This card is great. First legendary I crafted and tested during a lot of matches using a druid deck with C'Thun that I made, and Fandral Staghelm always performed very well. The cards with the choose one mechanic I'm running are: two Raven Idols, two Wraths, two Nourish, two Mire Keepers and two Druid of the Claw (I'm not running Ancient of War, since Twin Emperor Vek'lor is usually more powerful and reliable, and also, two Dark Arakkoa, that cost 1 mana less than the Ancients, are great and enough most of the time, but I'm still testing the deck). Very easy to combo, and when you use it with a card like Nourish the value can be insane (not only if you have already another card with the choose one mechanic in hand, but because there are high chances to draw another cheap card with this effect that you can play after it, since Nourish gives you 2 mana crystals to use in the same turn). Also, it doesn't work like Ben Brode said during the Whispers of the Old Gods stream, it actually works in the optimal way, for example: if you play Cenarius, it summons the two Treants first and then it gives +2/+2 to all minions, including the Treants; and I also crafted again a Keeper of the Grove to test the effect (actually two, to being able to draw one faster and test this more easily :P), and it silences the target first and then deals 2 damage. Excellent card.
All this by assuming your opponent won't have a removal for a 5 health (or less if there is a minion on board) minion which quite frankly it's either bad luck or poor planning.
By definition since yesterday you should muligan a removal for Fandral when encountering a Druid.
Playing him on turn 8+ it's godly though.
No man, I almost never cared about if the opponent had removal or not for this, because, most of the time, I combo it at the moment I play it (I almost never play it when I only have 4 mana crystals). If it survives great, but it's really not necessary. Even using this legendary with Nourish when you have 9 mana is excellent, because it's like actually paying 7 mana in total for the combo, since Nourish (as I already said in one of my previous posts) gives you 2 additional mana crystals to use in the same turn, and you can play another, although a lot cheaper (except if you draw or had Innervate in hand), card with the choose one mechanic thanks to it (and again, that you already had in hand, or drawn thanks to Nourish). Think about it like a combo card, not a stand alone 4 drop, and you have to have that in mind when building the deck.
I did that actually lol... Fandral + nourish -> drew a wrath -> killed azure drake -> drew C'thun for next turn win
I think most people that are complaining about C'Thun, don't have enough C'Thun cards to make a good deck (f2p).
While f2p will eventually get the cards needed... at the start this expansion definitely favors those you opened a lot of packs. Either with gold, prepurchase, or pack bundles.
I love my Secret C'Thun deck with Reno... but I also understand f2p frustrations, as these cards are kinda ridiculous.
Twin Emps into Tirion, what?!? Lmao.
Your right, this is the correct answer... being F2P is always going to be behind the curve. And people dont like feeling like they dont have a chance.
Sure building a cheapish aggro deck isnt too difficult, but it wont always compete.
Secondly if someone just started in the last 6 months, theyre still probably missing an Adventure or 2, AND are still trying to build up theyre Classic set which is very important.
I feel the people that are enjoying it are people that have a near complete Classic Set, and both Adventures, important TGT cards (Pretty much "caught up" to the current expac), because they can build anything they want.
For example, Ive been playing for 2 years, have a near complete classic set, and i was able to just save gold/dust for months for just this expac, and now that I have most of the ones I want... Im starting to save for the next Adventure, and so on, and so on... once your caught up the game DOES get cheaper in a sense.
TLDR - The hardest part for new f2p players will be catching up. Classic will be a bitch to do now tho with arena awards being current expac only
Just saw trump look at your deck SEKSI... I still think The ideas in this thread will be vastly superior to trump (whether its your or mine). I really dont think trump needs 12 c'thun buffs... just seems overboard.
Like Trump said it will be seen how many buffs will be needed to get the effects of Vek'lor, klaxxi, etc to work... that will be key
Like many of you, I've been working on a C'Thun Druid list to run once the expansion hits. I've climbed to legend with different Ramp Druids in the past, usually preferring them over the more common Combo Druid lists. I have come to a final list that I believe will be great and would like to share it with you.
I would say run either twilight elder or Cthuns chosen, but not both. The key for C'thun decks will be reliably buffing it to get the effects for Veklor and/or Klaxxi. In which, just 1 Elder + 1 Arakkoa will achieve.
I would rather have some sort of tech card in the deck to push tempo, since your wanting to go aggressive (ie MCT or Mulch) , and for an aggressive build BGH may be too slow... Turn 10 BGH will feelsbadman and float mana. Whereas turn 10 mulch (3) -> Vek'lor (7) will be a massive tempo swing
I do agree however, that klaxxi may not quite be the best card because of the 5 health (would be better at 8), and switching out for Fandral may bait out some early removal or snowball the game for us. Definately a flex slot.
Just a couple observations, pumped for tomorrow though to test out the builds
I kept my Keepers because I have a feeling that their versatility will live on as a tech staple and 1 BGH... however, I DE'd everything else (had some goldens too) ended up with over 5k in dust ;)
I think for a decent c'thun druid deck all you REALLY need are:
C'thun x1 and Vek'Lor x1 (of course)
Dark Arakkoa x2
Atleast 1 other C'thun minion that gives +1/+1 (aka T. Elder)
(for discussion purposes): I dont know If I would want 1 or 2 Elders, because 1 elder + 1 Arakkoa activates both Vek'lor and Klaxxi. However, to more reliably draw into it before turn 7 (veklor) I have added x2.
