That might be the case indeed, ramping into mukla on turn 1 5/5 even with negative effect its essentially sealing the board for next few turns at least. The only thing that could have withstand it was mage with mana wyrm. Such early hard to remove minions can be one type of deck - and this golem would probably fit into this. but to be honest - i think its dead :) which is good thing to hearthstone - not bad:)
So here's my take on what this new face Druid might look like if Arcane Golem wasn't dead (BIG IF):
From left field: Risky, but I can see a druid deck built around getting out as many 4/4s as possible as quickly as possible. Flamecannon is out, so they won't be easy to remove, and I could see druid having a strong aggro opening based on ramp. The only reason it has a chance of working is the across the board nerf that could make 4-toughness creatures difficult to remove before turn 4. Maybe this isn't the last we've seen of Arcane Golem, even though it is easily the worst 3 mana 4/4 option available.
I will be the man out of the chorus here. Charge is one the most enjoyable mechanics in the game for me. The crazy combos in creates makes it for such cool decks and crazy interactions. I loved Grim Patron, hated the nerf of Commander. These nerf really, really suck.
"Eh, Hearthstone is a game about board control"
That's not very true anyway, but why must it always be this way? Why must every deck be playing stuff on curve and trading, according to Blizzard? Can't we cool, crazy stuff? Spoiler: I am not even an aggro or druid player... but I still can't stand that the only decks that I found exciting are slowly getting butchered.
I used to enjoy playing Stasis decks, but that doesn't mean locking down the board was good for the game quality. These cards are not fun and most people can't stand opponents' cards they can't interact with.
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From left field: Risky, but I can see a druid deck built around getting out as many 4/4s as possible as quickly as possible. Flamecannon is out, so they won't be easy to remove, and I could see druid having a strong aggro opening based on ramp. The only reason it has a chance of working is the across the board nerf that could make 4-toughness creatures difficult to remove before turn 4. Maybe this isn't the last we've seen of Arcane Golem, even though it is easily the worst 3 mana 4/4 option available.