I've seen many slight variants of this deck, some have a bigger dragon package, some have slightly different cards here and there (more minions or more spells/draw)
I'm, seeing this Kael'thas cards in a lot of decks, but I've never seen the card played, so I don't know what the play is for him.
I could craft him, but if I don't I could craft an Imp Warlock or even a Rogue deck as I just got one of the legendries for the new rogue deck last night (the one that starts off as another class... also not really sure how this plays, but I have one of the legendries for it now, and I love rogue)
I often run into the same mistake of buying too many cards for one archetype, when they're really not needed. Just trying to decide whether this guy is needed or not.
PS: I see Volljin is being used as a tech card a lot now as well.
Minion KT (as opposed to the older spell KT) is often used with Brann to cheat out big battlecry minions and double the effect. Most notably is of course Denathrius.
But also for bigger tempo turns because you can just go KT + 1 drop + big mana minion (Devourer, etc.) and just have stats on the board.
Vol'jin is the promo card from Barrens and should be granted with the first Barrens pack you buy. It's probably to counter played Devourers or pull Denny from hand and negate the battlecry.
Imp Lock is strong but can be boring. Draka rogue is strong, but has a learning curve of how long to hold and when to pop off.
Yes and no. He is great in skeleton mage and denathrius shaman, though both those decks have a big question mark next to them for viability. In ramp Druid, he functions to enable a brann combo when someone theotars (it’s a verb now too) your guff and you can’t outright play the combo. You usually don’t rely on him to enable the combo in ramp Druid though because when denathrius is big enough to end the game, you have played guff and have brann and 13 mana.
I'm assuming you're playing Wild from this post, so if you wanna play Maestra try playing Miracle Rogue in Wild. It's not spectacular in terms of win rate, but it's pretty fun. Maestra is really great in the deck because it enables the Sonya + Gnoll combo for 'infinite' board clear and a large dagger/minion from Draka or the location.
As for Kael'thas, I honestly haven't used the guy much. The whole Denathrius combo is pretty much Standard only because of the sheer amount of hand disruption in Wild where Kael or Brann will probably get yoinked out. Not to mention, Druid doesn't even need Kael, he has my man Guff.
Minion KT (as opposed to the older spell KT) is often used with Brann to cheat out big battlecry minions and double the effect. Most notably is of course Denathrius.
But also for bigger tempo turns because you can just go KT + 1 drop + big mana minion (Devourer, etc.) and just have stats on the board.
Vol'jin is the promo card from Barrens and should be granted with the first Barrens pack you buy. It's probably to counter played Devourers or pull Denny from hand and negate the battlecry.
Imp Lock is strong but can be boring. Draka rogue is strong, but has a learning curve of how long to hold and when to pop off.
Thank you. I can imagine he could be used as an alt WC in ramp druid with the devourer. I have not crafted him yet, but tempted to get him for my ramp druid. I'm still just learning to play the deck though so probably will hold off on it for now... I might still get from a pack as well.
Yes and no. He is great in skeleton mage and denathrius shaman, though both those decks have a big question mark next to them for viability. In ramp Druid, he functions to enable a brann combo when someone theotars (it’s a verb now too) your guff and you can’t outright play the combo. You usually don’t rely on him to enable the combo in ramp Druid though because when denathrius is big enough to end the game, you have played guff and have brann and 13 mana.
Thanks.
So do you think he is going to be useful for my ramp druid then as a 2nd option or something to get a win condition? Not sure whether to craft or not. Might just wait and try and get from a pack.
I'm assuming you're playing Wild from this post, so if you wanna play Maestra try playing Miracle Rogue in Wild. It's not spectacular in terms of win rate, but it's pretty fun. Maestra is really great in the deck because it enables the Sonya + Gnoll combo for 'infinite' board clear and a large dagger/minion from Draka or the location.
As for Kael'thas, I honestly haven't used the guy much. The whole Denathrius combo is pretty much Standard only because of the sheer amount of hand disruption in Wild where Kael or Brann will probably get yoinked out. Not to mention, Druid doesn't even need Kael, he has my man Guff.
No mate, these are newer versions of said cards, that are in the current sets.
I was going to play wild as I had some nice warriors legendries and epics, but warrior doesn't seem to be in a good place right now, and it was also a 2020 bomb warrior so I don't even know if that kind of archetype would work in Wild.
Just settled for playing ramp druid in constructed currently as it's still a class I haven't played much of yet.
I think it is a valid inclusion against slower decks. Its main role is to substitute for when you don't draw Guff or he gets stolen by Theotar, adding a little bit of consistency against slower decks. However it's totally optional so I wouldn't prioritize the craft if you're only interested in Ramp Druid.
