Interesting, how do you find the Yetis for you? Have you considered a Reckless Rocketeer in place of Doomguard? And is your lack of Power Overwhelming a hindrance in any way?
The deck still does alright, it's just juxtaposed against harder losses. The recent nerfs didn't do anything to change the winrate against good match-ups (sans paladin) and made you more easily lose against classes that you broke even against before. I don't see anything that I can change in this entry-level ranking deck that would make it more friendly without drastic costs in dust or making it too similar to other Warlock rush decks.
If you're playing the base deck still and expecting a similar degree of success, it unfortunately won't impress you unless you seek to improve your skill to match up with the caliber of players you're facing. There are suggestions I've put out that can still create a deck worthy of high level play, it's just less of "see minion play minion". Unfortunately, this deck is popular, and will be receiving back lash as to how it's not performing up to standard from players that are compensating for the nerfs incorrectly or not compensating at all.
I would like to remind everyone of this deck's original purpose: until this deck no longer helps a newer player gain a fair advantage going into any game mode against a player of the same skill level that has invested more time or money, it stays as a testament among many others that the outcome of the game is not nearly dependent on the cost/strength of one's deck as players think.
I often mulligan aggressively. It's hard to explain since there are a huge number of possibilities, but here are some guidelines that should in no way, shape or form, be set in stone:
- Anything 5 or more mana goes unless playing swarm, then Starfall is a decent choice with other early game - Starting first + no Coin + have opening play = often drop 4 mana card - Swipe and Keeper = keep against classes that often play rush, buffs, or other silence worthy combos - vs Paladin, Warrior, Hunter - mulligan more aggressively for Ooze - vs Priest, Rogue - mulligan more aggressively for Faerie and beefy minions - Claw, Wrath, Faerie, Ooze, SSC are your goals early game. If you have even two of those, you are free to mulligan for mid game spells or minions
Using coin? It depends on match up as well. Sometimes I coin out a minion to bait an early weapon if I have Ooze. Sometimes it's to drop an SSC + Claw on turn 3 for massive pressure. Other times, I save my hand and hero power until I can bait a large board from my opening to Swipe or Starfall. Coin Azure Drake is also a favorite, since it pays back. If I were to have general advice with the coin, 9 out of 10 times, trying to push an advantage with the coin means you are pushing too far: never overplay your hand even with coin. I prefer to use my coin as a rebound mechanic off of clear or responding to large threats, this is what snowballs the game to a victory because of your higher than average amount of direct damage (Starfire, Argent, Swipe, Claw, Hero Power).
There should be some videos lying around in my youtube channel, I can upload a few new ones if there's interest.
Your problem is the lack of late game, rush decks are prevalent in higher ranks. Once you reach the lower teens and travel into single-digit land, better cards come out and players will more often have stronger control decks. Try to remedy this by replacing the slower cards in your deck.
I suggest removing: Grizzly, Brewmaster, and Yeti. Betrayal as well, because I am of the opinion that the situation where you need Betrayal is one where you either have other answers for it, or you've more or less lost, the card is situational in winning games. Questing Adventurer is also a possible removal if you can't find yourself building him up.
Sprint is another big issue, it feels like you have a respectable amount of card draw, while you're testing, make sure you pay close attention to how often you have this card in your hand and whether or not you have a good chance to play it. If you have strong draw engines in your deck, you probably will want to remove this in favor of a more consistent card.
Test out the addition of two Azure Drakes for a quick and reliable minion. Dark Iron Dwarves also have a strong case for aggro. Your other options for non-minions are: a second deadly poison, Perdition's Blade and Blade Flurry
Looking at your curve, you seem to be slightly heavy on the 2 and 4 drop range. If you're planning to play a form of control, try to create a stronger late-game and a respectable early game to carry into your big drops. With that said, the inclusion of both Yeti and Sen'jin feels somewhat out of place here - you have Sunfury protector and Druid of the Claw to create a decent front line without being too reliant on taunts themselves and the clear of Druids are always a nice thing to have.
I would suggest moving a part of your mid game to late game by swapping any combination of two Yetis, two Sen'jin or one Ancient of Lore to make space for Ancient of War, and move some power back to your 2~3 mana range. Ooze is always a good pick against Pally or Hunter and will keep you alive until you can draw into something.
I can see your reasoning behind the draw power alongside trying to burst a win with Force of Nature + Savage Roar. Try not to burn through your deck finding these cards, rather, create a playstyle where you will naturally create pressure and you will eventually draw into them.
