love denath but few removal and situational. denath has no drawback, this is the main problem.
He should get nerfed to infuse(2) to reduce his damage significantly. Likewise nerf Theo to 5 mana. Hoping for balance patch within two weeks.
A 4-mana 3/3 does not need a nerf.
And Denathrius is just a 10 mana 10/10 which is understatted for the cost.
Both cards have battlecries though.
What I'm saying is Theotar most often is a very slow card to play against aggressive decks. It's so risky, a 4-mana 3/3. Sure, man one aggressive card, just a scratch, so much more in hand or in deck. Just because it has potential to steal a wincon does not mean it needs a nerf. Because most times it's a slow and mediocre play.
Hi Kadakk! I really appreciate you showcasing my deck. I love your commentary style-- absolutely relaxing and nice after a long day. Wish you success with your channel.
Sure! Keep Azsharan/1-drops except for Sea Guide, keep SI:7 Skulker. If you have a Click-Clocker keep Amalgam. If you have an Azsharan, keep Tuskarr or Sea Guide.
Awesome idea. Thanks for sharing. There are a lot of powerful decks that start developing after turn 5, so with a little luck steering this sweet deck, the game closes before things get out of control. K9 is a nice boi.
Draw tools within deck are Nourish (usually ramp), Pathmaker to draw 3 (like a cheaper Miracle Growth), Jerry Rig Carpenter, Moonlit Guidance, Aquatic Form, and Guff. After turn 4/5 is when your draw becomes significantly faster. My version of Kazakusan has maybe 1 fewer dragon than other Ramp variants (some play Alex or Maly). But I do believe it plays faster while also having more timely defensive plays available.
EDIT: Also, out of curiosity did you try out the deck? This is the deck that brought me to legend with ease.
This deck really is powerful. My legend rank was tanking with different druid experiments, but this is really the best way to play a more aggressive druid archetype. I find School Teacher to be so good, I cut a Peasant (only good buffed/paired with Elune) for a second one (which can draw you a card more reliably if you are in need of card draw) and no looking back.
It's alright... I feel Colossal minions revealed are pretty weak overall. Paladin will likely see most play, maybe Rogue Colossals. Dredge is not very powerful. And players feel a bit lied to because this expansion enables mana-cheat and burst decks when it sounded that gameplay would be more board-centered.
I was in the same situation and climbed to legend first time ever last month with face hunter, and yet again this month. You will likely only need 1500 or so dust to craft new cards for it. If you prefer slower decks, Combo Mage and Freeze Shaman (mid-rangey) are great picks.
1
What I'm saying is Theotar most often is a very slow card to play against aggressive decks. It's so risky, a 4-mana 3/3. Sure, man one aggressive card, just a scratch, so much more in hand or in deck. Just because it has potential to steal a wincon does not mean it needs a nerf. Because most times it's a slow and mediocre play.
0
A 4-mana 3/3 does not need a nerf.
3
Hi Kadakk! I really appreciate you showcasing my deck. I love your commentary style-- absolutely relaxing and nice after a long day. Wish you success with your channel.
0
True, I may considering teching in a Starfish.
0
Of course. But look at the same time
Let's say I hate horror movies
I wouldn't be a fair-minded critic of it
So I should stay away from reviewing it.
That's all.
0
I know I most likely can't change your mind but,
Downvoting a deck based on your personal salt is not respectable.
Decks should be assessed based on their performance/fun/flavor, not salt.
It's pretty pathetic of you to downvote every deck that includes Prestor in it,
and I hope you come to your better senses and realize that your behavior here
is more toxic than the decks you're downvoting.
Have a nice day.
0
Sure! Keep Azsharan/1-drops except for Sea Guide, keep SI:7 Skulker. If you have a Click-Clocker keep Amalgam. If you have an Azsharan, keep Tuskarr or Sea Guide.
0
Awesome idea. Thanks for sharing. There are a lot of powerful decks that start developing after turn 5, so with a little luck steering this sweet deck, the game closes before things get out of control. K9 is a nice boi.
-1
The buff to SI:7 smuggler is absolutely trivial. It changes nothing for the archetype.
If they wanted to buff the archetype they could at least buff the questline steps to be "Discover a Spy Gizmo" instead of at random.
0
Draw tools within deck are Nourish (usually ramp), Pathmaker to draw 3 (like a cheaper Miracle Growth), Jerry Rig Carpenter, Moonlit Guidance, Aquatic Form, and Guff. After turn 4/5 is when your draw becomes significantly faster. My version of Kazakusan has maybe 1 fewer dragon than other Ramp variants (some play Alex or Maly). But I do believe it plays faster while also having more timely defensive plays available.
EDIT: Also, out of curiosity did you try out the deck? This is the deck that brought me to legend with ease.
2
This deck really is powerful. My legend rank was tanking with different druid experiments, but this is really the best way to play a more aggressive druid archetype. I find School Teacher to be so good, I cut a Peasant (only good buffed/paired with Elune) for a second one (which can draw you a card more reliably if you are in need of card draw) and no looking back.
0
It's alright... I feel Colossal minions revealed are pretty weak overall. Paladin will likely see most play, maybe Rogue Colossals. Dredge is not very powerful. And players feel a bit lied to because this expansion enables mana-cheat and burst decks when it sounded that gameplay would be more board-centered.
0
I was in the same situation and climbed to legend first time ever last month with face hunter, and yet again this month. You will likely only need 1500 or so dust to craft new cards for it. If you prefer slower decks, Combo Mage and Freeze Shaman (mid-rangey) are great picks.