You would get it if you bothered to read the thread but thanks for the feedback dude!
I did. I still think at least 1x Flare is a viable choice. Freeze and Secret Cancer are still highly popular.
Edit: Actually, the only thing that makes Hunter viable on ladder right now is Flare. Everything else it has to offer is sub-par and can be done better by other classes in the current state of the game.
Just quickly put it together. Basically add lots of removal and sustain, proceed to mill their cards with Naturalize/Coldlight Oracle and survive until they die of fatigue.
You clearly don't have a clue what you're talking about. Savage Roar is perfectly viable on its own and have been played, on its own, in a multitude of decks.
So it's that easy to regain board control with druid huh, just combo and it's all good? Do you know the implications of spending 9 mana to clear the opponents board? It's your entire turn and chances are the board state is virtually the same next turn.
Maybe you should actually try to play druid and you might learn a thing or two about how the class, and its cards, functions.
First of all, When I said viable I mean the combo viable. The Combo Druid archetype, the main enable of the playstyle of Combo Druid. Combo Druids tend to (whenever possible) go face with their minions in an attempt to set the opponent up for lethal. Then, they simply survive and dig for the two combo pieces.
Now, in my opinion, this would not work withoutForce of Nature, for the simple reason that Savage Roar requires a couple of targets to deal enough damage. A no Force of Nature [/card]Druid deck would feel more like a midrange [card]Bloodlust Shaman, where you try to maintain board control, do good trades and flood the board for maximum Bloodlust value/damage.
If a Combo Druid would not have access to Force of Nature, Combo Druid would not exist and instead people would run what you described, a Midrange Double Roar Druid. Perhaps even a Double Roar Ramp Druid. Point is, that without Force of Nature to guarantee you the targets for your Savage Roar, it would be impossible to play the deck as aggressively as it is played right now. The no Force of Nature deck would (compared to the current deck) have to maintain board control by doing favorable trades, so that double Savage Roar would reach the lethal range.
When I said do the combo, I was referring to simply going face with the combo for a game winning lethal, not clearing the board.
I played an awful lot of Ramp Druid since beta, thank you very much. I know my fair share about this game.
I've had a couple of family members die of cancer. I still use the term myself frequently and don't give a single shit if people use it anywhere. People nowadays are just sensitive pussies that get triggered by everything.
It's not force of nature, it's savage roar that makes it OP since it already is by itself and The damge gets higher if you have more minions on the board.
I disagree. Both components have their own reasons to be "OP". While Savage Roar might be the main offender of the two, enabling lots of damage for low mana cost, it's Force of Nature that makes it viable in the first place, because regardless of the board state, you will always be able to combo for 14 damage. Got destroyed all game? Absolutely no board control because you kept going face with your minions? No problem, Force of Nature will make all board control redundant and allow you to bypass the pesky task of obtaining board control by providing you with free bodies for Savage Roar.
The issue is that the power of the combo increases with more minions on the board. Since they only play sticky minions, in most cases there will be a couple of minions on the board at all times, forcing you to either deal with the minions/trade or ignore them and risk a 20+ damage combo to your face.
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Fatigue Druid.
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I've had a couple of family members die of cancer. I still use the term myself frequently and don't give a single shit if people use it anywhere. People nowadays are just sensitive pussies that get triggered by everything.
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The issue isn't the combo itself.
The issue is that the power of the combo increases with more minions on the board. Since they only play sticky minions, in most cases there will be a couple of minions on the board at all times, forcing you to either deal with the minions/trade or ignore them and risk a 20+ damage combo to your face.