As a Druid, I don't mind smashing my face into things - albeit a bit too liberally. I personally never use Wrath in a situation where my Hero Power would suffice, I see new players make this mistake all too often. I am a big fan of Spell Power on a Druid, so I try my best to keep it for the later stages of the game, but I won't hesitate picking off possible threats where the opponent may gain value due to buffs and the like.
The Ancients are pretty core to the deck, I'd rather grab those first.
Ysera is fine to close out the game, it has different counterplay compared to Ragnaros and different strengths. It's not necessarily bad, but I prefer the instant pressure of Ragnaros and the stronger reach he has on a cleared board.
You can easily find enough removal to deal with Warlocks, Druids tend to be one of the best between Wrath, Starfall, Swipe and Claw. Most classes would kill for those cards. Try a different approach and mulligan more aggressively is all I can say.
Master of Disguise is far too slow, if you have control of the board, you're going to lose everything to board wipes, concealing a 4 health Spell Damage minion means you already lose that attack each turn besides dying to conventional clear.
It forces your momentum to slow down and effectively removes the minion from play if you plan to keep it stealthed, she just needs her stats moved around until we can find a use for her as I've tried her in a variety of situations where 4 mana is too high.
You can win games off those cards alone, even when not playing against a Druid! They're just the prime example of a class with big drops. Paladin often comes up when I think of requiring a transform, Tirion is ridiculous.
There's always something to transform, some classes don't have that form of CC and it's practically invaluable when dealing with late game. Faceless is a big favorite with Tinkmaster and Big Game Hunter is also found here and there.
For sure, Control decks costs one too many legendaries because the base set of cards don't have any game-ending power. The best "late game" card from the basic set is Stormwind Champion, and that says enough on its own. Just because of the lack of control from some of the class sets you see everyone shoving in The Black Knight and Tinkmaster Overspark into every control deck.
If you had all the spell support in the world, around a third of the deck would be legendaries, Druid decks pretty much show this methodology.
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Interesting, how do you find the Yetis for you? Have you considered a Reckless Rocketeer in place of Doomguard? And is your lack of Power Overwhelming a hindrance in any way?
The deck still does alright, it's just juxtaposed against harder losses. The recent nerfs didn't do anything to change the winrate against good match-ups (sans paladin) and made you more easily lose against classes that you broke even against before. I don't see anything that I can change in this entry-level ranking deck that would make it more friendly without drastic costs in dust or making it too similar to other Warlock rush decks.
If you're playing the base deck still and expecting a similar degree of success, it unfortunately won't impress you unless you seek to improve your skill to match up with the caliber of players you're facing. There are suggestions I've put out that can still create a deck worthy of high level play, it's just less of "see minion play minion". Unfortunately, this deck is popular, and will be receiving back lash as to how it's not performing up to standard from players that are compensating for the nerfs incorrectly or not compensating at all.
I would like to remind everyone of this deck's original purpose: until this deck no longer helps a newer player gain a fair advantage going into any game mode against a player of the same skill level that has invested more time or money, it stays as a testament among many others that the outcome of the game is not nearly dependent on the cost/strength of one's deck as players think.
0
I often mulligan aggressively. It's hard to explain since there are a huge number of possibilities, but here are some guidelines that should in no way, shape or form, be set in stone:
- Anything 5 or more mana goes unless playing swarm, then Starfall is a decent choice with other early game
- Starting first + no Coin + have opening play = often drop 4 mana card
- Swipe and Keeper = keep against classes that often play rush, buffs, or other silence worthy combos
- vs Paladin, Warrior, Hunter - mulligan more aggressively for Ooze
- vs Priest, Rogue - mulligan more aggressively for Faerie and beefy minions
- Claw, Wrath, Faerie, Ooze, SSC are your goals early game. If you have even two of those, you are free to mulligan for mid game spells or minions
Using coin? It depends on match up as well. Sometimes I coin out a minion to bait an early weapon if I have Ooze. Sometimes it's to drop an SSC + Claw on turn 3 for massive pressure. Other times, I save my hand and hero power until I can bait a large board from my opening to Swipe or Starfall. Coin Azure Drake is also a favorite, since it pays back. If I were to have general advice with the coin, 9 out of 10 times, trying to push an advantage with the coin means you are pushing too far: never overplay your hand even with coin. I prefer to use my coin as a rebound mechanic off of clear or responding to large threats, this is what snowballs the game to a victory because of your higher than average amount of direct damage (Starfire, Argent, Swipe, Claw, Hero Power).
There should be some videos lying around in my youtube channel, I can upload a few new ones if there's interest.
