I was just curious why more Shaman decks don't use windfury or focus it as much as others. I was recently watching Kripp do an arena run where he got 3 Firelords and a Windfury spells. For relatively cheap he could get a 6/6 windfury out and then Rock biter it twice for 12/6 with windfury. And of course we all seen the Zapp-o-matic one turn kills by now. So why isn't this used more?
It sounds pretty awesome given the new cards. But after looking I can't really find any workable or highly rated decks that use the idea. If there are I would definitely like to try them or try to work on them to incorporate new cards. I am just not a super great deck builder myself. I have tried to make a few and they just don't feel like they work. But if there is a good reason they are not used... well that is a different story.
Just a thought, not sure if anyone better then me has did this before, or with any success. But I just did an Rogue Arena deck with many things like Brewmasters, and other cards that bounce friendlys back to your hand. Then I was lucky enough to get 3 Auto-barbers, and some Oil. In one turn I had a 10 damage Basic dagger just from bouncing Auto-Barbers back to my hand. Granted I didn't have much to support things unless I could bounce it so I only got about 4 wins with it.
So my question is can anyone formulate a deck that can utilize the bouncing? I am rubbish at making decks, and with the new season starting - if someone can make me a decent deck I would more then happy to try it. I usually have an idea for a deck and then over saturate the deck (Windfury or Charge) and it just falls flat.
I have Trade Prince, Sneeds, Alex, Dr.Boom, Gruul, Mogor, and some others. Thanks in advance guys!
Just an opinon with more "seasoned" or higher ranking experts - does Mill Druid even work? I had two days off recently and I found myself playing HS while watching Netflix, basically grinding some ranks out. And I found that mor and more I was coming across Mill Druid. I play things like Ramp druid, Midrange Paladin, Standard Hunter - and I find that me drawing cards is helping myself more then helping them.
Once I realize I am facing a Mill Druid, I just make sure that my hand stays pretty clean - I don't over use cards I don't have to but I always keep about 7 cards in hand, and I trade effectively. In decks like Hunter and Druid - its simple, I have taunts or just cheap fast cards to get the trades I need in there. And I don't have anything major in terms of epics or legendry. No Rag, no Slyvana's, No Black Night...
If I am able to beat these decks pretty easily - then how come its become so popular? It doesn't change how I play beyond making sure I don't over saturate my hand. And in fact - I end up getting the cards (normally I would have to draw for and hope I have the right cards at the right time) to combat what they throw out. When it comes to fatigue, yes - Maybe they can win then. But usually I have enough board presence at that point and they are also in the same boat at me cards wise. So again - if I played correctly as yous hould against Mill Druid - I win.
So what am I missing? Do people just not know how to play against it, are they getting unlucky against me? I don't think I am a great player, but of all the fad decks I have seen, it doesn't really seem to pay off.
So, last season I played a deck similar to the deck I will share shortly, and worked it up to about rank 8 or so. Now I can't seem to catch a break. I was wondering if some of the Deckfu Guru's could help me figure out where I can improve my deck or what may be the issue. Are hunters finally not as strong as they used to be? For the record, although this may look like the normal "cancer" deck most run. I have modified at least 6 cards from that deck to this one. And even when using the "traditional" decklist it didn't work very well.
Here is the list -
Clockwork Gnome x2
Leper Gnome x2
Undertaker x2
Webspinner x2
Glaivezooka x1
Explosive Trap x2
Haunted Creeper x2
Ironbeak Owl x2
Loot Hoarder x2
Eaglehorn Bow x1
Animal Companion x2
Kill Command x2
Unleash the hounds x1
Arcane Golem x2
Wolfrider x2
Defender of Argus x2
Houndmaster x1
The logic behind this and the changes I made were that I found a lot of times I could Face with a Golem or Wolfrider, and then DoA them for a little Steroid and 2 taunts, (I thought that in the past there weren't enough standard Hunter taunts, and with removing a lot of beasts Houndmaster didn't get as much play.) I also like having the charges in there so if I have an immediate threat I can trade it out. I don't have very many Legendary cards. So I can't sub in Slyvannas or Rag or anything like that. But I have some dust I can maybe make some cards. I have MOST of the GvG cards already except Legendry's and Epics.
So what can I fix - Please guys, you never failed me yet!
