I've been using N'zoth in Lucentbark Druid. With a lot of healing and N'zoth resummoning all the Lucentbarks the died this game and a few Khartut Defenders and you make yourself an impenetrable wall. Like, I remember, I lasted 3 N'zoth's from a Warlock who played a singleton deck. He, of course, used Youthful Brewmaster to bounce his N'zoth back.
I only used N'zoth once. The game was so long, I had to use Elysiana. And with the most satisfying victory, I defeated him with no cards left. Not in deck and not in hand and no minions on the board.
Same, but without Khartut. I feel that Getting 6 Lucentbarks killed and then playing N'Zoth reduces the need for duplicators in the deck which allows you to get other tools.
Quick question on this: If you've had 6 Lucentbarks killed, then they are dormant on the board, yes? So, how will N'zoth help you in this particular position? Having the same Lucentbark die repeatedly doesn't count as individual Deathrattle minions - at least it shouldn't, if previous mechanics are anything to go by (such as resurrection, etc)
It does count for N'Zoth, you can only play one, resurrect it 5 times, and Nzoth will attempt to spawn 6. Not sure about the inconsistencies this causes but this is how it's working right now.
About how N'Zoth helps even in a full dormant board, with Zephyris the deck got pretty inconsistent due to mass dispel, Nzoth would still help.
I've been using N'zoth in Lucentbark Druid. With a lot of healing and N'zoth resummoning all the Lucentbarks the died this game and a few Khartut Defenders and you make yourself an impenetrable wall. Like, I remember, I lasted 3 N'zoth's from a Warlock who played a singleton deck. He, of course, used Youthful Brewmaster to bounce his N'zoth back.
I only used N'zoth once. The game was so long, I had to use Elysiana. And with the most satisfying victory, I defeated him with no cards left. Not in deck and not in hand and no minions on the board.
Same, but without Khartut. I feel that Getting 6 Lucentbarks killed and then playing N'Zoth reduces the need for duplicators in the deck which allows you to get other tools.
Not even a deck in tier 1, nothing above 50% WR excepting token with 51%, a playstyle (wide board) that is outclassed by pretty much every other class.
Blizzard gave us a ton of cards for an archetype (heal) just to release a very popular card that absolutely obliterates the entire thing (Zephyrs giving you mass dispel), which means over 50% of the cards in the last 2 expansions are neigh worthless. They gave us tools for beasts but have not released any decent beast for 3 expansions already, Grizzly being the only viable beast you can run.
To top that, the nerf of Innervate, nourish and Wild Growth, back when druid had no decks in T1, mind you, has destroyed most of the ramping capabilities rendering most of the classic set useless due to their over-costed nature to compensate for the ramping possibilities.
The quest is a poor attempt to bring some of those cards back into relevance but it comes quite short to be efficient, although that one perhaps will resurface if only warrior and mages get finally fixed.
So my question is, when the hell will Blizzard give Druid some tool they can actually use?
I don't get why this is neutral when most classes cannot get 7 copies on board in one turn.
If you think about it, rogues are getting more cards than the rest of the classes, cause neutrals like this or the obelisk will not see play in any other class.
I agree. There was no reason to HoF Vanish when the only rouge deck ran it was Pogo and that deck has been stuck with 40% winrate ever seen, even before Vanish removed.
P/S Sap is not that powerful at all, it's completely useless against Warrior (either control and/or bomb), useless against CC mage, those two most popular classes at high ranks.
Let me tell you about how a card that's included in every single rogue deck and actively mulliganed for is "useless".
It's not hard to test just how bad the quest is really. Just queue a game, skip your first 5 turns and see how far you get. Bonus points for using druid, which has no board clears or efficient removal in standard. You can even imagine yourself making a 6 mana 5/5 and heal for 12 at the end. It won't save you when the opponent likely has over 5+12 damage on board
Not a fan of the quest as I said, but you don't skip 5 turns, you play 5 turns with 1 mana less.
I honestly don't know. I've played more than enough Lucentbark druid and my hand never goes under 7-8 cards. Granted, I could remove a few of the card drawing cards, but the thing with Lucentbark druid is that many cards cannot be used until you have the adequate board.
