That card is probably an outlier in the deck, it doesn't have synergy with other cards, it's basically there to provide solutions in desperate times or to serve as an alluring target for Entomb so you can play Anub'arak safely. So either you find another non-deathrattle target for big spells, or you can go the deathrattle route. Previous versions of the deck used Piloted Shredder, so I don't think you can go wrong with it. I also like Tomb Pillager, the additional coin might be useful with all those big late-game minions.
I don't understand why Anub'arak doesn't see more play, especially in a Reno deck? I play it in N'Zoth Raptor Rogue and it's very good. I used to play it also in Reno Rogue pre-WOG. It makes losing vs control almost impossible (don't play it until you've seen both Entomb vs a Priest, or if you're sure they don't have any copy left in their deck).
I enjoyed Wild much more than Standard this season, I thought it was more diverse. I climbed the ladder to rank 5 in 2 days with a Raptor Rogue deck I used pre-WOG, in which I basically added N'Zoth, and 2 x Deathlord for increased protection vs aggro. It's built to counter aggro shaman/zoolock/secret paladin, but it's really good vs control too. I haven't seen totally broken combos really, nothing close to C'thun in terms of boring design.
Just played my 1st standard game with a Shaman Reno deck. It's a highlander deck, no duplicates. Playing vs a Priest, he didn't put anything in my deck. Played Reno on 9 life midgame... and stayed at 9 life..! What? Lost in fatigue with huge board advantage to an Auchenai Hero Power + Flash Heal combo for 9 dmg. Is Reno broken now?
In the past 2 seasons, I have ranked up to 5 using a raptor Rogue deck and a midrange Hunter with King Krush and Cult Master. This morning, I was rank 14 and I decided to use the Hunter deck to complete the 'Deal 100 damage to enemy heroes' quest. The very first game was against a (Reno) warlock. On turn 6 or 7 he was down to ~11 health, and played Reno Jackson to fully heal. Since I had played a Freeze trap earlier in the game and played another secret just before his Reno turn, he probably hoped it was another Freeze trap, but it was Snake trap. So I ignored Reno and went face with my board, but next turn after activating the Snake Trap he returned Reno Jackson to his hand with Young Brewmaster. He didn't have anything strong on the board, so I got him down to ~15 health quickly, and he then played the Brann+Healbot combo to go back to 30 again. I got rid of Brann and pummeled his face more, and got him down to ~18, with almost lethal simply on board. So he had to Reno once again, but of course I eventually killed him even mowing down Mal'Ganis in the process.
So his Reno deck was probably way too conservative with Reno, Brewmaster, Brann, Healbot, MalGanis... But the most interesting thing is that I almost completed the quest in a single game... I dealt 69 damage to the hero in that game. So I was wondering, anyone else has won a game after three heals like that? What's the most damage ever dealt to the enemy hero in a single game? I've seen control warriors lose after having 40+ armor, so 70 might not be that rare.
One was awesome, with an ogre magi on board for a few turns towards the end and playing headcrack every turn for 3 damage! The other was against a mage, which I got down to around 12 I think by turn 6, but then the flamestrikes just killed me (I think I only had 3 minions with more than 4 health in the whole deck), so I realized if I played headcrack every turn + dagger, I could win the race. Which I did, by one turn.
I don't use HearthArena, if I did I'm sure I wouldn't have chosen Headcrack. But in some instances it was the perfect card to finish tough games, and I was sure to be able to combo it even in topdeck mode because all my cards were below 7 mana. So it was just like a slightly more expensive Hunter hero power every turn.
I just got my first 12 win run, and it was a perfect 12-0 run. The 12th win was my 176th arena win in total, so it came faster than I expected. I like to play Rogue, I think I'm quite good with it, and the deck was nothing out of the ordinary. No legendaries, a single epic (Kodorider), only one more 6-drop with nothing more expensive, just lots of good basic and common 3 and 4 drops and a complete rogue toolkit (Eviscerate, Backstab, Deadly Poison, Cold Blood, Betrayal). Some games I had board control throughout, some games I took control mid-game with very high tempo turns, and some games I trailed throughout but won with burst damage before my opponent could kill me. My MVP: Headcrack! (won me 2 games that would have been lost otherwise).