Hey guys, a few months ago you helped me with my Druid deck and its improved so much with your help and guidence so I wanted to see how we can fix my Hunter Deck. It works fine, I mean it does the trick, but of course I a) want to improve the deck and b) use the new GvG cards.
No, not that specifically no. Run your deck how you want. But I know that in my Hunter deck I don't mind having Spectral Spiders being Mirror Image bait. I know if I fear a Counter Spell ruining my plan I might wait till I have something weaker that is NOT included with my current plan. You can't walk into every match expecting to do the same thing over and over, especially at high levels. You can't just make your deck expecting to get Rag and the game is over.
I build my deck how I feel will be safe and secure. If I see that secrets are becoming a problem at my ranks or just more frequent - then you can always play around them. If your deck is wildly susceptible to traps then that's a flaw in YOUR deck design. A while ago at tournys everyone was playing Zoo, Murlock, Secrets, Hunter.... and what decks won the tourney? Decks that COUNTERED them. Not decks that whined about being defeated by one bad card. If a handful of traps can beat your deck and preventing you from moving up - then work around them as safely as possible.
For example - the deck that I used to use for hunter was 7 traps. It worked for a time, but whenever someone seen a trap out they used smaller less impactful cards to bait it out and defeat it. 7 traps. That's a lot of cards if your deck can be NO more then 30 cards. That's 23% of your deck devoted to cards NOT working anymore as intended. And there were 2 cards for getting the traps out for free. So now that's 9 cards. Just in 1/3 of my deck was SOULY dependent on Traps that now were ineffective. One of my strategy's were to get Snake trap out, get Buzzard and Alpha Wolf. So when the trap was sprung, I would get 3 cards and they would be 2/2 tokens. For free... sounds great. BUT - I wasted now 12 cards for that combo.
As you can see building your deck around specific game changing combos can be effective - but in some cases it can lead to 7...9...12... cards that can be EASILY countered. Basically making my deck 1/3 less effective right off the bat. You can think that Traps are over rated, over powered, cheap, and unfair. But ANYONE who is at higher ranks, and going to tourneys can tell you that this is definitely not the case.
To be honest I see this as the opposite. I stopped playing secret mage because people adapted as they usually do in these situations. If I know the potential for what secrets are played (IE Checking them appropriately and knowing what I can spare) then they wasted a card and mana playing something that didn't work.
Your complaint is no removal - YOU are the removal. Think its counter spell? Play a card you don't care about to much like Smite, Chaos Bolt, Magic Missle... something cheap and not a lynch pin on your deck. Mirror image? Oh no... they took a Argent Squire! That will really wreak my day. Ice block? Ping them down, use your mana to secure the board and wait one more turn. Nine times out of ten when they are down to things like Ice Block and all, they are already down and you should be able to finish them off. A lot of times I was dead drawing into Ice Block and realizing I have no outs and nothing would really keep me in the game.
You can beat the stratagy of hiding behind secrets pretty easily - and as such I moved away from it. Last season I was rank... about 15-14ish and playing what was "Strong" at the time. But I made my own Druid deck, changed up a hunter deck (no secrets), and I moved up to 4ish. You can't really blame the cards for something easily beatable.
For people who may not know, apperently you get Old Murky Eye for free when you aquire all Murloc's at least once - a quest completion window will open, and the reward is Old Murky Eye.
Some people may already know this, but since I didn't - I figured some people might be able to use this info. Now, I don't want to be responcible for telling people how to make Murloc decks any easier. But since most require this card, its a good way to complete the decks.
So I play D&D a lot, and one thing that comes up often is that I can't "target" the invisible thing. Be it because it is obstructed, fog, its in stealth... whatever. So, I instead "Target" the wall or the table or something near where I KNOW it is. I am not targeting the object in question but it is still effected as if I did anyways. This gets around a lot of things because lets say something was spectral like so it has a chance to miss an attacker 50% of the time as a natural bonus. BUT if I hit the wall which, I can not miss - then it has to automatically save for half. If its resistances are low, which they usually are - then I end up doing a lot more damage then if I tried to just hit it normally.
My point is - that is I drop a minion that effects "Targets" on the left and right of it - then I am Targeting it by proxy. /discussion.
