I feel like my deck is pretty strong, yet I still can't reach legendary. The closest I have gotten is rank 7, and I'm usually somewhere between 13-9 because I hit winning and losing streaks. I like that my deck has its own unique spin on druid while still having many of the successful cards that have become staples of druid control style. Even though I like using dragon cards I am open to change because obviously it has not gotten me to legendary yet. Any and all help would be appreciated, thanks in advance!
Nozdormu is like a Ironbark but no taunt and +1 mana. I suggest to dis it and craft ancient of war.
True, but he is my only legendary thus far. I know that is a horrible excuse, but I would hate to dust a legendary for an epic. Especially one with the same weaknesses. Ancient of War can be silenced/shadow word death all the same. Sure it couldn't be taken out by a big game hunter like Nozdormu but I hardly run into those anyways. If I were to dust him I would probably craft another Ancient of Lore because its powers are more useful and are a battle cry, which cannot be silenced or undone.
Thanks for the input though my friend, now I'm seriously considering dropping him for a 2nd ancient of lore.
I agree that you should replace Nozdormu, don't disenchant him if you feel the desire to hold onto him, but he doesn't help much in your deck.
At what point in your losses do you feel you start to lose the game? Lacking mid-game, end-game, getting overrun by Zoo? Identifying the weaknesses will help determine how to make your deck better.
Generally I only lose if I get overwhelmed by someone with several legionaries and I haven't drawn into big game hunter or naturalize yet. In the case of the rush losses, it is because I didn't get enough taunts out in time to stop it. Either way its because I'm either too late, or not strong enough late. My strength lies in the mid-game which means card draw is essential to beating strong opponents.
Looks like you have plenty of Taunt minions, or support that grant Taunt. You also have a decent amount of draw between Starfire, Ancient of Lore, and Azure Drake.
Maybe consider Wrath for some extra damage against enemy minions, or card draw in an emergency. Also Mark of the Wild could be used to beef up your minions, or add another Taunt if in need.
Oh, and I dusted Noz, it was sad and kind of makes my forum name for not, but now with 2 ancient of lores I can heal myself to protect against rush or add to card advantage twice as much now. It has already helped much more!
Since you don't play Violet Teacher it's probably safe to remove Power of the Wild for Wrath. I don't like two Starfire too, feels a little too slow, and while the card draw is fine you're using most of your turn.
With two Ancients and two Drakes i don't think you need more card draw, probably more powerful midgame minions like Chillwind Yeti.
Since you don't play Violet Teacher it's probably safe to remove Power of the Wild for Wrath. I don't like two Starfire too, feels a little too slow, and while the card draw is fine you're using most of your turn.
With two Ancients and two Drakes i don't think you need more card draw, probably more powerful midgame minions like Chillwind Yeti.
Gotcha, thanks. After playing my little brother who is actually better than me at this. He suggested I drop the oakbarks for mark of the wild too so I did. I need some dust for wrath but I can add the yeti. Would you drop one starfire and add one yeti, or drop something else and add 2 yetis?
Also don't like Naturalize. It's good in an emergency, but just tends to help your opponent get more cards to use against you. It's like a 3-for-1 trade in your opponent's favor. You kill one of his minions, but use up one of your cards and give him two more to use.
Also don't like Naturalize. It's good in an emergency, but just tends to help your opponent get more cards to use against you. It's like a 3-for-1 trade in your opponent's favor. You kill one of his minions, but use up one of your cards and give him two more to use.
I get the 2 card draw, but I only use it on HUGE problems, like giants, Ragnaros, Ysera, or things that otherwise would be impossible for me to deal with. I won't take those out, because for 2 cards, killing a ragnaros for one mana is worth it in spades for me. As someone with no strong legendary cards, I need something to even the playing field. Plus since its one mana, I can kill their huge mana cost legendary and then still have enough mana to make a counter-attack.
That's a fair argument, and in no way trying to force you to change. Just an opinion. :)
No doubt man, I appreciate it, I wasn't trying to be rude to you, so sorry if it came off that way. Thanks to you I now have two ancients of lore instead of useless Nozdormu, so you have already helped me immensely and it is truly appreciated :)
You could go -1 power of the wild + 1 wrath, -1 starfire +1 yeti and try it out. Changes in a deck should be slow and tested in at least 10-15 games before deciding...
If you're really into druid you're gonna need 1 Big Game Hunter to replace 1 Naturalize sooner or later, so you can get a 2 for 1 out of giants and stuff.
The thing about cards like Naturalize is that usually you should setup to win the game the turn you play it. Like you have Force of Nature + Savage Roar and a minion on the board, opponent sitting safe at 15+ health behind a Sunwalker, you pop Naturalize and finish him in the same turn with 10 mana. When you have to use Naturalize midgame you probably lost a few turns before without even realizing.
You could go -1 power of the wild + 1 wrath, -1 starfire +1 yeti and try it out. Changes in a deck should be slow and tested in at least 10-15 games before deciding...
If you're really into druid you're gonna need 1 Big Game Hunter to replace 1 Naturalize sooner or later, so you can get a 2 for 1 out of giants and stuff.
