I really don't know what to make of this card. Its a tempo based hard removal, something that works well with druid, however, giving cards is never a good thing. I see running this instead of big game hunter, but then, this card sucks even more than bgh against aggro, which is druid's weakest matchup. It does deal with ysera though.
The card is bad mainly against shockadin, which empties its hands super quickly and NEEDS card draw to keep pressure going.. it doesn't actually have a downside vs zoolock and facehunter as their turns are saturated with plays and it is unlikely for them to "draw" a card that is better tempo wise than what they currently have in hand... The card is at its weakest (other than against shockadin) in midrange matchups, where consistent threats are played and investing 1/2 a turn into clearing one minion without developing a board is not good.
Mysterious Challanger is a bit of an overkill probably. you're running 2 different secrets meaning at most it will get 2 out.. it is not really worth losing your tempo by removing a mini-bot/scientist for a possible 6/6 usually draw 1 sometime 2.
It's a meta call; it really depends on the people in your tier. If you're playing against other control decks Deathlord is a death sentence; if you're playing against midrage/aggro decks it is usually great.
Trying to make a deck that can abuse Lock and Load.. There don't seem to be enough acceptable spells to justify the usage of two copies of it. The card itself also doesn't provide a win condition and it is more of a card advantage mechanic? Best usage i could think of is turn 5 with Unleash the Hounds and Hunter's Mark, which makes it a 2 mana draw 2 cards (a slightly better Arcane Intellect..
Suggestions are welcome! If you can think of anything that might improve the deck let me know! ( I added two copies of Bear Trap but it may be better to have 2 Freezing Trap and 1 bear instead... yet to decide).
Does there really exist a better hard removal option for Druid? Mulch is certainly more reliable than Naturalize or Poison Seeds. And all the other removal spells are capping out at 6 damage. I'd argue you might even replace Big Game Hunter with Mulch if Dr. Boom's popularity declines.
I agree completely. Mulch is seemingly the best removal card for druid. Now, it doesn't fit in every druid deck of course (it sucks for combo druid for example because giving them heals/taunts lategame is asking to lose).. but for ramp or "aggro" (*laugh*) druids this card is completly bunkers... Druid WINS the lategame 9/10 times so why does it matter if you give your opponent a card? it most likely won't be better than the one you removed anyway... You are playing the Tempo game.. and this card gives you exactly that.. Also.. giving your opponent a random card most likely won't matter that much unless they have an empty hand.
Also druid's currently has access only to Swipe and Wrath as reliable removals. Neither of which can deal with most mid/lategame minions.. Mulch exists for exactly that reason... it is an answer to the minions that [card]Swipe/card] can't clear..
In Handlock the flexibility to heal minions is insignificant.. You win by staying alive and swarming the board with large threats. Additionally, turn 3 is usually dedicated to clear 1-2 minions as to reduce board pressure for the coming turn 4. So yes, Antique Healbot is obviously a better card than Earthen Ring Farseer for handlock, Fencing Coach is a 3 mana draw a card lose 2 life/ can't tap again that turn? Now that shouldn't be dismissed immediately... but what does it provide to the board?.
Assuming best case scenario: Turn 5 Fencing Coach into turn 6 [card]Wilfred Fizzlebang [/card] and MAYBE another card. You have spent 2 mid-lategame turns for roughly a ~16-20% chance (based on current handlock decks) of playing a 6+ card a 5/5 and an inexistent 2/2. So at best it sort of fills the curve or gives you a slight tempo swing. At worst you have a ~ 33% chance of drawing a 1-4 minion/spell. Best case scenario for that 33% is that you draw Shadowflame at which point you spent turn 5-6 to shadowflame and not lose the game entirely.
You are assuming that the opponent will trade into [card]Wilfred Fizzlebang [/card].. but if you spent 2 turns playing nothing they will most likely have gone face having you at around 16-18 hp.. At which point drawing any of the 33% cards that is not shadowflame will cost you the game.. and drawing one of the 16-20% cards may actually be a worse result as they may have lethal on board from lack of pressure.
Now the reason people don't change the handlock deck too much is because it is saturated of "combo" cards that rely on one another. If you want to make significant changes to the deck it IS more ideal to start from anew and see whether some of the inspire mechanics lead you to build a handlock deck.. not vice versa.
I think you need more activation cards for Grommash Hellscream and Acolyte of Pain. The way your deck is set up right now you don't have reliable card draws, which are necessary for control decks. Grommash Hellscream also doesn't quite fit the deck, Yes you can get it out with [card]Varian Wrynn[/card] or play it to clear a minion, but at that point you're not abusing it's potential.
4 is already a bit too broken. 5 seems fair. If it had an implosion effect where you could summon 2-4 spiders for 6 mana i'd think it would be better tho.
-2
Good Deck. Gets Slaughtered by Midrange shaman though.
0
Well.. Considering that Jade Druid actually triggers the class quest... I think it's safe to assume they're going to be pretty prevalent.
2
TBH this deck (well the quest and new cards) are absolutely broken for wild format.
