Initially it seemed like druid would have one of the best chances at making their new mini-set tools work.. but now after the first bit of play testing I'm starting to wonder if druid is in the dreaded spot we feared warlock would be. I guess they just ramp.. then run out of resources and flounder unless you lean on Kil'jaeden..?
Druids greatest strength (ramp) is also its greatest weakness. As you correctly point out, having ramp as a class identity leads to the repeat of the same strategy and reliance on high cost swing cards. If the swing turn is too late, ineffective against the opponents board-centric strategy, or countered by tech cards, the. Druid is often left with nothing but a deck of ramp and draw cards. Blizzards idea of ‘class identity’ sees Druid as weak against swam (wide) boards and big stat (tall) boards, with minimal hard removal or AoE. Thus, due to ‘class identity’, Druid decks are destined to be packed with neutral removal tools and ramp/swing class cards—in the hope of producing imbalanced power plays (and abusive combos in wild) or face being overpowered by most other classes.
all the starcraft archetypes attempt to mix into existing archetypes at the cost of half your deck real estate. So you can do like Hydration Control Warrior + Terran, or Frost DR DK + Zerg.
Unlike most other classes, druid simply does not have space to do that. Why bother trying to get Carrier to arrive when you can just do the same ole dungar stuff that is more explosive and more impactful without sacrificing half your deck which could be stabilization or board presence cards?
tbh priest is the only protoss class that really works, because of their ability to duplicate and resurrect things with so much ease (protocol, rest in piece, ra-den), the payoff card generating 4 more cards, and the 1 mana protoss copy which is an insane spell. Once protoss priest has gained a large enough mana reduction, the pressure it can put out as a control deck is absurd backed up by near infinite value. It's not difficult to get two rogue templars, create an archon and duplicate it a couple times to suddenly deal 24-32 damage.
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Initially it seemed like druid would have one of the best chances at making their new mini-set tools work.. but now after the first bit of play testing I'm starting to wonder if druid is in the dreaded spot we feared warlock would be. I guess they just ramp.. then run out of resources and flounder unless you lean on Kil'jaeden..?
Thoughts?
My take:
Druids greatest strength (ramp) is also its greatest weakness. As you correctly point out, having ramp as a class identity leads to the repeat of the same strategy and reliance on high cost swing cards. If the swing turn is too late, ineffective against the opponents board-centric strategy, or countered by tech cards, the. Druid is often left with nothing but a deck of ramp and draw cards. Blizzards idea of ‘class identity’ sees Druid as weak against swam (wide) boards and big stat (tall) boards, with minimal hard removal or AoE. Thus, due to ‘class identity’, Druid decks are destined to be packed with neutral removal tools and ramp/swing class cards—in the hope of producing imbalanced power plays (and abusive combos in wild) or face being overpowered by most other classes.
I generally think that they missed the mark for Protoss. So much mana cheat for one card....
all the starcraft archetypes attempt to mix into existing archetypes at the cost of half your deck real estate. So you can do like Hydration Control Warrior + Terran, or Frost DR DK + Zerg.
Unlike most other classes, druid simply does not have space to do that. Why bother trying to get Carrier to arrive when you can just do the same ole dungar stuff that is more explosive and more impactful without sacrificing half your deck which could be stabilization or board presence cards?
tbh priest is the only protoss class that really works, because of their ability to duplicate and resurrect things with so much ease (protocol, rest in piece, ra-den), the payoff card generating 4 more cards, and the 1 mana protoss copy which is an insane spell. Once protoss priest has gained a large enough mana reduction, the pressure it can put out as a control deck is absurd backed up by near infinite value. It's not difficult to get two rogue templars, create an archon and duplicate it a couple times to suddenly deal 24-32 damage.