I don't know - I mean playing yesterday I sat though like 4 murlock decks and some other zoo decks. They might be on the rise. I did the same thing as you with my druid deck - I believe if the new idea will be to rush the feel with as many as possible to kill you quickly and cheaply then you really need to get some form of taunt out there quickly. Or be able to trade. I feel like taunts are the best thing for that.
Ironically my problems come from things like Warriors having to much armor (I had one guy got up to like 40 armor... so I had to kill him 3 times basically.) or things like Pally doing the Equality + Consecration. However, the biggest problem is things with direct damage for free - like Mages. If a mage waits long enough, doesn't matter how many taunts you have and they can just wipe you out in 2 turns - secrets or not. I know because last season that's what my deck was based on. Get to 10 - burn in 2 turns regardless of life (IceBlock to get you that 2nd turn).
However, the only other idea I have is I did add Spectral Knights as well in mine, they are hard to remove with high damage. So one turn drop it and they can either beat it down, drop their own taunt, or ignore it. If they ignore it then they have to deal with its damage... OR I use Defender of Argus and not only make it stronger but an "official taunt".
The only other card I can think of is Azure Drake - since it would effect all of your wipe mechanics. 3 damage takes out a vast majority of boards mid game. So you could drop Drake and Starfall on the same turn, or the same with Swipe.
Yeah, I have used this and its pretty fun way to beef him up a bit. However, I do think its silly that the few cards that can't be targeted CAN be targeted by "AOE" spells. In my mind, since I can't target them myself for buffs (which is a negative the card needs to work with... like most cards have positives and negatives.) then it should be immune to AOE spells as well.
To me, and from talking to other Druid players - it seems a bit heavy handed (sorry for the pun). I mean - it could get lucky and get some early cheap cards to get you to the higher cost cards. But it just needs someway to get to that point really. That's really the only thing that I can say about it. Mainly because I don't know how to fix that problem.
A real good combo that I have been using for board clear or for lethal is Keepers of the Grove and Savagery - you can pop that and get a minimum of 12 damage to toss about. If you could find a way to put maybe one of each in there it might help your mid game out, or a good lethal combo.
I don't have time to test it now, but if you resummons Sunfury Protector or Defender of Argus does it reapply the taunts? I don't think so because they are battlecries I believe.
0
That's all well and good... but WHY doesn't it work.
0
I was just curious why more Shaman decks don't use windfury or focus it as much as others. I was recently watching Kripp do an arena run where he got 3 Firelords and a Windfury spells. For relatively cheap he could get a 6/6 windfury out and then Rock biter it twice for 12/6 with windfury. And of course we all seen the Zapp-o-matic one turn kills by now. So why isn't this used more?
It sounds pretty awesome given the new cards. But after looking I can't really find any workable or highly rated decks that use the idea. If there are I would definitely like to try them or try to work on them to incorporate new cards. I am just not a super great deck builder myself. I have tried to make a few and they just don't feel like they work. But if there is a good reason they are not used... well that is a different story.
0
Just a thought, not sure if anyone better then me has did this before, or with any success. But I just did an Rogue Arena deck with many things like Brewmasters, and other cards that bounce friendlys back to your hand. Then I was lucky enough to get 3 Auto-barbers, and some Oil. In one turn I had a 10 damage Basic dagger just from bouncing Auto-Barbers back to my hand. Granted I didn't have much to support things unless I could bounce it so I only got about 4 wins with it.
So my question is can anyone formulate a deck that can utilize the bouncing? I am rubbish at making decks, and with the new season starting - if someone can make me a decent deck I would more then happy to try it. I usually have an idea for a deck and then over saturate the deck (Windfury or Charge) and it just falls flat.
I have Trade Prince, Sneeds, Alex, Dr.Boom, Gruul, Mogor, and some others. Thanks in advance guys!
0
Just an opinon with more "seasoned" or higher ranking experts - does Mill Druid even work? I had two days off recently and I found myself playing HS while watching Netflix, basically grinding some ranks out. And I found that mor and more I was coming across Mill Druid. I play things like Ramp druid, Midrange Paladin, Standard Hunter - and I find that me drawing cards is helping myself more then helping them.
Once I realize I am facing a Mill Druid, I just make sure that my hand stays pretty clean - I don't over use cards I don't have to but I always keep about 7 cards in hand, and I trade effectively. In decks like Hunter and Druid - its simple, I have taunts or just cheap fast cards to get the trades I need in there. And I don't have anything major in terms of epics or legendry. No Rag, no Slyvana's, No Black Night...