The thing about cards like Naturalize is that usually you should setup to win the game the turn you play it. Like you have Force of Nature + Savage Roar and a minion on the board, opponent sitting safe at 15+ health behind a Sunwalker, you pop Naturalize and finish him in the same turn with 10 mana. When you have to use Naturalize midgame you probably lost a few turns before without even realizing.
I already have a big game hunter in my deck. To the other point you made, how is a game lost by the time you have to use a naturalize? If someone pulls out a Ragnaros and it kills say my druid of the claw and I only have a yeti for 4 damage out, then why not use 1 mana to destroy it and then have 8 mana remaining to turn the tide? Two cards for a big legendary seems like a fair trade to me, but again, most people do not run naturalize.
You could go -1 power of the wild + 1 wrath, -1 starfire +1 yeti and try it out. Changes in a deck should be slow and tested in at least 10-15 games before deciding...
If you're really into druid you're gonna need 1 Big Game Hunter to replace 1 Naturalize sooner or later, so you can get a 2 for 1 out of giants and stuff.
The thing about cards like Naturalize is that usually you should setup to win the game the turn you play it. Like you have Force of Nature + Savage Roar and a minion on the board, opponent sitting safe at 15+ health behind a Sunwalker, you pop Naturalize and finish him in the same turn with 10 mana. When you have to use Naturalize midgame you probably lost a few turns before without even realizing.
I already have a big game hunter in my deck. To the other point you made, how is a game lost by the time you have to use a naturalize? If someone pulls out a Ragnaros and it kills say my druid of the claw and I only have a yeti for 4 damage out, then why not use 1 mana to destroy it and then have 8 mana remaining to turn the tide? Two cards for a big legendary seems like a fair trade to me, but again, most people do not run naturalize.
Look at this way. Unless you're fatiguing or milling your opponent, you are giving them decent value for their loss. For you it's a good mana trade, but for them they play a card that returns them 2 cards and saps a card from you.
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Unless explicitly stated, my posts are my opinion and mine only.
I already have a big game hunter in my deck. To the other point you made, how is a game lost by the time you have to use a naturalize? If someone pulls out a Ragnaros and it kills say my druid of the claw and I only have a yeti for 4 damage out, then why not use 1 mana to destroy it and then have 8 mana remaining to turn the tide? Two cards for a big legendary seems like a fair trade to me, but again, most people do not run naturalize.
Look at it this way, if you have a druid of the claw and a yeti to run into rag you're getting a 2 for 1 and trading 9 mana for 8 mana, which is not horrible. Whenever you naturalize you're getting a 3 for 1, so you're losing a great deal on cards, to gain on tempo, which is also ok.
The real problem is having 1 or 2 naturalize sit in your hand waiting for that huge legendary to remove, when those cards could have been something different that may have provided you with more options. Plus you don't really want to play naturalize vs flood aggro or midrange, because they will have a way to spend those 2 cards, and it's a dead card again.
It's not that it's always bad card, but it's extremely situational... like Soul of the Forest. I like the card but when will i have at least 3 minion for it to have value? It's such a difficult scenario that it's most likely to be a dead card.
Gotcha, well I'm gonna have to drop it then I guess. I see the problem with it, I just don't know what to replace it with. Perhaps savage roar could add the damage needed to take down something big instead.
Imo try a Boulderfist Ogre first. It doesnt see alot of constructed play but for 6 mana it will be a great replacement for Cairne Bloodhoof, same cost but you can't just silence it or ignore it. You may also taunt it up with sunfury... just be careful of bgh if you mark it!
I feel like my deck is pretty strong, yet I still can't reach legendary. The closest I have gotten is rank 7, and I'm usually somewhere between 13-9 because I hit winning and losing streaks. I like that my deck has its own unique spin on druid while still having many of the successful cards that have become staples of druid control style. Even though I like using dragon cards I am open to change because obviously it has not gotten me to legendary yet. Any and all help would be appreciated, thanks in advance!
Here is a link to my deck for convenience http://www.hearthpwn.com/decks/47285-oak-dragon
P.S. I didn't choose Nozdormu, he is just the only legendary I have and he is still an 8/8 which is nice to finish off opponents.
True, but he is my only legendary thus far. I know that is a horrible excuse, but I would hate to dust a legendary for an epic. Especially one with the same weaknesses. Ancient of War can be silenced/shadow word death all the same. Sure it couldn't be taken out by a big game hunter like Nozdormu but I hardly run into those anyways. If I were to dust him I would probably craft another Ancient of Lore because its powers are more useful and are a battle cry, which cannot be silenced or undone.
Thanks for the input though my friend, now I'm seriously considering dropping him for a 2nd ancient of lore.
I agree that you should replace Nozdormu, don't disenchant him if you feel the desire to hold onto him, but he doesn't help much in your deck.
At what point in your losses do you feel you start to lose the game? Lacking mid-game, end-game, getting overrun by Zoo? Identifying the weaknesses will help determine how to make your deck better.
