Awesome! I had been playing around a bit with Spellstone Warrior, although it's a bit of an awkward mid-range build at the moment so I may take some inspiration here and make it more aggro! I notice the "upgrades" section currently says to replace the spellstones with Captain Greenskin and Leeroy Jenkins but if i want to use all 4 cards could that still work?
Unless your opponent gets Baron Geddon or something, Zola is just too good. Also if you don't get a decent 3-4 drop in opening hand, good luck gaining any tempo back.
Sunkeeper Tarim needs other minions on the board to be good (strong ones for opponent and/or weak ones on your side). Stand-alone, he is just a 3/7 Taunt for 6 mana which is very bad.
Yeah that's fair, looking at your list, even if Thug is at least GOOD in Odd Druid, I guess it doesn't take priority over anything that's already there.
The only emote I use besides the starter greetings is an oops if I happen to forget clicking end of turn and I am tabbed out of the game.
This is why I genuinely wish there was a "sorry" emote like what we've seen in a couple Tavern Brawls. Although it would probably be a bit annoying if it starts getting used right as an opponent is going to kill you...
Compare to Volcano to really see that value... For just another couple points of mana (depending on how you count overload), you stop the effect from being able to hit your minions and allow it to hit your opponents face, out-valuing even Fireball or Pyroblast on an empty board. This card would be way too good with Echo.
No Hench-Clan Thug? i realize it's slower than it would be in Odd-Rogue, but it's still a minion that your opponent needs to deal with in a couple turns or they'll lose... I can also appreciate not wanting to make this deck the exact same Odd-Rogue though
It's an interesting idea but definitely would need some tuning to work... I think the restriction of only being able to ramp after 10 crystals is a bit unreasonable. Even if the ramp deck can get to 10 crystals earlier than other decks, that is still way too late to only begin working on the quest. I think making it something like ramp 8 crystals from the start would be a bit better. You would still be forced to make some ramp plays after hitting 10 crystals, but it could be done on a slightly more reasonable time frame.
The quest reward could be really cool to combo with the "forbidden" effects such as Forbidden Ancient for Druid in wild, but if a quest like this was released, there would probably be more "spend all you mana" cards made to capitalize on it. Also if Druid got that much mana, I'm sure it would open the doors for plenty of OTK combos for the class as well which could be cool (or terrible depending on one's view)
I realize a lot of people consider the decks it allows to be cancer, but I have never had a better time with Hearthstone than after crafting Baku the Mooneater last week. I'm relatively new to the game and I was considering not playing any more as I was not satisfied with my decks or the variety. With Baku, I went from maybe 2 reasonable decks to use to 6, offering me so many more options and allowing me to enjoy the game a bit more.
It seems like 5 mana is a common choice for Blizzard when they make a card specifically designed to just kill a minion, like Assassinate, Lesser Onyx Spellstone, Vilespine Slayer and Vilebrood Skitterer. The Trogg here seems to fit the theme a bit with Taunt as the idea would be that your opponent needs to slam a minion with 5+ attack into it, sacrificing that minion. The Trogg is usually bad though since it gives your opponent some control as to how to deal with it. Also the fact that it can be countered by divine shield, strong weapons, removal spells... and Cabal Shadowpriest hurts too.
I was also thinking Odd Paladin and Rogue as well. I use Odd Rogue fairly regularly, and Call to Arms is easily the biggest reason why Even Paladin can beat the deck sometimes. Taunt Druid and Warrior decks will probably be better as well. Is it too lazy to just say any good deck that didn't get hit by the nerfs?
Wishful thinking would be that Lady in White Dragon Priest can get better as it eats Odd Paladin for breakfast but I could never get it to beat Warlocks or Quest Rogues consistently (I don't really expect it to be top-tier, but it's my favourite deck to play, it would be nice for it to be more viable at least).
I would say only keep her if you already play Priest. I played Inner Fire Priest as my main deck for quite a while before WW, so she fit into my collection perfectly, but as someone already mentioned, she's a bit too inconsistent to build a deck SOLELY to use her. If you have any interest in Dragon Priest, that deck gets a lot of really good minions that can make her worthwhile. If you don't have Baku and/or Genn yet, I might suggest crafting one of them instead though. The Lady can only be used in Priest (and is only good in specific deck builds) while Baku and Genn are probably the best investments of the expansion.