If I am able to beat these decks pretty easily - then how come its become so popular? It doesn't change how I play beyond making sure I don't over saturate my hand. And in fact - I end up getting the cards (normally I would have to draw for and hope I have the right cards at the right time) to combat what they throw out. When it comes to fatigue, yes - Maybe they can win then. But usually I have enough board presence at that point and they are also in the same boat at me cards wise. So again - if I played correctly as yous hould against Mill Druid - I win.
So what am I missing? Do people just not know how to play against it, are they getting unlucky against me? I don't think I am a great player, but of all the fad decks I have seen, it doesn't really seem to pay off.
0
So, last season I played a deck similar to the deck I will share shortly, and worked it up to about rank 8 or so. Now I can't seem to catch a break. I was wondering if some of the Deckfu Guru's could help me figure out where I can improve my deck or what may be the issue. Are hunters finally not as strong as they used to be? For the record, although this may look like the normal "cancer" deck most run. I have modified at least 6 cards from that deck to this one. And even when using the "traditional" decklist it didn't work very well.
Here is the list -
The logic behind this and the changes I made were that I found a lot of times I could Face with a Golem or Wolfrider, and then DoA them for a little Steroid and 2 taunts, (I thought that in the past there weren't enough standard Hunter taunts, and with removing a lot of beasts Houndmaster didn't get as much play.) I also like having the charges in there so if I have an immediate threat I can trade it out. I don't have very many Legendary cards. So I can't sub in Slyvannas or Rag or anything like that. But I have some dust I can maybe make some cards. I have MOST of the GvG cards already except Legendry's and Epics.
So what can I fix - Please guys, you never failed me yet!
0
Hey guys, a few months ago you helped me with my Druid deck and its improved so much with your help and guidence so I wanted to see how we can fix my Hunter Deck. It works fine, I mean it does the trick, but of course I a) want to improve the deck and b) use the new GvG cards.
http://www.hearthpwn.com/decks/141206-raymores-current-hunter
Happy to hear what you guys think! (current meta level/ranking 14-12th roughly)
0
No, not that specifically no. Run your deck how you want. But I know that in my Hunter deck I don't mind having Spectral Spiders being Mirror Image bait. I know if I fear a Counter Spell ruining my plan I might wait till I have something weaker that is NOT included with my current plan. You can't walk into every match expecting to do the same thing over and over, especially at high levels. You can't just make your deck expecting to get Rag and the game is over.
I build my deck how I feel will be safe and secure. If I see that secrets are becoming a problem at my ranks or just more frequent - then you can always play around them. If your deck is wildly susceptible to traps then that's a flaw in YOUR deck design. A while ago at tournys everyone was playing Zoo, Murlock, Secrets, Hunter.... and what decks won the tourney? Decks that COUNTERED them. Not decks that whined about being defeated by one bad card. If a handful of traps can beat your deck and preventing you from moving up - then work around them as safely as possible.
For example - the deck that I used to use for hunter was 7 traps. It worked for a time, but whenever someone seen a trap out they used smaller less impactful cards to bait it out and defeat it. 7 traps. That's a lot of cards if your deck can be NO more then 30 cards. That's 23% of your deck devoted to cards NOT working anymore as intended. And there were 2 cards for getting the traps out for free. So now that's 9 cards. Just in 1/3 of my deck was SOULY dependent on Traps that now were ineffective. One of my strategy's were to get Snake trap out, get Buzzard and Alpha Wolf. So when the trap was sprung, I would get 3 cards and they would be 2/2 tokens. For free... sounds great. BUT - I wasted now 12 cards for that combo.
As you can see building your deck around specific game changing combos can be effective - but in some cases it can lead to 7...9...12... cards that can be EASILY countered. Basically making my deck 1/3 less effective right off the bat. You can think that Traps are over rated, over powered, cheap, and unfair. But ANYONE who is at higher ranks, and going to tourneys can tell you that this is definitely not the case.
1
To be honest I see this as the opposite. I stopped playing secret mage because people adapted as they usually do in these situations. If I know the potential for what secrets are played (IE Checking them appropriately and knowing what I can spare) then they wasted a card and mana playing something that didn't work.