Generally I only lose if I get overwhelmed by someone with several legionaries and I haven't drawn into big game hunter or naturalize yet. In the case of the rush losses, it is because I didn't get enough taunts out in time to stop it. Either way its because I'm either too late, or not strong enough late. My strength lies in the mid-game which means card draw is essential to beating strong opponents.
Looks like you have plenty of Taunt minions, or support that grant Taunt. You also have a decent amount of draw between Starfire, Ancient of Lore, and Azure Drake.
Maybe consider Wrath for some extra damage against enemy minions, or card draw in an emergency. Also Mark of the Wild could be used to beef up your minions, or add another Taunt if in need.
I like Wrath, but what should it replace?
Oh, and I dusted Noz, it was sad and kind of makes my forum name for not, but now with 2 ancient of lores I can heal myself to protect against rush or add to card advantage twice as much now. It has already helped much more!
Since you don't play Violet Teacher it's probably safe to remove Power of the Wild for Wrath. I don't like two Starfire too, feels a little too slow, and while the card draw is fine you're using most of your turn.
With two Ancients and two Drakes i don't think you need more card draw, probably more powerful midgame minions like Chillwind Yeti.
My comments refer mostly to the wild format.
Gotcha, thanks. After playing my little brother who is actually better than me at this. He suggested I drop the oakbarks for mark of the wild too so I did. I need some dust for wrath but I can add the yeti. Would you drop one starfire and add one yeti, or drop something else and add 2 yetis?
I agree with dismal79's comments.
Also don't like Naturalize. It's good in an emergency, but just tends to help your opponent get more cards to use against you. It's like a 3-for-1 trade in your opponent's favor. You kill one of his minions, but use up one of your cards and give him two more to use.
I get the 2 card draw, but I only use it on HUGE problems, like giants, Ragnaros, Ysera, or things that otherwise would be impossible for me to deal with. I won't take those out, because for 2 cards, killing a ragnaros for one mana is worth it in spades for me. As someone with no strong legendary cards, I need something to even the playing field. Plus since its one mana, I can kill their huge mana cost legendary and then still have enough mana to make a counter-attack.
That's a fair argument, and in no way trying to force you to change. Just an opinion. :)
No doubt man, I appreciate it, I wasn't trying to be rude to you, so sorry if it came off that way. Thanks to you I now have two ancients of lore instead of useless Nozdormu, so you have already helped me immensely and it is truly appreciated :)
You could go -1 power of the wild + 1 wrath, -1 starfire +1 yeti and try it out. Changes in a deck should be slow and tested in at least 10-15 games before deciding...
If you're really into druid you're gonna need 1 Big Game Hunter to replace 1 Naturalize sooner or later, so you can get a 2 for 1 out of giants and stuff.
The thing about cards like Naturalize is that usually you should setup to win the game the turn you play it. Like you have Force of Nature + Savage Roar and a minion on the board, opponent sitting safe at 15+ health behind a Sunwalker, you pop Naturalize and finish him in the same turn with 10 mana. When you have to use Naturalize midgame you probably lost a few turns before without even realizing.
My comments refer mostly to the wild format.
I already have a big game hunter in my deck. To the other point you made, how is a game lost by the time you have to use a naturalize? If someone pulls out a Ragnaros and it kills say my druid of the claw and I only have a yeti for 4 damage out, then why not use 1 mana to destroy it and then have 8 mana remaining to turn the tide? Two cards for a big legendary seems like a fair trade to me, but again, most people do not run naturalize.
Look at this way. Unless you're fatiguing or milling your opponent, you are giving them decent value for their loss. For you it's a good mana trade, but for them they play a card that returns them 2 cards and saps a card from you.
Unless explicitly stated, my posts are my opinion and mine only.
Look at it this way, if you have a druid of the claw and a yeti to run into rag you're getting a 2 for 1 and trading 9 mana for 8 mana, which is not horrible. Whenever you naturalize you're getting a 3 for 1, so you're losing a great deal on cards, to gain on tempo, which is also ok.
The real problem is having 1 or 2 naturalize sit in your hand waiting for that huge legendary to remove, when those cards could have been something different that may have provided you with more options. Plus you don't really want to play naturalize vs flood aggro or midrange, because they will have a way to spend those 2 cards, and it's a dead card again.
It's not that it's always bad card, but it's extremely situational... like Soul of the Forest. I like the card but when will i have at least 3 minion for it to have value? It's such a difficult scenario that it's most likely to be a dead card.
My comments refer mostly to the wild format.
Gotcha, well I'm gonna have to drop it then I guess. I see the problem with it, I just don't know what to replace it with. Perhaps savage roar could add the damage needed to take down something big instead.
Imo try a Boulderfist Ogre first. It doesnt see alot of constructed play but for 6 mana it will be a great replacement for Cairne Bloodhoof, same cost but you can't just silence it or ignore it. You may also taunt it up with sunfury... just be careful of bgh if you mark it!
My comments refer mostly to the wild format.
IIRC Mana Grind played a Druid deck on ESGN Fight Night called "Game Ogre", that used a Boulderfist Ogre. Season 5 I believe.
Unless explicitly stated, my posts are my opinion and mine only.
I dont understand why kids hug legendaries. Epics are fine. Play with epics.