Only card i miss is sir Finley, do you think he is that valuable to craft him?
- PunkSalami
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Vlad141 posted a message on KRIPP The Scales PaladinPosted in: KRIPP The Scales Paladin -
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Don99999 posted a message on Highlander Quest Heal DruidPosted in: Highlander Quest Heal DruidI really like the idea of a Highlander Quest Driud and also build a deck around that idea (i did it without a Lucentbarck package for reasons i explain with 5.).
Here a few things i considered when i build the deck that might help you (sorted by importance in my opinion, exept the last one, but that one is not helpfull on improving the deck while keeping all of its archetypes):
1. Archmage Vargoth: Its potential to create value while not loosing out on tempo for it seems pritty insane to me + it synergises well with most of the spells in this deck + duplicating it with elise seems insane as well + it's not only for lategame turn 10 Vargoth+Oasis but can be thrown out there on turn 5 (on curve for this deck i guess) usually completing the quest and threatening Oasis for the next turn as a Reno + 12/12 taunt
2. Body Wrapper: The effect of shuffling a card into your deck seem way toooooooo delayed making body Wrapper a 4 mana 4/4 without effect often times. It even has some potential to be a downside when played on curve, when it forces you to shuffle in a bee from BEEEES!!!, that is where the next problem starts for Bod Wrapper: this deck generates a lot of tokens, namely: four 1 mana 1/1s, three 2 mana 3/2, two 2 mana 2/2s, two 2 mana 2/2s with taunt and a 6 mana 6/6 with taunt wich you all wouldnt want as a topdeck in the later game. Of course the deck has severall options to create more tokens then listed with Floop and the discovers. Overall i think drawing this or playing this in generall would "feel" bad, cause by that time it's always a 4 mana 4/4 without any effect in the forseeable future (unless it´s one of the last few cards, but id say in over 90 out of a 100 games with this deck the game is decided and definitly wont be turned around by this card when you get to the last 5 cards in your deck). tl;dr: seems like curently the weakest card in the deck to me and in the 4 mana spot far worse then Vargoth (its value is more conditional and harder to pull off, while it looses out on more tempo and the 4/4 stats on curve seems to be worse then 2/6 for this deck while it does not pose any threat for the following turns).
3. Doomsayer: Maybe a bit nitpicky but one Doomsayer seems like a good earlygame option for this deck, even if it just safes you 7 health towards quest completion and can be relevant in the later game as well (playing doomsayer on a weak board of your own so you can restart on a cleared board or your oponent needs to clear it, maybe instead of your weak rest of the board that can then be buffed/healed)
4. Vulpera Scoundrel: Its 2/3 body for 3 mana seems too bad on curve (turn 4 considering you almsot always want to rush quest even against hard aggro decks), where it almost has no impact on the board for its cost. The spell gained off of it can highrole for sure, but i think only about 5 spells are generally worth it to run a 3 mana 2/3 to get them a additonal time, Vulpera seems usually to inconsistant to run for those spells.
5. The problem with the entire Lucentbarck package and idea as i see it: after the very weak earlygame cause of the quest completion it seems to me that every drawn card needs to be a standalone good card to be able to catch up. A lot of the cards in the Lucentbarck package dont apear to me as that: Crystal Power without Lucentbarck after quest completion basically says (for 1 mana): Choose One - heal 3 if the target is above 2 HP or deal 2 dmg on a target with 2 or less HP -> without Lucentbarck after quest completion it's weaker then it usually is and it was not run without Lucentbarck for its usual effect; Gloopsprayer requires you to stick a board to be good; this deck should usually be already winning hard if it gets to do that, making Gloopsprayer a win more card with nearly usless stats when you are'nt already winning; faceless without Lucentbarck is situational at best. tl;dr the problem of Lucentbarck in this deck: The usuall way of enabling the draw consistency on Lucentbarck by tutoring it with Psychmelon is way to slow in this deck, because you are already sacrificing a lot of tempo in the earlygame with the quest, making you need to catch up, not fall further behind by another 4 mana to set up a lategame win condition. Without Psychmelon tutoring Lucentbarck, he is a RNG draw with the same odds to be drawn as any other card in the deck. Therefore the Lucentbarck package contains 3-5 (Ancient of Lore seems to be lacking stats for its manacost for it to be a good card to catch up on the board with and the cards provided by Keeper Stalladris seem almost all bad without Lucentbarck/some even with him dormant on board; these 2 don't seems as bad as the other 3 tho). With at least 3 cards you don't want without him you got a 75% chance at best for this package to weaken the strengh of your cards drawn overall, and even if you draw him first, he by himself is a 8 mana 4/8 who will usually get killed instantly when played, making at least 1 of the heals needed to be able to copy him, and then you got only a maximum of 2 cards left in the deck wich will get your lucentbarcks back for sure (yes Vulpera can highrole+Body Wrapper can give you sth if your opponent gives you another 15 turns to wait for the shuffeled card to be drawn+i got no idea if Zephrys would ever offer you a heal when your Lucentbarcks are dormant), both need to be copied against decks with multiple aoe removals, otherwise the Lucentbarcks will be dormant again pritty soon. With all of this and silence on the first Lucentbarck while Floop was not in hand while playing it, it seems to me there is a 10%-20% chance, if you survive the early, for this package to be beneficial and maybe it even works out perfectly some times; I think usually it will weaken your deck by too much to make these 10%-20% worth it to run it.
For me i replaced the Lucentbarck package by duplicates of the best cards in the deck, this makes Elise and Zephrys innactive at the start, but they can still provide their effect later, when you have drawn those 7 cards, while already having the strongest cards in the deck duplicated from the start.
All of this comment is my personal oppinion and i strongly encourage anybody (especially because that could change my deck to become a bit better as well ^^) who disaggrees in any point of this to correct me/give their own opinion on that specific topic or even add some ideas to strenghten this or my deck.
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this is just hillarious. + 2 more legendary cards for the other archetype of healing 5 points so we are crafting 7 cards BTW expensive cards for a bit of filling our deck . Its good if you have and you will have these cards but , really? who is crafting that many legendaries into one class for deck what will play 1-3 months . And this will be actually true because in the first week of the rise of shadows the dr boom deck was the best meta and after this week it was pretty unplayeball