That deck can roll pretty high. Infinite Guldan.
But it's nowhere near 4 3/3 wolves on turn 4 w/ coin.
That deck can roll pretty high. Infinite Guldan.
But it's nowhere near 4 3/3 wolves on turn 4 w/ coin.
I'm just like everyone else, I didn't like druidstone. There were 5-6 druid decks that ran the same 25-26 cards, with the last of the deck being the otk combo, whatever it may be for that druid. But the problem wasn't wild growth or nourish. I think it was just the armor package and otk package. UI, the spellstone, oaken summons, branching paths, dreampetal florist, the twig, and floop. All these are top tier cards that have great synergy with eachother. I think a nerf to maybe the spellstone, UI, florist or floop was probably the best way to go about the nerfs to druid, not the ramp.
Sure wild growth and nourish are good cards, but I don't think they were game breaking. Those 2 cards are crucial to 90% of all druid's gameplans, which has pretty much been beating your opponent to 10 mana and using the mana/card advantage to win. Now that is forever destroyed because blizzard failed to realize what the REAL problem was. Druid is one of my favorite classes (who doesn't love ramping, drawing cards and smashing face with huge minions?) but I fear unless this new set doesn't provide druid with any good cards, druid may be dead for a while, and that saddens me. We'll have to see with this new set, since the armor package is rotating out maybe blizzard will reset wild growth and nourish.
Note: I don't play that much wild, I heard star alligner druid is a tier 1 deck and that wild growth and nourish are run in there, but I think that deck is entirely tier 1 because of 1 card. Juicy Psychmelon. Again, it's blizzard printing overpowered cards that HELP the otk decks, its not wild growth or nourish's fault.
I disagree. The idea is to have good cards to build a deck around that are new and innovative. If you leave those 2 cards intact (Wild Growth, Nourish) then Druid will never pick a different strategy. It will always be the same cards in every deck for years and years.
Not sure what's so hard to understand about that. The other cards you describe are all good cards. Druid needs these cards to create decks with new expansions coming out. They don't need to have a 2 mana Wild Growth. And they don't need to have a 5 mana Nourish. Because these cards will be in every deck no matter what. And it will always be High roll 10 mana to win the game no matter what.
Edit: If those 2 cards weren't the problem then the nerf would have been unsuccessful. I don't see druid being a problem anymore.
I’m not trying to get legend or even below 10. I would be happy at normal 15. I’m at 20 where you can’t fall any lower. I don’t understand how so many people have such good decks and seem stuck at 20. 90% of them are playing tier 1 or 2 decks. I just made a quest priest deck that dragged the games out a lot and actually won a few in a row but then hit another patch of tier 1 decks. Why does it never even out. It seems that these people would all eventually climb higher? It seems endless. I agree I must suck. I can’t beat the rumble. I get to last boss and die almost immediately.
I started when the game came out and used to rank real high but quit after a year when I realized the futility of it. No matter what you do your deck is going to be obsolete pretty often without spending money. P
I've always thought it doesn't matter as long as you play the fastest deck you have. It can be Odd Rogue, even shaman, or some kind of Hunter. Add 2 Fungalmancer and go face when you can. Try to steal wins from the people who are greedy. Eventually you'll start to get win streaks on slower decks. People bored will quit as soon as the match starts. Some people are AFK. Play really fast games. 5 minutes each. Know what your win condition is. If you don't have Leeroy Jenkins you'll probably want him next, he's the best finisher out there. Mulligan hard for the 1 drops and Flametongue Totem. Or Knife Juggler. Keep the Fungalmancer when you know you're facing control priest/warrior.
And remember how you won the last game if you had to count lethal. Counting Lethal on your next turn is a big factor in whether or not you are playing effectively.
Dear sir Aleatas,
Apologies for the responses that you get. Mind you, a good analysis falls short on fora like these crawling with mindless fanboys only looking for chitchat and likes.
I wonder the same thing when I read this. It sounds like you care about the game, but I'm not sure why you are here on Hearthpwn posting garbage for people who don't really care but to argue about who has the bigger E ....
It's called feeding the Trolls, and pick a better subject than why an expansion is bad. Sure you created a whole wall of text to defend your argument, but it's silly. People want to argue about specific cards and decks. It's more fun.
I don't play constructed unless an interesting deck-building idea occurs to me and I want to try it out. Otherwise the game feels so repetitive. Arena is much more fun 'cause every run is different and I like the drafting process.
How can it be more repetitive when you have access to build decks with all of the cards you own, and two different play modes?
In Arena, you choose a class, and then you're provided with basically the same cards over and over again, because you pick the best ones and after a few games you know which ones they are. Then you pick a different class, and the same thing happens. You play opponents, who play the exact same cards you would've picked if you were that class. And occasionally someone gets a Legendary or 2, which is so exciting to lose to.
