Have you considered using the Gadgetzan Auctioneer instead of nourish for your card draw ? I play a similar druid deck with a similar style and I just finished a game where the engineer drew me 4 cards on the turn I played him. It was turn 10. On the draw, I drew the engineer. Played him, played my wild growth (drew a card) played excess manna (drew 2 cards) drew an innervate and wrath, played inervate (drew a card) played starfall to clear board (draw a card). Had I wanted to, I could have played another innervate and wrathed for 1 to draw 3 more cards but at that point I was close to running out of cards so I stopped. That's 6 cards drawn in 1 turn, (which could have been 9), 4 of which came from the engineer.
What I like about the engineer is that it allows you to generate tremendous card draw but still keep board position. With nourish, you get good card draw but basically have to sac a turn in order to draw your cards. It also solves a small problem I have with wild growth -- if you get it early, it's great. If you get it late, it's basically an expensive card draw. But if you have an engineer out, wild growth basically becomes an arcane intellect on steroids (2 mana, 1 card, draw 3). Druid decks tend to have plenty of small spells that lets you milk the engineer just as hard as most rogue decks (innervate, wild growth, excess manna late game, wrath, claw). If you play with all these cards, and I do, your card draw will be better than anything nourish can pull off.
I'd be interested to see your list, since neither Auctioner nor Claw are in the original deck. Care to share?
He didn't say he was running claw. All he did was replace the 2 nourishes w/ 2 gadgetzan auctioneers.
Have you considered using the Gadgetzan Auctioneer instead of nourish for your card draw ? I play a similar druid deck with a similar style and I just finished a game where the engineer drew me 4 cards on the turn I played him. It was turn 10. On the draw, I drew the engineer. Played him, played my wild growth (drew a card) played excess manna (drew 2 cards) drew an innervate and wrath, played inervate (drew a card) played starfall to clear board (draw a card). Had I wanted to, I could have played another innervate and wrathed for 1 to draw 3 more cards but at that point I was close to running out of cards so I stopped. That's 6 cards drawn in 1 turn, (which could have been 9), 4 of which came from the engineer.
What I like about the engineer is that it allows you to generate tremendous card draw but still keep board position. With nourish, you get good card draw but basically have to sac a turn in order to draw your cards. It also solves a small problem I have with wild growth -- if you get it early, it's great. If you get it late, it's basically an expensive card draw. But if you have an engineer out, wild growth basically becomes an arcane intellect on steroids (2 mana, 1 card, draw 3). Druid decks tend to have plenty of small spells that lets you milk the engineer just as hard as most rogue decks (innervate, wild growth, excess manna late game, wrath, claw). If you play with all these cards, and I do, your card draw will be better than anything nourish can pull off.
I'd be interested to see your list, since neither Auctioner nor Claw are in the original deck. Care to share?
Read the post again.
I'd be interested to see your list, since neither Auctioner nor Claw are in the original deck. Care to share?
What does top 13 even mean? As far as I know this game gives no sort of ranking at the moment.