While I don't think combo druid is OP, it is not especially fun to play against combo druid when the game reaches later turns as the ending is often anti-climactic and goes against Blizzard's view of Hearthstone as a duel for board control. A nerf would not be totally unexpected.
But seeing the Warsong Commander nerf makes you wonder how the combo should be nerfed without killing the viability of the two cards. Savage Roar is used in a lot of other druid decks and is not a problem by itself. Neither is Force of Nature. So the key is to reduce the interaction between the two.
The easiest way would be to increase the mana cost of each by one. Then the combo requires Innervate to be played. Savage Roar is still playable in some decks as a 4-cost card I think.
Another possibility would be to make Savage Roar give +2 Attack only to non-charge minions. So played on their own, neither card is different, but the OTK combo doesn't work anymore.
Or maybe FoN should simply summon 3 treants without charge, so the combo is on 2 turns, giving the opponent the chance to react after the FoN (with the taunts in Druid, it could still be playable I think, as you'd have a decent chance of keeping the treants alive, especially in the late game).
Is there any way to nerf the combo without making both cards useless?
I played Raptor Rogue this season to climb from rank 15 to rank 5. I encountered Paladins 28% of the time, which was great since I won the great majority of matches against them (20-8). Let them play Minibots, Jugglers, and Muster... Then play Dark Iron Skulker on turn 4 (coin) or 5. Then when they play Challenger they have an empty board and you have lots of deathrattle minions. Then it's over.
Instead of needing to be very lucky to beat Secret Paladin, choose a deck that reverses the odds, and smile everytime you beat a Secret Paladin (or Murloc Paladin too!)
35
Well, Purify isn't out yet...
0
Why the egg? There's not a single buff in the deck.
2
Hi,
That card is probably an outlier in the deck, it doesn't have synergy with other cards, it's basically there to provide solutions in desperate times or to serve as an alluring target for Entomb so you can play Anub'arak safely. So either you find another non-deathrattle target for big spells, or you can go the deathrattle route. Previous versions of the deck used Piloted Shredder, so I don't think you can go wrong with it. I also like Tomb Pillager, the additional coin might be useful with all those big late-game minions.
0
Missing Gruul, Onyxia, Nozdormu, Prophet Velen, Hogger, Gazlowe, Troggzor the Earthinator, Bolvar Fordragon, Mogor the Ogre, Fjola Lightbane, Acidmaw, Wilfred Fizzlebang, plus about one third of those from the newest expansion.
1
I don't understand why Anub'arak doesn't see more play, especially in a Reno deck? I play it in N'Zoth Raptor Rogue and it's very good. I used to play it also in Reno Rogue pre-WOG. It makes losing vs control almost impossible (don't play it until you've seen both Entomb vs a Priest, or if you're sure they don't have any copy left in their deck).
2
I enjoyed Wild much more than Standard this season, I thought it was more diverse. I climbed the ladder to rank 5 in 2 days with a Raptor Rogue deck I used pre-WOG, in which I basically added N'Zoth, and 2 x Deathlord for increased protection vs aggro. It's built to counter aggro shaman/zoolock/secret paladin, but it's really good vs control too. I haven't seen totally broken combos really, nothing close to C'thun in terms of boring design.
7
When your teammate coins Millhouse turn one... WOW.
(I insta-conceded)
0
Just played my 1st standard game with a Shaman Reno deck. It's a highlander deck, no duplicates. Playing vs a Priest, he didn't put anything in my deck. Played Reno on 9 life midgame... and stayed at 9 life..! What? Lost in fatigue with huge board advantage to an Auchenai Hero Power + Flash Heal combo for 9 dmg. Is Reno broken now?
1
It's not a pirate itself.
