There is one instance where you can deal damage to something attacking into you. If you have a weapon equipped and one of your minions attacks you due to the Misdirection secret it will deal your attack damage to the minion.
Have you considered using the Gadgetzan Auctioneer instead of nourish for your card draw ? I play a similar druid deck with a similar style and I just finished a game where the engineer drew me 4 cards on the turn I played him. It was turn 10. On the draw, I drew the engineer. Played him, played my wild growth (drew a card) played excess manna (drew 2 cards) drew an innervate and wrath, played inervate (drew a card) played starfall to clear board (draw a card). Had I wanted to, I could have played another innervate and wrathed for 1 to draw 3 more cards but at that point I was close to running out of cards so I stopped. That's 6 cards drawn in 1 turn, (which could have been 9), 4 of which came from the engineer.
What I like about the engineer is that it allows you to generate tremendous card draw but still keep board position. With nourish, you get good card draw but basically have to sac a turn in order to draw your cards. It also solves a small problem I have with wild growth -- if you get it early, it's great. If you get it late, it's basically an expensive card draw. But if you have an engineer out, wild growth basically becomes an arcane intellect on steroids (2 mana, 1 card, draw 3). Druid decks tend to have plenty of small spells that lets you milk the engineer just as hard as most rogue decks (innervate, wild growth, excess manna late game, wrath, claw). If you play with all these cards, and I do, your card draw will be better than anything nourish can pull off.
I'd be interested to see your list, since neither Auctioner nor Claw are in the original deck. Care to share?
He didn't say he was running claw. All he did was replace the 2 nourishes w/ 2 gadgetzan auctioneers.
Have you considered using the Gadgetzan Auctioneer instead of nourish for your card draw ? I play a similar druid deck with a similar style and I just finished a game where the engineer drew me 4 cards on the turn I played him. It was turn 10. On the draw, I drew the engineer. Played him, played my wild growth (drew a card) played excess manna (drew 2 cards) drew an innervate and wrath, played inervate (drew a card) played starfall to clear board (draw a card). Had I wanted to, I could have played another innervate and wrathed for 1 to draw 3 more cards but at that point I was close to running out of cards so I stopped. That's 6 cards drawn in 1 turn, (which could have been 9), 4 of which came from the engineer.
What I like about the engineer is that it allows you to generate tremendous card draw but still keep board position. With nourish, you get good card draw but basically have to sac a turn in order to draw your cards. It also solves a small problem I have with wild growth -- if you get it early, it's great. If you get it late, it's basically an expensive card draw. But if you have an engineer out, wild growth basically becomes an arcane intellect on steroids (2 mana, 1 card, draw 3). Druid decks tend to have plenty of small spells that lets you milk the engineer just as hard as most rogue decks (innervate, wild growth, excess manna late game, wrath, claw). If you play with all these cards, and I do, your card draw will be better than anything nourish can pull off.
I'd be interested to see your list, since neither Auctioner nor Claw are in the original deck. Care to share?
Opposite. Goldens have zero use and give extra dust. Unless it's something you don't already have I wouldn't keep them over their normal counterparts. A golden legendary can be dusted to give you any other legendary. Deathwing isn't one I would ever see myself using.
5
Lore is one of the most important cards for Druid in pretty much all decks. If you have any interest in the class, you should be crafting two of them.
-4
I couldn't read that write-up. Some more care in your writing would be good in the future if you want to present something to people.
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Hope you don't mind me piggybacking here. I just pulled Tinkmaster from a pack and DEd him. Any advice on what to get next?
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Not really, since I don't care about gold cards.
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There is one instance where you can deal damage to something attacking into you. If you have a weapon equipped and one of your minions attacks you due to the Misdirection secret it will deal your attack damage to the minion.
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Did you attack the hero?
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Read the post again.
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Because I'd rather have more cards!
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I'd be interested to see your list, since neither Auctioner nor Claw are in the original deck. Care to share?
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Opposite. Goldens have zero use and give extra dust. Unless it's something you don't already have I wouldn't keep them over their normal counterparts. A golden legendary can be dusted to give you any other legendary. Deathwing isn't one I would ever see myself using.
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Cheep? I don't see any chickens in here.
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What does top 13 even mean? As far as I know this game gives no sort of ranking at the moment.
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Goldshire Footman? Eye for an Eye? Seems like some random stuff is in here.
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I think I must just suck at playing Murlocs. I can never seem to get them to work right.
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Worth holding onto, or should I go ahead and dust 'em? And is Rag still worth crafting? Trying to decide what to make next.