I feel that Klaxxi is more of a tech card for heal that wouldnt want to be used on curve, so maybe a 1 off for me (could change)
Hard removal will be Mulch x1 - The reasoning behind this is that:
1. your almost always going to give back a worse card, and
2. Your allowed a better tempo swing than BGH (3 mana vs 5) ...imagine turn 10 -> Mulch opponents C'Thun -> Drop Vek'lor
For Flex Slots (changed based of meta):
MCT x1 (in deck)
TBK x1 (in deck)
Sylvannas x1 (in deck)
Nourish x1 (not in)
Raven Idol x1 or x2 (i like just because you can draw into burst like SR, or removal like swipe or mulch) (in deck)
Living Roots x1 (for some burst or early aggro) (in deck)
Fandral x1 (would be the least likely in this particular deck) (not in deck)
Dont think it will be that much more viable even tho it does get some decent cards in WoG, the archtype also loose some very good cards as well.
This is my current Druid beast deck. Because of Druids of the Fang it got tempo (ghetto ramp), and in my experiense this is a tempo card this archtype simply cant afford to lose. Mind you I only got to like rank 14 with this deck, and better druid decks most likely excist.
Id take out BGH for a Mulch for better tempo swings in the mid game
Also Id be worried about draw in this deck... nourish will be incredibly slow in such a low mana deck, so that only leaves you Mark of Yshaarj. Maybe trade the nourish for azure drakes to play on curve and synergise with you damage spells
I'm seeing threads about people asking if 100 packs or even 300 packs are enough? And honestly, screw that, I'm asking the real questions here. Are 40 packs going to be enough? I mean, I'm guaranteed to get at least 2 legendaries, plus I do have some dust. What do you guys think?
I'm hoping to make at least one new deck for each class.
From what Ive read it takes 325 packs (with no Dust to start) to get the full set.
Ive also just learned about the pity timer, and that if your really unlucky, you are only guaranteed 1 legendary per 40 packs opened
Personally -> 5k gold, 4K Dust, 50 pack deal, 13 bonus = 113 packs plus probably enough dust to get that 1 or 2 legendary i want/need, but not enough for an entire set
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Warlock sucks so bad in brawl this week... seriously Won 3/3 for each Druid, Shaman, mage , then 3/5 for Warrior.... 3/12 for warlock
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Your right, this is the correct answer... being F2P is always going to be behind the curve. And people dont like feeling like they dont have a chance.
Sure building a cheapish aggro deck isnt too difficult, but it wont always compete.
Secondly if someone just started in the last 6 months, theyre still probably missing an Adventure or 2, AND are still trying to build up theyre Classic set which is very important.
I feel the people that are enjoying it are people that have a near complete Classic Set, and both Adventures, important TGT cards (Pretty much "caught up" to the current expac), because they can build anything they want.
For example, Ive been playing for 2 years, have a near complete classic set, and i was able to just save gold/dust for months for just this expac, and now that I have most of the ones I want... Im starting to save for the next Adventure, and so on, and so on... once your caught up the game DOES get cheaper in a sense.
TLDR - The hardest part for new f2p players will be catching up. Classic will be a bitch to do now tho with arena awards being current expac only
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Bigger than my dads... I consider that a win
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109 here ...
Anomalus
Fandral Staghelm
Princess Huhuran
Twin Emperor Vek'lor
Soggoth the Slitherer
Yogg-Saron, Hope's End
Some I Wanted, other are meh
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Just saw trump look at your deck SEKSI... I still think The ideas in this thread will be vastly superior to trump (whether its your or mine). I really dont think trump needs 12 c'thun buffs... just seems overboard.
Like Trump said it will be seen how many buffs will be needed to get the effects of Vek'lor, klaxxi, etc to work... that will be key
But 12 of them in one deck? I dont think so
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6K ... got lucky having a couple golden epics
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Yes... Its trash tier now, and if by some miracle it becomes relevant the dust will be 1:1 in return.
I love druid, but this card is dead to me now. I spit on its grave! Give me DUST!!!
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I kept my Keepers because I have a feeling that their versatility will live on as a tech staple and 1 BGH... however, I DE'd everything else (had some goldens too) ended up with over 5k in dust ;)
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My Thoughts for a midrange C'Thun deck:
I think for a decent c'thun druid deck all you REALLY need are:
C'thun x1 and Vek'Lor x1 (of course)
Dark Arakkoa x2
Atleast 1 other C'thun minion that gives +1/+1 (aka T. Elder)
(for discussion purposes): I dont know If I would want 1 or 2 Elders, because 1 elder + 1 Arakkoa activates both Vek'lor and Klaxxi. However, to more reliably draw into it before turn 7 (veklor) I have added x2.
I feel that Klaxxi is more of a tech card for heal that wouldnt want to be used on curve, so maybe a 1 off for me (could change)
Hard removal will be Mulch x1 - The reasoning behind this is that:
1. your almost always going to give back a worse card, and
2. Your allowed a better tempo swing than BGH (3 mana vs 5) ...imagine turn 10 -> Mulch opponents C'Thun -> Drop Vek'lor
For Flex Slots (changed based of meta):
MCT x1 (in deck)
TBK x1 (in deck)
Sylvannas x1 (in deck)
Nourish x1 (not in)
Raven Idol x1 or x2 (i like just because you can draw into burst like SR, or removal like swipe or mulch) (in deck)
Living Roots x1 (for some burst or early aggro) (in deck)
Fandral x1 (would be the least likely in this particular deck) (not in deck)
What are you thoughts?
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