I built this deck mainly for dailies but now i'm having fun with it. Atm i'm kinda short on dust (i just crafted Faceless Manipulator, i couldn't seem to drop it)...
Without Alexstrasza, Baron Geddon and two Shield Slam i can't really turn this deck in a decent warrior control, that's why i tried to build it more mid-rangish, so it's sort of a middle road between control and aggressive (i tend to go for face with Arcanite Reaper as i don't have Alex). I play the Armorsmith to try and stall a little longer so i can drop Rag or combo Gromm.
What would you fit at highest priority to improve this deck? I feel the removal is a little on the weak side (i need to run my face into most stuff) and it's not always easy to bring my opponent to 10, but i guess that's what i get for not having Shield Slam and Alex. How can i offset this for now while i gather more dust? I don't really wanna play face warrior, and i'd like to be able to switch to this deck on ladder every once in a while.
Card games (paper or digital) are an RNG fest by default, and that's fine. But i kind of feel the small starting hand size (especially when going first) is really punishing for "slower" decks.
You can play a decent curve centered around 3 mana and still get a hand full of 5+ cards with nothing of what you fished for. Then you mulligan and get a similar hand or even slower... and sometimes you get the same card back into your hand (you know it's the same because you run a 1-of).
Of course you could lower your curve but not all classes can draw 2 cards per turn... or 4/5 cards in a turn (the hate is real). What i'm saying is that is really frustrating to lose when your deck is built properly, and you know how to play it properly, but rng mulligans punish you so hard for not playing a curve centered around 1and 2 drops.
Wouldn't it be better if the starting hand size was increased by 1 card? Or if you could select in your deck builder 1 jolly card that you will always get in your starting hand?
I don't like the ironbark, too easy to remove for most decks nowdays (bgh/tbk).
Your starting hand should have a wild growth/innervate and possibly a keeper of the grove, they're useful vs aggro. Wrath is also usually good to keep. Generally you don't want cards that don't do anything on their own like mark or healing touch in your starting hand (unless you have pyro to combo later).
Earthen Ring Farseer is also a useful card to play imo. He can heal a big taunt like Ancient of War if you get it later in the game or youself in early game.
I'm not an expert druid player however so i have no idea exactly what card you should replace for what. Anyways if you dont get a good hand with some ramp you normally lose to fast aggro decks. I don't know if Baron Geddon could help.
Because raganaros comes in and drops 8 damage without you being able to do jack about it...
Or perhaps its because Ysera's dream cards give people nightmares...
Or just maybe it might be because Jaraxxus can summon 6/6 infernals for 2 mana...
You are foolish if you believe that a good legendary can't completely overtake a game.
I used to see it the same way, but it really sounds as lack of experience. I crafted Rag not long ago, and he seems to have a thing for totems, divine shields and silver hand recruits :P To say that either the board is empty or Rag is gonna hit something useless 90% of the time. Then he gets BGH'd the turn after, and you wasted your entire turn.
Ysera and Jaraxxus require dominant or at least equal board state to drop, because they take your entire turn. And you get a full free turn to burst 15 damage down (Jaraxxus) or you can silence / kill / ignore Ysera. Or you can Faceless, then silence.
It's not impossible for any class to burst 15-25 damage with 10 mana (except the control pallies i think), so understand that while those legendaries have some powerful effects, they do give the opponent a free turn.
So if you had to use your burst damage (force of nature + roar, leeroy, bloodlust, cold blood, w/e) to maintain an equal board and your opponent can afford to drop Ysera and not die the turn after, something went wrong before.
Not to mention the usual "dead card" thing, until turn 10 + jaraxxus is a useless card that might have been a second Hellfire, and you wouldn't have lost to that murloc deck.Usually these infamous legendaries are just the final nail on the coffin, and some matchups are just bad (like midrange druid - handlock, or shaman - face hunter). There's sort of a rock - paper - scissors system, although it doesnt apply to hunters, they just roll over everything :P
Midrange druid has usually good matchups vs aggro decks (if built defensive), or can be an aggro deck itself (token roar version), but generally anti-aggro decks suck vs. control decks, and that's why you hate these big legendaries so much! Because of the way defensive decks are built you usually lack the burst to finish a control deck before he overtakes the game.
I personally don't understand why why are so excited about Rockbiter Weapon if we don't play either Doomhammer, Windfury or Al'Akir.
It comboes with absolutely nothing and just makes us take more damage to the face more often then not... It's not a comment specifically directed at Kenpachi_b or anyone in particular, i was just wondering if there's something better then rockbiter for shaman decks that dont have any kind of Windfury effect.