You can't use Lucentbark until you draw Gloop, you can't use Faceless manipulators until you have a Lucentbark alive on board, same with Gloop Sprayers (unless in aggro matches where you may want to duplicate grizzly), you can't use your heals before having as many Lucentbarks out as you could...
I believe this will see play but I'm not sure if this card is adequate for the traditional version of Heal Druid, perhaps this opens one where the 4-4 stag is more viable (now you can't play it because you don't want to waste heals before Lucentbark).
And then on the aggro version heal druid it won't work either because the idea of that one is to generate a lot of cards with Lifeweaver...
0
It does count for N'Zoth, you can only play one, resurrect it 5 times, and Nzoth will attempt to spawn 6. Not sure about the inconsistencies this causes but this is how it's working right now.
About how N'Zoth helps even in a full dormant board, with Zephyris the deck got pretty inconsistent due to mass dispel, Nzoth would still help.
0
Same, but without Khartut. I feel that Getting 6 Lucentbarks killed and then playing N'Zoth reduces the need for duplicators in the deck which allows you to get other tools.
1
So apparently doing 48 damage with flamewalker at turn 8 in standard is a thing now?
Meanwhile druids get Astral communion.
0
The problem is how easy they're finding the combo, Northshire cleric should be the target of nerfs/hof.
2
Trump got to legend with classic cards, anecdotal evidence is irrelevant in the face of statistics.
1
Not even a deck in tier 1, nothing above 50% WR excepting token with 51%, a playstyle (wide board) that is outclassed by pretty much every other class.
Blizzard gave us a ton of cards for an archetype (heal) just to release a very popular card that absolutely obliterates the entire thing (Zephyrs giving you mass dispel), which means over 50% of the cards in the last 2 expansions are neigh worthless. They gave us tools for beasts but have not released any decent beast for 3 expansions already, Grizzly being the only viable beast you can run.
To top that, the nerf of Innervate, nourish and Wild Growth, back when druid had no decks in T1, mind you, has destroyed most of the ramping capabilities rendering most of the classic set useless due to their over-costed nature to compensate for the ramping possibilities.
The quest is a poor attempt to bring some of those cards back into relevance but it comes quite short to be efficient, although that one perhaps will resurface if only warrior and mages get finally fixed.
So my question is, when the hell will Blizzard give Druid some tool they can actually use?
0
Got 100% win vs that deck with my linecracker druid:
https://www.hearthpwn.com/decks/1301482-75-wr-linecracker-big-druid
Some examples:
https://hsreplay.net/replay/5BD7Qhk6HtUS9xikc8ysFk
https://hsreplay.net/replay/TZQSTxdF5KmVat8fiSHMNc
They can't deal with the linecracker
0
Im playing this deck in https://www.twitch.tv/rcore right now, super fun, mildly effective too (56% win so far)
2
There's no point in not running a few duplicates with this deck. You won't play Eloise until you have at least one of those pieces in hand anyway.
0
Really good to solve the board after skipping 1 mp for 5 turns, think this might do the quest work.
0
I don't get why this is neutral when most classes cannot get 7 copies on board in one turn.
If you think about it, rogues are getting more cards than the rest of the classes, cause neutrals like this or the obelisk will not see play in any other class.
0
Let me tell you about how a card that's included in every single rogue deck and actively mulliganed for is "useless".
0
Not a fan of the quest as I said, but you don't skip 5 turns, you play 5 turns with 1 mana less.
1
I honestly don't know. I've played more than enough Lucentbark druid and my hand never goes under 7-8 cards. Granted, I could remove a few of the card drawing cards, but the thing with Lucentbark druid is that many cards cannot be used until you have the adequate board.
You can't use Lucentbark until you draw Gloop, you can't use Faceless manipulators until you have a Lucentbark alive on board, same with Gloop Sprayers (unless in aggro matches where you may want to duplicate grizzly), you can't use your heals before having as many Lucentbarks out as you could...
I believe this will see play but I'm not sure if this card is adequate for the traditional version of Heal Druid, perhaps this opens one where the 4-4 stag is more viable (now you can't play it because you don't want to waste heals before Lucentbark).
And then on the aggro version heal druid it won't work either because the idea of that one is to generate a lot of cards with Lifeweaver...
0
Slight variations of the deck