I've been playing druid for a while and I've changed my druid deck to be much more control based. I basically want to kill all my opponents early minions and then heal up and play taunts. I have been coming across alot of turn 3 Harvest Golem and really didn't have a way to keep the board clear.
I have included the rarely used Bite in my druid deck and have found this to be very useful. My other options turn 4 are to silence the harvest golem with my keeper of the grove, or swipe. I really hating wasting my only silence on a golem, and swipe really did not seem great. I have usually used my Wrath on turn 2 or turn 3, so while i have the option of wrath + hero power to kill the golem, I rarely have that option.
With the addition of two Bite in my druid decks, I have won many games with my life total of 30 and 6 or more armor, basically blowing out my opponent. Again I play very control based and lots of healing, and so even if I'm very behind and have to use bite to attack a giant late game and take 8 damage I'm okay with that.
So my question is two fold:
What do you use (as druid) for turn 3 Harvest Golem?
I've been playing druid for a while and I've changed my druid deck to be much more control based. I basically want to kill all my opponents early minions and then heal up and play taunts. I have been coming across alot of turn 3 Harvest Golem and really didn't have a way to keep the board clear.
I have included the rarely used Bite in my druid deck and have found this to be very useful. My other options turn 4 are to silence the harvest golem with my keeper of the grove, or swipe. I really hating wasting my only silence on a golem, and swipe really did not seem great. I have usually used my Wrath on turn 2 or turn 3, so while i have the option of wrath + hero power to kill the golem, I rarely have that option.
With the addition of two Bite in my druid decks, I have won many games with my life total of 30 and 6 or more armor, basically blowing out my opponent. Again I play very control based and lots of healing, and so even if I'm very behind and have to use bite to attack a giant late game and take 8 damage I'm okay with that.
So my question is two fold:
What do you use (as druid) for turn 3 Harvest Golem?
Just ignore the golem, summon something bigger like Yeti or DotC and let the Golem trade with you, then finish him off with your hero power/Swipe next turn. That's the most efficient way to deal with him. If you use all the spells on him then you are losing tempo/ wasting resources unnecessarily.
Harvest Golem is over rated I feel. There are better 3 drops. people panic and spend too much energy and time, and cards! trying to clear the golem and it's offspring. Treat it like any other 2/3 - as Druid, you should be able to put up a nice taunt by turn 4
I basically want to kill all my opponents early minions and then heal up and play taunts.
Well, there's your problem. Seriously, there are circumstances that mess with every battle plan; the winner is the one who is best able to adapt. You may want kill all of your opponent's early minions, but when something annoying like a Harvest Golem comes up, you should have a plan for to deal with the card disadvantage that it represents. Honestly, if you have the ability to heal up and taunt up later, it seems like 'ignore it' seems like a pretty ideal answer. :)
I looked at this card originally and I thought, you know, it's a card, and you play this card. The card will be that card that you play so you're playing a card. So, it is one thing to play a card. If you're opponent doesn't really have any cards, the card will screw up the card pretty hard, and that means it's a pretty good card.
Bite is terrible. Too many 5 toughness creatures out there, plus it's a reactive play rather than a proactive play. Compared to other 4 mana spells such as keeper, violet teacher, senjin shieldmaster and yeti, each of which can deal at least 3-4 damage over their first turn and leave a minion on the board which could save you an additional 4-5 life, it doesn't offer anything. It also stops you hero-powering a different target. Swipe is just better because of splash (not that you'd use it on Golem), claw is 2 damage for 1 mana or 3 damage for 3 mana, more versatile and better rate, wrath is 3 damage for 2, or damage cycles - all better cards.
Harvest Golem is a speed bump, but you simply don't care. You can pay 2 mana to hero power the token later, all of your minions are bigger than it so you can pick it off at your leisure. In many cases it's actually worse to kill the 2/3 and leave the 2/1 than to leave the 2/3 and deal with both later.
I've been playing druid for a while and I've changed my druid deck to be much more control based. I basically want to kill all my opponents early minions and then heal up and play taunts. I have been coming across alot of turn 3 Harvest Golem and really didn't have a way to keep the board clear.
I have included the rarely used Bite in my druid deck and have found this to be very useful. My other options turn 4 are to silence the harvest golem with my keeper of the grove, or swipe. I really hating wasting my only silence on a golem, and swipe really did not seem great. I have usually used my Wrath on turn 2 or turn 3, so while i have the option of wrath + hero power to kill the golem, I rarely have that option.
With the addition of two Bite in my druid decks, I have won many games with my life total of 30 and 6 or more armor, basically blowing out my opponent. Again I play very control based and lots of healing, and so even if I'm very behind and have to use bite to attack a giant late game and take 8 damage I'm okay with that.
So my question is two fold:
What do you use (as druid) for turn 3 Harvest Golem?
Is Bite a good answer?
Beauhemuth
coin+yeti.
Turn 3 harvest is a strong play, but not the definitive end-all play by any means. In fact, a plain old 2/3 will fair well against it + a hero power
Thanks FOO(The Banner God)!
Just ignore the golem, summon something bigger like Yeti or DotC and let the Golem trade with you, then finish him off with your hero power/Swipe next turn. That's the most efficient way to deal with him. If you use all the spells on him then you are losing tempo/ wasting resources unnecessarily.
value! I really wish they'd errata it to the owner of the creature draws 2. perhaps a tad too strong at that point tho.
I think answering Harvest Golem is unnecessary, it really isn't much of a threat and hardly worth the resources.
Harvest Golem is over rated I feel. There are better 3 drops. people panic and spend too much energy and time, and cards! trying to clear the golem and it's offspring. Treat it like any other 2/3 - as Druid, you should be able to put up a nice taunt by turn 4
I frequently leave Harvest Golem alone, since in a rush deck, clearing the first stage without the second is still two damage done.
Well, there's your problem. Seriously, there are circumstances that mess with every battle plan; the winner is the one who is best able to adapt. You may want kill all of your opponent's early minions, but when something annoying like a Harvest Golem comes up, you should have a plan for to deal with the card disadvantage that it represents. Honestly, if you have the ability to heal up and taunt up later, it seems like 'ignore it' seems like a pretty ideal answer. :)
I looked at this card originally and I thought, you know, it's a card, and you play this card. The card will be that card that you play so you're playing a card. So, it is one thing to play a card. If you're opponent doesn't really have any cards, the card will screw up the card pretty hard, and that means it's a pretty good card.
I usually just play Violet Teacher into it. As Piterik mentioned, Earthen Ring Farseer is also a good option.
Bite is terrible. Too many 5 toughness creatures out there, plus it's a reactive play rather than a proactive play. Compared to other 4 mana spells such as keeper, violet teacher, senjin shieldmaster and yeti, each of which can deal at least 3-4 damage over their first turn and leave a minion on the board which could save you an additional 4-5 life, it doesn't offer anything. It also stops you hero-powering a different target. Swipe is just better because of splash (not that you'd use it on Golem), claw is 2 damage for 1 mana or 3 damage for 3 mana, more versatile and better rate, wrath is 3 damage for 2, or damage cycles - all better cards.
Harvest Golem is a speed bump, but you simply don't care. You can pay 2 mana to hero power the token later, all of your minions are bigger than it so you can pick it off at your leisure. In many cases it's actually worse to kill the 2/3 and leave the 2/1 than to leave the 2/3 and deal with both later.
Yeah just ignore it, don't even think about wasting your silences on it too