I expect Combo druids to still exist, but they will be more in line with how other combo decks assemble and set up their KO blows. Innervate and Emperor are still in the game...
Jade and token druid will most probably be the top decks, though. The class will be fine!
Yeah, jade and token will still be good, but I wonder how people would build combo druid decks after the nerf
Combo druid is dead and since the whole meta was warped around it, I have no clue what is going to happen but I know even shaman is going to remain scary good
Yeah, even shaman is already a top dog if not the top dog now. Only control-style warlock and warriors are maintaining a favorable matchup against them.
I think Aviana is a good nerf, Wild meta need this to be healthy. There might be better way to nerf Druid, but that not the point of this discussion. My question is: Will Druid be dead in wild? Definitely jade is still viable but I wonder what other ideas do you all have...
To facilitate this conversation I'll just share here one of my theorycraft:
It's a combined variation of Taunt Druid and Star Aligner Druid, with Dark Arakkoa fitting both purposes. Medivh with Twig and Innervate serve to replace Kun, and Hadronox for 9-mana 7-health slot. It's more flexible in the sense that if your combo doesn't kill and your board got cleared, there's still Taunts left on the board that gives you final burst through Branching Paths.
Id run Sneed's Old Shredder instead of Medivh personally, makes it harder to remove if you miss otk, I also dont like that it puts minions on board when i have to free my hand to draw while doing combo.
People say poison seeds is not good, but for me its been best card vs even shamans and odd paladins, i would usually keep their side of the board full with treants and i just armor up til i get my combo, then speading plague gives 2 more turns. Works all the time. Also messes up with priest resurrects.
You can always avoid Medivh's summoning by playing draws before playing Medivh. The main reason I play Medivh is because that 1 damage weapon allow me to deal 30 damage with Brann and two Star Aligner effects (14+14+1+1=30). How many times did you win because of sneed's deathrattle? I haven't tested him but maybe he's worth trying.
I used to run Poison Seed, but I found there just wasn't a lot of decks that go tall instead of wide. I would try it again and see if it works. Btw, what card did you drop to add poison seed?
Doomsayer: We all know how strong a turn-2 Doomsayer is against aggro and yet how situational it is. The real appeal is that when one of Kun and Mediev is dirty-ratted or demonic projected, you have to drop one of your aligners just for adding a 7-health minion on the battlefield, decreasing your burst potential by 7 or 14. If you are sure to lethal with that 7 or 14 added, you can throw down Doomsayer and KO. Minor advantages: Very good for testing Mage secrets. In a small number of cases it can help clear your own 1/5 taunts for combo preparation.
Wrath: A super flexible card given up for its sub-optimal tempo (compared to Naturalize and Jasper Spellstone). Again, it helps aggro match-ups (especially mage) but suck otherwise.
Naturalize: A super tempo removal but with huge downside.
Second Ancient Brewmaster: Very good against hand disruption and potentially increase your burst potential but is trash versus aggro.
First: This is a thread for deck-building discussion, not for complaining how strong a certain deck is. If you haven't played 20+ games with Star Aligner Druid at rank 10 or higher, please make a note in your reply. I need suggestions from real playing experience, not from just "I think".
This is the deck I'm currently using, at rank 7, CN server:
The meta decks are (from most popular to least): Even Shaman, Treachery Warlock, Odd Rogue, Tempo Mage, Resurrect Priest, Star Aligner Druid, DMH Warrior, Odd Paladin, Togwaggle Druid, Kingsbane Rogue, Mech Hunter, Spell Hunter, Aggro Paladin, Renolock, Odd Warrior.
Star Aligner Druid is far from the most popular deck. In my experience it's about number 6 in popularity.
Surely the meta revolves a little around it because it's a strong deck in itself, but now Dirty Rats are seen in any non-aggro deck and Warlocks are running double Treacherys to discard your hand and deck. Tempo mages are now slightly unfavored due to them running double Potion of Polymorphs alongside double Explosive Runes making your Aviana virtually impossible to drop, not to mention Ice Blocks can earn them extra turns to burn you down.
You may play on a different server but I'm sure you have seen some techs like rats have become popular. In such an unfriendly meta, what cards do you run and what cards do you give up? I am very curious.
Let's be clear: I believe Star Aligner Druid is currently the strongest archetype in wild format, but not necessarily the best for laddering. We are only here for discussing how to refine this deck to make it more suitable for laddering.
Did you test Righteous Protector and Echoing Ooze? And Nerubian Egg could be good as well. I would replace those early-game cards over higher-cost cards like Scaled Nightmare. I just feel like the early game is too weak to contest aggro (you don't have aoe or weapons so once you are behind it takes longer to get back), and versus control your eggs would do great. Just my thoughts, haven't tested it.
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Then if you don't draw this or keleseth in your first few turns then your deck is all 1 mana trash minions. You won't be able to keep up.