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Awesome! I had been playing around a bit with Spellstone Warrior, although it's a bit of an awkward mid-range build at the moment so I may take some inspiration here and make it more aggro! I notice the "upgrades" section currently says to replace the spellstones with Captain Greenskin and Leeroy Jenkins but if i want to use all 4 cards could that still work?
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Zola the Gorgon + Offensive Play = GG
Unless your opponent gets Baron Geddon or something, Zola is just too good. Also if you don't get a decent 3-4 drop in opening hand, good luck gaining any tempo back.
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Yeah that's fair, looking at your list, even if Thug is at least GOOD in Odd Druid, I guess it doesn't take priority over anything that's already there.
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Compare to Volcano to really see that value... For just another couple points of mana (depending on how you count overload), you stop the effect from being able to hit your minions and allow it to hit your opponents face, out-valuing even Fireball or Pyroblast on an empty board. This card would be way too good with Echo.
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No Hench-Clan Thug? i realize it's slower than it would be in Odd-Rogue, but it's still a minion that your opponent needs to deal with in a couple turns or they'll lose... I can also appreciate not wanting to make this deck the exact same Odd-Rogue though
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It's an interesting idea but definitely would need some tuning to work... I think the restriction of only being able to ramp after 10 crystals is a bit unreasonable. Even if the ramp deck can get to 10 crystals earlier than other decks, that is still way too late to only begin working on the quest. I think making it something like ramp 8 crystals from the start would be a bit better. You would still be forced to make some ramp plays after hitting 10 crystals, but it could be done on a slightly more reasonable time frame.
The quest reward could be really cool to combo with the "forbidden" effects such as Forbidden Ancient for Druid in wild, but if a quest like this was released, there would probably be more "spend all you mana" cards made to capitalize on it. Also if Druid got that much mana, I'm sure it would open the doors for plenty of OTK combos for the class as well which could be cool (or terrible depending on one's view)
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I realize a lot of people consider the decks it allows to be cancer, but I have never had a better time with Hearthstone than after crafting Baku the Mooneater last week. I'm relatively new to the game and I was considering not playing any more as I was not satisfied with my decks or the variety. With Baku, I went from maybe 2 reasonable decks to use to 6, offering me so many more options and allowing me to enjoy the game a bit more.
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It seems like 5 mana is a common choice for Blizzard when they make a card specifically designed to just kill a minion, like Assassinate, Lesser Onyx Spellstone, Vilespine Slayer and Vilebrood Skitterer. The Trogg here seems to fit the theme a bit with Taunt as the idea would be that your opponent needs to slam a minion with 5+ attack into it, sacrificing that minion. The Trogg is usually bad though since it gives your opponent some control as to how to deal with it. Also the fact that it can be countered by divine shield, strong weapons, removal spells... and Cabal Shadowpriest hurts too.
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I was also thinking Odd Paladin and Rogue as well. I use Odd Rogue fairly regularly, and Call to Arms is easily the biggest reason why Even Paladin can beat the deck sometimes. Taunt Druid and Warrior decks will probably be better as well. Is it too lazy to just say any good deck that didn't get hit by the nerfs?
Wishful thinking would be that Lady in White Dragon Priest can get better as it eats Odd Paladin for breakfast but I could never get it to beat Warlocks or Quest Rogues consistently (I don't really expect it to be top-tier, but it's my favourite deck to play, it would be nice for it to be more viable at least).
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I would say only keep her if you already play Priest. I played Inner Fire Priest as my main deck for quite a while before WW, so she fit into my collection perfectly, but as someone already mentioned, she's a bit too inconsistent to build a deck SOLELY to use her. If you have any interest in Dragon Priest, that deck gets a lot of really good minions that can make her worthwhile. If you don't have Baku and/or Genn yet, I might suggest crafting one of them instead though. The Lady can only be used in Priest (and is only good in specific deck builds) while Baku and Genn are probably the best investments of the expansion.
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Baku the Mooneater would like to take a moment to thank Blizzard for this card's nerf.