Your complaint is no removal - YOU are the removal. Think its counter spell? Play a card you don't care about to much like Smite, Chaos Bolt, Magic Missle... something cheap and not a lynch pin on your deck. Mirror image? Oh no... they took a Argent Squire! That will really wreak my day. Ice block? Ping them down, use your mana to secure the board and wait one more turn. Nine times out of ten when they are down to things like Ice Block and all, they are already down and you should be able to finish them off. A lot of times I was dead drawing into Ice Block and realizing I have no outs and nothing would really keep me in the game.
You can beat the stratagy of hiding behind secrets pretty easily - and as such I moved away from it. Last season I was rank... about 15-14ish and playing what was "Strong" at the time. But I made my own Druid deck, changed up a hunter deck (no secrets), and I moved up to 4ish. You can't really blame the cards for something easily beatable.
0
Thats all cool - I didn't know about the golden ones and the Parrot. I just thought it was neat and more people should know! Lol
0
For people who may not know, apperently you get Old Murky Eye for free when you aquire all Murloc's at least once - a quest completion window will open, and the reward is Old Murky Eye.
Some people may already know this, but since I didn't - I figured some people might be able to use this info. Now, I don't want to be responcible for telling people how to make Murloc decks any easier. But since most require this card, its a good way to complete the decks.
0
So I play D&D a lot, and one thing that comes up often is that I can't "target" the invisible thing. Be it because it is obstructed, fog, its in stealth... whatever. So, I instead "Target" the wall or the table or something near where I KNOW it is. I am not targeting the object in question but it is still effected as if I did anyways. This gets around a lot of things because lets say something was spectral like so it has a chance to miss an attacker 50% of the time as a natural bonus. BUT if I hit the wall which, I can not miss - then it has to automatically save for half. If its resistances are low, which they usually are - then I end up doing a lot more damage then if I tried to just hit it normally.
My point is - that is I drop a minion that effects "Targets" on the left and right of it - then I am Targeting it by proxy. /discussion.
0
I don't know - I mean playing yesterday I sat though like 4 murlock decks and some other zoo decks. They might be on the rise. I did the same thing as you with my druid deck - I believe if the new idea will be to rush the feel with as many as possible to kill you quickly and cheaply then you really need to get some form of taunt out there quickly. Or be able to trade. I feel like taunts are the best thing for that.
Ironically my problems come from things like Warriors having to much armor (I had one guy got up to like 40 armor... so I had to kill him 3 times basically.) or things like Pally doing the Equality + Consecration. However, the biggest problem is things with direct damage for free - like Mages. If a mage waits long enough, doesn't matter how many taunts you have and they can just wipe you out in 2 turns - secrets or not. I know because last season that's what my deck was based on. Get to 10 - burn in 2 turns regardless of life (IceBlock to get you that 2nd turn).
However, the only other idea I have is I did add Spectral Knights as well in mine, they are hard to remove with high damage. So one turn drop it and they can either beat it down, drop their own taunt, or ignore it. If they ignore it then they have to deal with its damage... OR I use Defender of Argus and not only make it stronger but an "official taunt".
The only other card I can think of is Azure Drake - since it would effect all of your wipe mechanics. 3 damage takes out a vast majority of boards mid game. So you could drop Drake and Starfall on the same turn, or the same with Swipe.
0
Yeah, I have used this and its pretty fun way to beef him up a bit. However, I do think its silly that the few cards that can't be targeted CAN be targeted by "AOE" spells. In my mind, since I can't target them myself for buffs (which is a negative the card needs to work with... like most cards have positives and negatives.) then it should be immune to AOE spells as well.
0
To me, and from talking to other Druid players - it seems a bit heavy handed (sorry for the pun). I mean - it could get lucky and get some early cheap cards to get you to the higher cost cards. But it just needs someway to get to that point really. That's really the only thing that I can say about it. Mainly because I don't know how to fix that problem.
A real good combo that I have been using for board clear or for lethal is Keepers of the Grove and Savagery - you can pop that and get a minimum of 12 damage to toss about. If you could find a way to put maybe one of each in there it might help your mid game out, or a good lethal combo.
1
I don't have time to test it now, but if you resummons Sunfury Protector or Defender of Argus does it reapply the taunts? I don't think so because they are battlecries I believe.