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Huge boost for star aligner decks lul
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Yeah, jade and token will still be good, but I wonder how people would build combo druid decks after the nerf
0
Yeah, even shaman is already a top dog if not the top dog now. Only control-style warlock and warriors are maintaining a favorable matchup against them.
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Not really, it hurts deeply because Melon can't tutor for both Aviana and Kun anymore. That's the major nerf
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I think Aviana is a good nerf, Wild meta need this to be healthy. There might be better way to nerf Druid, but that not the point of this discussion. My question is: Will Druid be dead in wild? Definitely jade is still viable but I wonder what other ideas do you all have...
To facilitate this conversation I'll just share here one of my theorycraft:
It's a combined variation of Taunt Druid and Star Aligner Druid, with Dark Arakkoa fitting both purposes. Medivh with Twig and Innervate serve to replace Kun, and Hadronox for 9-mana 7-health slot. It's more flexible in the sense that if your combo doesn't kill and your board got cleared, there's still Taunts left on the board that gives you final burst through Branching Paths.
Other interesting ideas?
19
Lul now Juicy Psychmelon can tutor Giggling Inventor
9
Funny how every time they nerf a neutral card, Evolve Shaman is mentioned as a potential deck to still make use of the nerfed card...
0
You can always avoid Medivh's summoning by playing draws before playing Medivh. The main reason I play Medivh is because that 1 damage weapon allow me to deal 30 damage with Brann and two Star Aligner effects (14+14+1+1=30). How many times did you win because of sneed's deathrattle? I haven't tested him but maybe he's worth trying.
I used to run Poison Seed, but I found there just wasn't a lot of decks that go tall instead of wide. I would try it again and see if it works. Btw, what card did you drop to add poison seed?
0
Let me start by some ideas I've considered:
Possible cards to include:
Doomsayer: We all know how strong a turn-2 Doomsayer is against aggro and yet how situational it is. The real appeal is that when one of Kun and Mediev is dirty-ratted or demonic projected, you have to drop one of your aligners just for adding a 7-health minion on the battlefield, decreasing your burst potential by 7 or 14. If you are sure to lethal with that 7 or 14 added, you can throw down Doomsayer and KO. Minor advantages: Very good for testing Mage secrets. In a small number of cases it can help clear your own 1/5 taunts for combo preparation.
Wrath: A super flexible card given up for its sub-optimal tempo (compared to Naturalize and Jasper Spellstone). Again, it helps aggro match-ups (especially mage) but suck otherwise.
Naturalize: A super tempo removal but with huge downside.
Second Ancient Brewmaster: Very good against hand disruption and potentially increase your burst potential but is trash versus aggro.
Second Giggling Inventor: More minion = more safety for Aviana and Loatheb. Good against Potion of Polymorph and Shaman's Devolve.
Possible cards to be replaced:
Spreading Plague: I know this is crazy, but a second inventor might actually outclass the second plague in this meta.
Biology Project: perhaps the most controversial card. I still believe it deserves to run double but I'm open to suggestions.
Swipe: Seriously? But without a lot of Paladins out there, swipe is actually not that good except maybe against odd rogue.
Others?
0
First: This is a thread for deck-building discussion, not for complaining how strong a certain deck is. If you haven't played 20+ games with Star Aligner Druid at rank 10 or higher, please make a note in your reply. I need suggestions from real playing experience, not from just "I think".
This is the deck I'm currently using, at rank 7, CN server:
The meta decks are (from most popular to least): Even Shaman, Treachery Warlock, Odd Rogue, Tempo Mage, Resurrect Priest, Star Aligner Druid, DMH Warrior, Odd Paladin, Togwaggle Druid, Kingsbane Rogue, Mech Hunter, Spell Hunter, Aggro Paladin, Renolock, Odd Warrior.
Star Aligner Druid is far from the most popular deck. In my experience it's about number 6 in popularity.
Surely the meta revolves a little around it because it's a strong deck in itself, but now Dirty Rats are seen in any non-aggro deck and Warlocks are running double Treacherys to discard your hand and deck. Tempo mages are now slightly unfavored due to them running double Potion of Polymorphs alongside double Explosive Runes making your Aviana virtually impossible to drop, not to mention Ice Blocks can earn them extra turns to burn you down.
You may play on a different server but I'm sure you have seen some techs like rats have become popular. In such an unfriendly meta, what cards do you run and what cards do you give up? I am very curious.
Let's be clear: I believe Star Aligner Druid is currently the strongest archetype in wild format, but not necessarily the best for laddering. We are only here for discussing how to refine this deck to make it more suitable for laddering.
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It is said that he only speaks up for certain environmental problems. But that's not true. He also does for overcooked pizza.
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Did you test Righteous Protector and Echoing Ooze? And Nerubian Egg could be good as well. I would replace those early-game cards over higher-cost cards like Scaled Nightmare. I just feel like the early game is too weak to contest aggro (you don't have aoe or weapons so once you are behind it takes longer to get back), and versus control your eggs would do great. Just my thoughts, haven't tested it.