0
Your problem is the lack of late game, rush decks are prevalent in higher ranks. Once you reach the lower teens and travel into single-digit land, better cards come out and players will more often have stronger control decks. Try to remedy this by replacing the slower cards in your deck.
I suggest removing: Grizzly, Brewmaster, and Yeti. Betrayal as well, because I am of the opinion that the situation where you need Betrayal is one where you either have other answers for it, or you've more or less lost, the card is situational in winning games. Questing Adventurer is also a possible removal if you can't find yourself building him up.
Sprint is another big issue, it feels like you have a respectable amount of card draw, while you're testing, make sure you pay close attention to how often you have this card in your hand and whether or not you have a good chance to play it. If you have strong draw engines in your deck, you probably will want to remove this in favor of a more consistent card.
Test out the addition of two Azure Drakes for a quick and reliable minion. Dark Iron Dwarves also have a strong case for aggro.
Your other options for non-minions are: a second deadly poison, Perdition's Blade and Blade Flurry
0
Looking at your curve, you seem to be slightly heavy on the 2 and 4 drop range. If you're planning to play a form of control, try to create a stronger late-game and a respectable early game to carry into your big drops. With that said, the inclusion of both Yeti and Sen'jin feels somewhat out of place here - you have Sunfury protector and Druid of the Claw to create a decent front line without being too reliant on taunts themselves and the clear of Druids are always a nice thing to have.
I would suggest moving a part of your mid game to late game by swapping any combination of two Yetis, two Sen'jin or one Ancient of Lore to make space for Ancient of War, and move some power back to your 2~3 mana range. Ooze is always a good pick against Pally or Hunter and will keep you alive until you can draw into something.
I can see your reasoning behind the draw power alongside trying to burst a win with Force of Nature + Savage Roar. Try not to burn through your deck finding these cards, rather, create a playstyle where you will naturally create pressure and you will eventually draw into them.
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As a Druid, I don't mind smashing my face into things - albeit a bit too liberally. I personally never use Wrath in a situation where my Hero Power would suffice, I see new players make this mistake all too often. I am a big fan of Spell Power on a Druid, so I try my best to keep it for the later stages of the game, but I won't hesitate picking off possible threats where the opponent may gain value due to buffs and the like.
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The Ancients are pretty core to the deck, I'd rather grab those first.
Ysera is fine to close out the game, it has different counterplay compared to Ragnaros and different strengths. It's not necessarily bad, but I prefer the instant pressure of Ragnaros and the stronger reach he has on a cleared board.
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Handy! The smaller cards do make a difference when putting down multiple to reference.
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The same feeling the opponent gets when you drop Ragnaros on the board, I'm sure.
Ragnaros is perfect for classes that lose steam late game and need to close it out - a Rogue favorite.
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You can easily find enough removal to deal with Warlocks, Druids tend to be one of the best between Wrath, Starfall, Swipe and Claw. Most classes would kill for those cards. Try a different approach and mulligan more aggressively is all I can say.
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If it's against a 1 damage classIn general, I'd play out Leper Gnome.Opponent pings Gnome -> Drop Juggler + Imp
Opponent plays x/2 -> Good trade
Opponent plays 2/x -> Coin SSC
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Master of Disguise is far too slow, if you have control of the board, you're going to lose everything to board wipes, concealing a 4 health Spell Damage minion means you already lose that attack each turn besides dying to conventional clear.
It forces your momentum to slow down and effectively removes the minion from play if you plan to keep it stealthed, she just needs her stats moved around until we can find a use for her as I've tried her in a variety of situations where 4 mana is too high.
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It's a possible thought, but the issue is that Novice is still a minion, and can preemptively stay on the field.
You wouldn't Shiv your opponent on an empty field, for example.
I would personally split the Novice x2 into one Shiv, one Novice, and see how it plays.
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I personally would not, the deathrattle is too precious in terms of having board presence.
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You can win games off those cards alone, even when not playing against a Druid! They're just the prime example of a class with big drops. Paladin often comes up when I think of requiring a transform, Tirion is ridiculous.
There's always something to transform, some classes don't have that form of CC and it's practically invaluable when dealing with late game. Faceless is a big favorite with Tinkmaster and Big Game Hunter is also found here and there.
0
For sure, Control decks costs one too many legendaries because the base set of cards don't have any game-ending power. The best "late game" card from the basic set is Stormwind Champion, and that says enough on its own. Just because of the lack of control from some of the class sets you see everyone shoving in The Black Knight and Tinkmaster Overspark into every control deck.
If you had all the spell support in the world, around a third of the deck would be legendaries, Druid decks pretty much show this methodology.