1
Neutral: Twilight Guardian
Druid: Living Root and Mulch
Hunter: King's Elekk, Powershot and maybe Lock and Load
Mage: Polymorph: Boar
Paladin: Tuskarr Jouster and Enter the Coliseum
Priest: Power Word: Glory
Rogue: Beneath the Ground and Burgle
Shaman: MEH.
Warlock: ALL DEM DISCARD CARDS!!
Warrior: MEH
0
The card is bad mainly against shockadin, which empties its hands super quickly and NEEDS card draw to keep pressure going.. it doesn't actually have a downside vs zoolock and facehunter as their turns are saturated with plays and it is unlikely for them to "draw" a card that is better tempo wise than what they currently have in hand... The card is at its weakest (other than against shockadin) in midrange matchups, where consistent threats are played and investing 1/2 a turn into clearing one minion without developing a board is not good.
0
Adding control cards doesn't necessarily slow down the meta.. answers to aggro decks is what slows down the meta.
0
Mysterious Challanger is a bit of an overkill probably. you're running 2 different secrets meaning at most it will get 2 out.. it is not really worth losing your tempo by removing a mini-bot/scientist for a possible 6/6 usually draw 1 sometime 2.
1
3 mana 3/2 charge with inspire gain windfury? Straight up power-creeping i see. this is not called fixing ;P.
0
It's a meta call; it really depends on the people in your tier. If you're playing against other control decks Deathlord is a death sentence; if you're playing against midrage/aggro decks it is usually great.
1
~6k gold and about 12-13k dust.
There's a lot of new players in the arena this week.. it's a great time to boost that gold and dust amount if you're confident in your "skills!"
0
Trying to make a deck that can abuse Lock and Load.. There don't seem to be enough acceptable spells to justify the usage of two copies of it. The card itself also doesn't provide a win condition and it is more of a card advantage mechanic? Best usage i could think of is turn 5 with Unleash the Hounds and Hunter's Mark, which makes it a 2 mana draw 2 cards (a slightly better Arcane Intellect..
Suggestions are welcome! If you can think of anything that might improve the deck let me know! ( I added two copies of Bear Trap but it may be better to have 2 Freezing Trap and 1 bear instead... yet to decide).
0
I agree completely. Mulch is seemingly the best removal card for druid. Now, it doesn't fit in every druid deck of course (it sucks for combo druid for example because giving them heals/taunts lategame is asking to lose).. but for ramp or "aggro" (*laugh*) druids this card is completly bunkers... Druid WINS the lategame 9/10 times so why does it matter if you give your opponent a card? it most likely won't be better than the one you removed anyway... You are playing the Tempo game.. and this card gives you exactly that.. Also.. giving your opponent a random card most likely won't matter that much unless they have an empty hand.
Also druid's currently has access only to Swipe and Wrath as reliable removals. Neither of which can deal with most mid/lategame minions.. Mulch exists for exactly that reason... it is an answer to the minions that [card]Swipe/card] can't clear..
0
In Handlock the flexibility to heal minions is insignificant.. You win by staying alive and swarming the board with large threats. Additionally, turn 3 is usually dedicated to clear 1-2 minions as to reduce board pressure for the coming turn 4. So yes, Antique Healbot is obviously a better card than Earthen Ring Farseer for handlock, Fencing Coach is a 3 mana draw a card lose 2 life/ can't tap again that turn? Now that shouldn't be dismissed immediately... but what does it provide to the board?.
Assuming best case scenario: Turn 5 Fencing Coach into turn 6 [card]Wilfred Fizzlebang [/card] and MAYBE another card. You have spent 2 mid-lategame turns for roughly a ~16-20% chance (based on current handlock decks) of playing a 6+ card a 5/5 and an inexistent 2/2. So at best it sort of fills the curve or gives you a slight tempo swing. At worst you have a ~ 33% chance of drawing a 1-4 minion/spell. Best case scenario for that 33% is that you draw Shadowflame at which point you spent turn 5-6 to shadowflame and not lose the game entirely.
You are assuming that the opponent will trade into [card]Wilfred Fizzlebang [/card].. but if you spent 2 turns playing nothing they will most likely have gone face having you at around 16-18 hp.. At which point drawing any of the 33% cards that is not shadowflame will cost you the game.. and drawing one of the 16-20% cards may actually be a worse result as they may have lethal on board from lack of pressure.
Now the reason people don't change the handlock deck too much is because it is saturated of "combo" cards that rely on one another. If you want to make significant changes to the deck it IS more ideal to start from anew and see whether some of the inspire mechanics lead you to build a handlock deck.. not vice versa.
0
I think you need more activation cards for Grommash Hellscream and Acolyte of Pain. The way your deck is set up right now you don't have reliable card draws, which are necessary for control decks. Grommash Hellscream also doesn't quite fit the deck, Yes you can get it out with [card]Varian Wrynn[/card] or play it to clear a minion, but at that point you're not abusing it's potential.
1
4 is already a bit too broken. 5 seems fair. If it had an implosion effect where you could summon 2-4 spiders for 6 mana i'd think it would be better tho.