Imo try a Boulderfist Ogre first. It doesnt see alot of constructed play but for 6 mana it will be a great replacement for Cairne Bloodhoof, same cost but you can't just silence it or ignore it. You may also taunt it up with sunfury... just be careful of bgh if you mark it!
I already have a big game hunter in my deck. To the other point you made, how is a game lost by the time you have to use a naturalize? If someone pulls out a Ragnaros and it kills say my druid of the claw and I only have a yeti for 4 damage out, then why not use 1 mana to destroy it and then have 8 mana remaining to turn the tide? Two cards for a big legendary seems like a fair trade to me, but again, most people do not run naturalize.
Look at it this way, if you have a druid of the claw and a yeti to run into rag you're getting a 2 for 1 and trading 9 mana for 8 mana, which is not horrible. Whenever you naturalize you're getting a 3 for 1, so you're losing a great deal on cards, to gain on tempo, which is also ok.
The real problem is having 1 or 2 naturalize sit in your hand waiting for that huge legendary to remove, when those cards could have been something different that may have provided you with more options. Plus you don't really want to play naturalize vs flood aggro or midrange, because they will have a way to spend those 2 cards, and it's a dead card again.
It's not that it's always bad card, but it's extremely situational... like Soul of the Forest. I like the card but when will i have at least 3 minion for it to have value? It's such a difficult scenario that it's most likely to be a dead card.
You could go -1 power of the wild + 1 wrath, -1 starfire +1 yeti and try it out. Changes in a deck should be slow and tested in at least 10-15 games before deciding...
If you're really into druid you're gonna need 1 Big Game Hunter to replace 1 Naturalize sooner or later, so you can get a 2 for 1 out of giants and stuff.
The thing about cards like Naturalize is that usually you should setup to win the game the turn you play it. Like you have Force of Nature + Savage Roar and a minion on the board, opponent sitting safe at 15+ health behind a Sunwalker, you pop Naturalize and finish him in the same turn with 10 mana. When you have to use Naturalize midgame you probably lost a few turns before without even realizing.
Since you don't play Violet Teacher it's probably safe to remove Power of the Wild for Wrath. I don't like two Starfire too, feels a little too slow, and while the card draw is fine you're using most of your turn.
With two Ancients and two Drakes i don't think you need more card draw, probably more powerful midgame minions like Chillwind Yeti.
I suppose also that when a aoe hits (and it WILL) the blood imp will die without having a chance to trade or do damage that the priestess may have had.
It's a mini-geddon! Turns coin > mark of the wild into 2 arcane explosions!... i think it's great for aoe damage. Plus he gives you great potential to do amazing plays or to screw up lethals when you forget he's there. Fun!
But seriously, druid has only 2 swipes, pyro can be the 3rd swipe you arent allowed to add. I love him dearly in priest and recently in shaman too.
I climbed at 10 with shaman atm, but i feel it's much less reliable (i.e. if i dont get my early game removals i'm screwed) and has 0 chances of come back. So i thought to switch to druid if i really want a hope to keep streaks, as i don't really have alot of time to play.
I added Malygos as someone said Ragnaros the Firelord was the only bgh target, and honesly it seems about right. Malygos is really hard to kill without hard removal, and 6 damage draw a card Wraths are very nice.
Yeah i'd like to fit two Moonfires but without pyro, drake or maly out they're kind a waste of a card slot...
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I built this deck mainly for dailies but now i'm having fun with it. Atm i'm kinda short on dust (i just crafted Faceless Manipulator, i couldn't seem to drop it)...
Without Alexstrasza, Baron Geddon and two Shield Slam i can't really turn this deck in a decent warrior control, that's why i tried to build it more mid-rangish, so it's sort of a middle road between control and aggressive (i tend to go for face with Arcanite Reaper as i don't have Alex). I play the Armorsmith to try and stall a little longer so i can drop Rag or combo Gromm.
What would you fit at highest priority to improve this deck? I feel the removal is a little on the weak side (i need to run my face into most stuff) and it's not always easy to bring my opponent to 10, but i guess that's what i get for not having Shield Slam and Alex. How can i offset this for now while i gather more dust? I don't really wanna play face warrior, and i'd like to be able to switch to this deck on ladder every once in a while.
Thank you for reading.
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Card games (paper or digital) are an RNG fest by default, and that's fine. But i kind of feel the small starting hand size (especially when going first) is really punishing for "slower" decks.
