don't forget about druid of the claw charge form + faceless manipulator. That combo has worked really well to close out games against both of these.
I don't know man. It seems like you need too many cards in the correct order to keep a Warrior's armor low. Innervate/Coin Yeti, etc. Do you go for their face? Clear the minions on the field? I just have no idea how to play against them in general.
Often they keep their armor low themselves by using weapons to clear my taunts. Early on, the only minion I worry too much about is a frothing. I kill that before it gets out of hand. Don't let them get an extra draw from Acolyte either unless they use whirlwind to do it. You're definitely the beatdown in this matchup if you can get some early 4-5 drops on the board. Make sure you're taking on that role and forcing them to constantly spend their answers (whirlwind/slam/taskmaster+execute, shield block+shield slam, etc.). Many times they will run out of answers. If they spend some early turns playing acolytes and armorsmiths, they will get pretty far behind. Keep 2-3 fairly big creatures out but not more than that until they've used brawl. Unless they drew perfectly, they should be losing a little health each turn and your board shouldn't stay cleared. They don't have many/any taunts, so when you see the opportunity, ignore their cairne or whatnot and push to setup lethal.
A much bigger problem I have is midrange hunter, since they're both a lot more common than warrior and a lot harder imo. What are some of you doing to help fight against them? Every once in a while I queue into a bunch of them in a row and see all my stars disappear.
edit: I swapped in mark of the wilds and a sylvanas in place of 2 sen'jins and 1 yeti, and the sylvanas + mark combo has gotten me a bit better performance against the midrange hunter. It also works really well against zoo, and is an insane target for faceless that causes instant concedes lol.
Just did it in EU with this deck:
Thanks to everyone who helped, again ! :-) You are the best!
congrats on hitting legendary. just in time lol
what do you guys think about my deck? highest I hit was rank 4 with 5 stars, but currently sitting at rank 5 with 3 stars
any suggestions?
I think you need more 4 drops. Wild Growth is the central card in any Ramp deck. Getting maximum benefit out of it is important. That means you want to have a 4 drop to follow it up as often as possible. If you don't play Wild Growth on the second turn, it's value diminishes greatly, and it ends up drawing a card at the end of the game. (Which is fine when you must, but it's much lower value than an early Growth.) I'd cut the 3 drops (Harvest Golem and Earthen Ring Farseer) for Chillwind Yetis. You don't really want to waste The Coin on a first turn Wild Growth, so 3 drops are usually unnecessary.
hmm I used to run x2 chillwind yetis and not those 3 drops but RNGesus hates me I get wild growth in my starting hand (even when aggressively mulligan-ing) like 40% of the time only and same with innervate -_- so I just sit there with an empty board until turn 4 a lot of times :(
what do you guys think of Gaara's ramp deck? He used this in the dreamhack tournament. although his winning deck in the final round was hunter, his games with druid are what people are talking about and praising.
personally I'd switch rag for cenarius to avoid being screwed over by the BGH.
but rag is still good right? like if i dont have a cenarius