But looking beyond Druid it's for sure a great craft, since he's mandatory in many top-tier decks and will no doubt stay relevant in the future.
I think it is a valid inclusion against slower decks. Its main role is to substitute for when you don't draw Guff or he gets stolen by Theotar, adding a little bit of consistency against slower decks. However it's totally optional so I wouldn't prioritize the craft if you're only interested in Ramp Druid.
But looking beyond Druid it's for sure a great craft, since he's mandatory in many top-tier decks and will no doubt stay relevant in the future.
Thanks.
I'm not using him in the version I play as not needed. the one I play has more nature spells and therefore makes Topir (the bush dragon, think thats his name) way better than in the other versions. sometimes you will play bran then bush dragon for tempo, and it can win games on it's own.
Going to hold off crafting anything else until I get some more packs. I have the welcome back bundles at the moment, so hoping I have the money from some steam refunds comes in before they vanish from the store... I think I have 2 weeks before they vanish though, so should be fine.
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I've seen many slight variants of this deck, some have a bigger dragon package, some have slightly different cards here and there (more minions or more spells/draw)
I'm, seeing this Kael'thas cards in a lot of decks, but I've never seen the card played, so I don't know what the play is for him.
I could craft him, but if I don't I could craft an Imp Warlock or even a Rogue deck as I just got one of the legendries for the new rogue deck last night (the one that starts off as another class... also not really sure how this plays, but I have one of the legendries for it now, and I love rogue)
I often run into the same mistake of buying too many cards for one archetype, when they're really not needed. Just trying to decide whether this guy is needed or not.
PS: I see Volljin is being used as a tech card a lot now as well.
Minion KT (as opposed to the older spell KT) is often used with Brann to cheat out big battlecry minions and double the effect. Most notably is of course Denathrius.
But also for bigger tempo turns because you can just go KT + 1 drop + big mana minion (Devourer, etc.) and just have stats on the board.
Vol'jin is the promo card from Barrens and should be granted with the first Barrens pack you buy. It's probably to counter played Devourers or pull Denny from hand and negate the battlecry.
Imp Lock is strong but can be boring. Draka rogue is strong, but has a learning curve of how long to hold and when to pop off.
Yes and no. He is great in skeleton mage and denathrius shaman, though both those decks have a big question mark next to them for viability. In ramp Druid, he functions to enable a brann combo when someone theotars (it’s a verb now too) your guff and you can’t outright play the combo. You usually don’t rely on him to enable the combo in ramp Druid though because when denathrius is big enough to end the game, you have played guff and have brann and 13 mana.
He is a safe craft.
I'm assuming you're playing Wild from this post, so if you wanna play Maestra try playing Miracle Rogue in Wild. It's not spectacular in terms of win rate, but it's pretty fun. Maestra is really great in the deck because it enables the Sonya + Gnoll combo for 'infinite' board clear and a large dagger/minion from Draka or the location.
As for Kael'thas, I honestly haven't used the guy much. The whole Denathrius combo is pretty much Standard only because of the sheer amount of hand disruption in Wild where Kael or Brann will probably get yoinked out. Not to mention, Druid doesn't even need Kael, he has my man Guff.
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Thank you. I can imagine he could be used as an alt WC in ramp druid with the devourer. I have not crafted him yet, but tempted to get him for my ramp druid. I'm still just learning to play the deck though so probably will hold off on it for now... I might still get from a pack as well.
Thanks.
So do you think he is going to be useful for my ramp druid then as a 2nd option or something to get a win condition? Not sure whether to craft or not. Might just wait and try and get from a pack.
Thanks.
No mate, these are newer versions of said cards, that are in the current sets.
I was going to play wild as I had some nice warriors legendries and epics, but warrior doesn't seem to be in a good place right now, and it was also a 2020 bomb warrior so I don't even know if that kind of archetype would work in Wild.
Just settled for playing ramp druid in constructed currently as it's still a class I haven't played much of yet.
I think it is a valid inclusion against slower decks. Its main role is to substitute for when you don't draw Guff or he gets stolen by Theotar, adding a little bit of consistency against slower decks. However it's totally optional so I wouldn't prioritize the craft if you're only interested in Ramp Druid.
But looking beyond Druid it's for sure a great craft, since he's mandatory in many top-tier decks and will no doubt stay relevant in the future.
Thanks.
I'm not using him in the version I play as not needed. the one I play has more nature spells and therefore makes Topir (the bush dragon, think thats his name) way better than in the other versions. sometimes you will play bran then bush dragon for tempo, and it can win games on it's own.
Going to hold off crafting anything else until I get some more packs. I have the welcome back bundles at the moment, so hoping I have the money from some steam refunds comes in before they vanish from the store... I think I have 2 weeks before they vanish though, so should be fine.