Personally I hate things that bypass taunts or boost damage to rediculous amounts without having anything on the field. I would prefer the game actually focus on the battlefield instead.
Those cards are fine because they do not deal incredible amounts of damage on their own. They require some effort to be truly lethal, unlike the 8 mana Pyroblast did and unlike the version of Al'akir you are suggesting (which is more broken than the pre-nerf pyroblast).
You're forgetting that he can't bypass taunts, costs 8 and dies easily. You are only seeing him as an instant 12 damage. I still think the taunt needs to be removed and at the very least make him 4-5
It would be an issue, just as pyroblast was an issue, and Leeroy is an issue now. Instant damage potential that is over-the-top without effort can lead to bad, bad trends in the metagame.
Personally I hate things that bypass taunts or boost damage to rediculous amounts without having anything on the field. I would prefer the game actually focus on the battlefield instead.
Wanting to try this deck out, I have all the cards except for Tinkmaster Overspark.
What would be a good card to replace it with?
I'd consider Nat Pagle as an option if you have him. You don't really need the extra draw power but it synergizes well with Sunfury Protector and Defender of Argus and could also make your Twilight Drake bigger. I don't play this deck so I don't have any experience in the matter, It's just a random thought.
Your hand would overflow if you added Nat Pagle in.
The thing that pisses me off the most right now is that every time my Swipe/Innervate or my taunts end up in the last 15-10 cards of my deck, it's utterly useless to have them at that point...
I don't know about everyone else but I am suddenly seeing nothing but rush decks all of a sudden around rank 5. Rogues, paladins, warriors, hunters, warlocks and rarely even another druid.
Every one of them is just throwing down a minion every turn and running The Black Knight as well. As we all know druids can't handle a rush very well unless you get the perfect removal draws since most druids run absolutely no taunts aside from Druid of the Claw and almost every minion is 4+ in cost in the current decks.
Therefore I tried to put together a kind of anti rush deck, but to be honest druids really don't seem to have an early game in any way.
This deck will probably never beat hunters and can also lose to rogues/mages but has a good chance against anything else.
Thanks and you are correct, the problems ive been having lately come from mages and hunters who just burst me down immediately. the taunts i can deal with, but I got the questing adventure piece from mrbitter, since it works really well with sense demons and the zero cost molten giants. when im around 10 health i usually plop down questing adventurer first 2 molten giants and defender of argus, plus whatever i can drop down with the excess 3 mana if its turn 10 at the earliest. with that combo i basically have a 5/5 minion and 2 9/9 taunters along with argus.
I'll try your strat with mountain giants, seems legit, but the mage and hunter control decks i find cant keep up with their burst.
How about the idea of emperor cobras for cheap removal?
Emperor Cobra will most likely by instantly removed, seems like a waste of mana.
As mentioned before the early game is not needed at all, once turn 4 comes along you can use Consecration, Hammer of Wrath of Truesilver Champion and you have plenty of healing to top back up again.
I have also tried giants paladin but it brings you way too low and in range for many lethal combinations which is why I don't like it. I have outhealed hunters with this deck and they rush damage from turn 1 so I don't think the early game is an issue here. Most druids don't do anything until turn 3 or 4 either except use Claw/Wrath.
The deck is very similar to what I am now seeing a lot in ranked. Personally I have been trying the deck below but it has a lot of problems against rogue, paladin, shaman and warlock unless they get unlucky draws. It does however beat druids quite often and can outrush hunters as well.
I have also changed my deck, currently I am at rank 4 with this:
I really love the double Savage Roar because it allows you to either clear the board when behind while still having a second one or you can use Innervate to combo 2 of them with Force of Nature.
Keep in mind that double Savage Roar + Force of Nature is 22 damage (including hero) meaning if you have only one 4 damage minion up you can one shot someone with that combo.
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Malygos will ALWAYS be removed the turn he is played, he does not stay alive. EVER.
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You're forgetting that he can't bypass taunts, costs 8 and dies easily. You are only seeing him as an instant 12 damage. I still think the taunt needs to be removed and at the very least make him 4-5
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In that case let's remove Leeroy Jenkins, Force of Nature, Savage Roar,Bloodlust, Rockbiter Weapon,Fireball, Ice Lance, Heroic Strike, Mortal Strike and Mind Blast from the game.
Personally I hate things that bypass taunts or boost damage to rediculous amounts without having anything on the field. I would prefer the game actually focus on the battlefield instead.
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Why not? for 8 cost and only 3 health I think that wouldn't be an issue.
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I'm thinking the OP doesn't play at a high rank, but that's just me.
Anyway personally I wouldn't mind seeing Al'Akir the Windlord be made into a 6/3 without the taunt.
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Your hand would overflow if you added Nat Pagle in.
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Yeaaahh saying those things isn't going to make us believe you or think it's strong. Priest remains weak.
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The thing that pisses me off the most right now is that every time my Swipe/Innervate or my taunts end up in the last 15-10 cards of my deck, it's utterly useless to have them at that point...
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I don't know about everyone else but I am suddenly seeing nothing but rush decks all of a sudden around rank 5. Rogues, paladins, warriors, hunters, warlocks and rarely even another druid.
Every one of them is just throwing down a minion every turn and running The Black Knight as well. As we all know druids can't handle a rush very well unless you get the perfect removal draws since most druids run absolutely no taunts aside from Druid of the Claw and almost every minion is 4+ in cost in the current decks.
Therefore I tried to put together a kind of anti rush deck, but to be honest druids really don't seem to have an early game in any way.
Thoughts?
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Emperor Cobra will most likely by instantly removed, seems like a waste of mana.
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It has happened to me while playing warlock, the priest gets a 3/15 Lord Jaraxxus on the field.
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Questing Adventurer and all of those taunts are not needed at all, the entire idea of this deck is to put up Mountain Giant and Molten Giant with Sunfury Protector or Defender of Argus while using your spells to remove minions and Lord Jaraxxus when shit hits the fan.
This deck will probably never beat hunters and can also lose to rogues/mages but has a good chance against anything else.
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As mentioned before the early game is not needed at all, once turn 4 comes along you can use Consecration, Hammer of Wrath of Truesilver Champion and you have plenty of healing to top back up again.
I have also tried giants paladin but it brings you way too low and in range for many lethal combinations which is why I don't like it. I have outhealed hunters with this deck and they rush damage from turn 1 so I don't think the early game is an issue here. Most druids don't do anything until turn 3 or 4 either except use Claw/Wrath.
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The deck is very similar to what I am now seeing a lot in ranked. Personally I have been trying the deck below but it has a lot of problems against rogue, paladin, shaman and warlock unless they get unlucky draws. It does however beat druids quite often and can outrush hunters as well.
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I have also changed my deck, currently I am at rank 4 with this:
I really love the double Savage Roar because it allows you to either clear the board when behind while still having a second one or you can use Innervate to combo 2 of them with Force of Nature.
Keep in mind that double Savage Roar + Force of Nature is 22 damage (including hero) meaning if you have only one 4 damage minion up you can one shot someone with that combo.