0
In the past 2 seasons, I have ranked up to 5 using a raptor Rogue deck and a midrange Hunter with King Krush and Cult Master. This morning, I was rank 14 and I decided to use the Hunter deck to complete the 'Deal 100 damage to enemy heroes' quest. The very first game was against a (Reno) warlock. On turn 6 or 7 he was down to ~11 health, and played Reno Jackson to fully heal. Since I had played a Freeze trap earlier in the game and played another secret just before his Reno turn, he probably hoped it was another Freeze trap, but it was Snake trap. So I ignored Reno and went face with my board, but next turn after activating the Snake Trap he returned Reno Jackson to his hand with Young Brewmaster. He didn't have anything strong on the board, so I got him down to ~15 health quickly, and he then played the Brann+Healbot combo to go back to 30 again. I got rid of Brann and pummeled his face more, and got him down to ~18, with almost lethal simply on board. So he had to Reno once again, but of course I eventually killed him even mowing down Mal'Ganis in the process.
So his Reno deck was probably way too conservative with Reno, Brewmaster, Brann, Healbot, MalGanis... But the most interesting thing is that I almost completed the quest in a single game... I dealt 69 damage to the hero in that game. So I was wondering, anyone else has won a game after three heals like that? What's the most damage ever dealt to the enemy hero in a single game? I've seen control warriors lose after having 40+ armor, so 70 might not be that rare.
3
Loatheb
Kezan Mystic
Nerubian Egg
0
One was awesome, with an ogre magi on board for a few turns towards the end and playing headcrack every turn for 3 damage! The other was against a mage, which I got down to around 12 I think by turn 6, but then the flamestrikes just killed me (I think I only had 3 minions with more than 4 health in the whole deck), so I realized if I played headcrack every turn + dagger, I could win the race. Which I did, by one turn.
I don't use HearthArena, if I did I'm sure I wouldn't have chosen Headcrack. But in some instances it was the perfect card to finish tough games, and I was sure to be able to combo it even in topdeck mode because all my cards were below 7 mana. So it was just like a slightly more expensive Hunter hero power every turn.
1
I just got my first 12 win run, and it was a perfect 12-0 run. The 12th win was my 176th arena win in total, so it came faster than I expected. I like to play Rogue, I think I'm quite good with it, and the deck was nothing out of the ordinary. No legendaries, a single epic (Kodorider), only one more 6-drop with nothing more expensive, just lots of good basic and common 3 and 4 drops and a complete rogue toolkit (Eviscerate, Backstab, Deadly Poison, Cold Blood, Betrayal). Some games I had board control throughout, some games I took control mid-game with very high tempo turns, and some games I trailed throughout but won with burst damage before my opponent could kill me. My MVP: Headcrack! (won me 2 games that would have been lost otherwise).
0
While I don't think combo druid is OP, it is not especially fun to play against combo druid when the game reaches later turns as the ending is often anti-climactic and goes against Blizzard's view of Hearthstone as a duel for board control. A nerf would not be totally unexpected.
But seeing the Warsong Commander nerf makes you wonder how the combo should be nerfed without killing the viability of the two cards. Savage Roar is used in a lot of other druid decks and is not a problem by itself. Neither is Force of Nature. So the key is to reduce the interaction between the two.
The easiest way would be to increase the mana cost of each by one. Then the combo requires Innervate to be played. Savage Roar is still playable in some decks as a 4-cost card I think.
Another possibility would be to make Savage Roar give +2 Attack only to non-charge minions. So played on their own, neither card is different, but the OTK combo doesn't work anymore.
Or maybe FoN should simply summon 3 treants without charge, so the combo is on 2 turns, giving the opponent the chance to react after the FoN (with the taunts in Druid, it could still be playable I think, as you'd have a decent chance of keeping the treants alive, especially in the late game).
Is there any way to nerf the combo without making both cards useless?
0
I played Raptor Rogue this season to climb from rank 15 to rank 5. I encountered Paladins 28% of the time, which was great since I won the great majority of matches against them (20-8). Let them play Minibots, Jugglers, and Muster... Then play Dark Iron Skulker on turn 4 (coin) or 5. Then when they play Challenger they have an empty board and you have lots of deathrattle minions. Then it's over.
Instead of needing to be very lucky to beat Secret Paladin, choose a deck that reverses the odds, and smile everytime you beat a Secret Paladin (or Murloc Paladin too!)