And then you win a few games, and get stomped by the same decks over and over again because the experienced arena players (yep, you guessed it!) play the same tired worn out decks over and over again. Because they Net deck even their Arena decks.
So no, you don't fool me. Arena is worse.
Is there really that much point to High Priest Thekal if you only have 1 potential lifesteal minion and no other heals? lol
No. But it still works at that slot and if you can get heals it helps for later in the game. You can gain health and it's not a bad 3/4 in terms of tempo. You could replace those 2 cards with Corridor Creeper. But I do not own those. I dusted them last nerf. :)
I have healed in matches when played. And it throws people off a little bit I think.
It may not have the Burst potential but I think with other nerfs it still performs well for any F2P budget deck.
If you already have the cards.
How many I crafted Kingsbane and now I'm salty threads can people make in 1 day?
Edit: oh and my other deck is Odd Paladin.
my kingsbane deck is solid gold and I give a shit what they nerf..I still mill the fuck out of lames and win still. I made KB gold when it released. You have to play the deck different but it still farms gold and makes people rage quit. What are you complaining about...you cant win at your pro tournaments and support your family without your kingsbane deck or some shite? get real nobody gaf dude. Oh wait let me guess your worthless digital cards are more worthless now maybe?
What is this guy talking about?
Stop whining about nerfs and get back out there on the Ladder!
|Minion (21)||Ability (6)||Weapon (3)|
I have no problem with well-targeted nerfs. But killing an archetype, by deliberately targeting a key Common or a Rare, to avoid fair dust refunds, is extremely dubious. It's why I no longer spend money on the game.
It is very necessary, and the right way to go about it. Legendaries are meant to be powerful, enough to build a deck around and create an archetype like you mentioned. The other cards are tools, support, and tech cards that are meant to be useful in these decks and added as you gain a bigger card base just like the legendaries. When a set is released very few people have all of the legendaries, as well as few Epics. So they build the best decks they can with the tools they have and spend dust to create decks that seem to do well in the current meta.
Problem is that there are some decks that have been around and are well sculpted like Odd Paladin, or Kingsbane. These decks are not fun decks. They are simply there to climb efficiently and after a while become the decks everyone complains about. Because they are tired of facing the same old decks for the past 6 -8 months. (Yes, some have been around that long). Like Quest rogue.
So here are the F2P players complaining that they can no longer play these nerfed decks and that they spent all of their pennies on 1 or 2 cards that are no longer in their eyes meaningful. And how as a community are we supposed to react to this?
Most people are happy, these are the people who prepurchased and have plenty of cards sitting around that see no play.
A small minority of F2P players are salty, they had 1 deck they spent everything on and now they claim it's worthless. "Blizzard screwed them over pretty good".
So ask yourself, are you in the happy group of people who are serious about the game and want to see more variety? Or are you part of the poor minority, who doesn't really care that much about the game and would never spend a dime on it anyway?
My guess is that Blizzard knows who really cares about the game and wants to see progression, and the poor F2P will always be around crying about how they get screwed because they don't have any money to spend and can't have any fun.
This guy gets it. I started playing a couple months ago and dusted just about every other epic, legend, and golden I had to craft an odd pally deck. Not because it was OP, but because it was just about the only top deck without 3-8 legends and I could actually afford to build it.
So thanks blizzard, I’m gonna have a great time banging my head against a wall with this broken deck for the next few months until I can afford a new deck. Or more likely I’ll just quit.
If the only reason you play Hearthstone is to play Odd Paladin, then this could not have come sooner. I will not miss Odd Paladin, or Shudderwock, or Kingsbane.
Please close the door behind you as you go.
I think Blizzard should cease to nerf cards. In my opinion it disproportionately affects f2p players including yours truly, so I should probably acknowledge subjectivity at this point lol. Sure, you get a full refund on the nerfed card, but you don't get it on other cards you crafted for that particular competitive deck to which the nerfed card belongs. And this is a problem because most f2p players have only one or two viable decks at their disposal at any given time. I personally find changing the meta every time you print new cards sufficient enough. Let people have some fun and run rampant with some powerful decks for a while. What's wrong with that. Mind you, I grew up playing HoM&M 3, so I'm used to imbalanced mechanics being present, but I think they can be fun. Alternatively instead of nerfing some cards, buff some cards in order to improve the balance. It can provide the same effect without effectively removing the decks people invested in from play and as an additional bonus no need to provide refunds of any kind. What do you guys think?
About how long did these powerful decks run rampant? And for how much longer did you need to have your 'oh so vital' deck while the new cards see very little play?
I understand the argument about f2p. But if you are not investing in new cards then you made a mistake. Nobody wants to hear that you just crafted a card that was about to rotate and now they nerfed it.
Are you looking for support by creating this thread so that people can pull out their tiny violins?