You can play a decent curve centered around 3 mana and still get a hand full of 5+ cards with nothing of what you fished for. Then you mulligan and get a similar hand or even slower... and sometimes you get the same card back into your hand (you know it's the same because you run a 1-of).
Of course you could lower your curve but not all classes can draw 2 cards per turn... or 4/5 cards in a turn (the hate is real). What i'm saying is that is really frustrating to lose when your deck is built properly, and you know how to play it properly, but rng mulligans punish you so hard for not playing a curve centered around 1and 2 drops.
Wouldn't it be better if the starting hand size was increased by 1 card? Or if you could select in your deck builder 1 jolly card that you will always get in your starting hand?
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I don't like the ironbark, too easy to remove for most decks nowdays (bgh/tbk).
Your starting hand should have a wild growth/innervate and possibly a keeper of the grove, they're useful vs aggro. Wrath is also usually good to keep. Generally you don't want cards that don't do anything on their own like mark or healing touch in your starting hand (unless you have pyro to combo later).
Earthen Ring Farseer is also a useful card to play imo. He can heal a big taunt like Ancient of War if you get it later in the game or youself in early game.
I'm not an expert druid player however so i have no idea exactly what card you should replace for what. Anyways if you dont get a good hand with some ramp you normally lose to fast aggro decks. I don't know if Baron Geddon could help.
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I used to see it the same way, but it really sounds as lack of experience. I crafted Rag not long ago, and he seems to have a thing for totems, divine shields and silver hand recruits :P To say that either the board is empty or Rag is gonna hit something useless 90% of the time. Then he gets BGH'd the turn after, and you wasted your entire turn.
Ysera and Jaraxxus require dominant or at least equal board state to drop, because they take your entire turn. And you get a full free turn to burst 15 damage down (Jaraxxus) or you can silence / kill / ignore Ysera. Or you can Faceless, then silence.
It's not impossible for any class to burst 15-25 damage with 10 mana (except the control pallies i think), so understand that while those legendaries have some powerful effects, they do give the opponent a free turn.
So if you had to use your burst damage (force of nature + roar, leeroy, bloodlust, cold blood, w/e) to maintain an equal board and your opponent can afford to drop Ysera and not die the turn after, something went wrong before.
Not to mention the usual "dead card" thing, until turn 10 + jaraxxus is a useless card that might have been a second Hellfire, and you wouldn't have lost to that murloc deck.Usually these infamous legendaries are just the final nail on the coffin, and some matchups are just bad (like midrange druid - handlock, or shaman - face hunter). There's sort of a rock - paper - scissors system, although it doesnt apply to hunters, they just roll over everything :P
Midrange druid has usually good matchups vs aggro decks (if built defensive), or can be an aggro deck itself (token roar version), but generally anti-aggro decks suck vs. control decks, and that's why you hate these big legendaries so much! Because of the way defensive decks are built you usually lack the burst to finish a control deck before he overtakes the game.
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I personally don't understand why why are so excited about Rockbiter Weapon if we don't play either Doomhammer, Windfury or Al'Akir.
It comboes with absolutely nothing and just makes us take more damage to the face more often then not... It's not a comment specifically directed at Kenpachi_b or anyone in particular, i was just wondering if there's something better then rockbiter for shaman decks that dont have any kind of Windfury effect.
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Imo try a Boulderfist Ogre first. It doesnt see alot of constructed play but for 6 mana it will be a great replacement for Cairne Bloodhoof, same cost but you can't just silence it or ignore it. You may also taunt it up with sunfury... just be careful of bgh if you mark it!
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Look at it this way, if you have a druid of the claw and a yeti to run into rag you're getting a 2 for 1 and trading 9 mana for 8 mana, which is not horrible. Whenever you naturalize you're getting a 3 for 1, so you're losing a great deal on cards, to gain on tempo, which is also ok.
The real problem is having 1 or 2 naturalize sit in your hand waiting for that huge legendary to remove, when those cards could have been something different that may have provided you with more options. Plus you don't really want to play naturalize vs flood aggro or midrange, because they will have a way to spend those 2 cards, and it's a dead card again.
It's not that it's always bad card, but it's extremely situational... like Soul of the Forest. I like the card but when will i have at least 3 minion for it to have value? It's such a difficult scenario that it's most likely to be a dead card.
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You could go -1 power of the wild + 1 wrath, -1 starfire +1 yeti and try it out. Changes in a deck should be slow and tested in at least 10-15 games before deciding...
If you're really into druid you're gonna need 1 Big Game Hunter to replace 1 Naturalize sooner or later, so you can get a 2 for 1 out of giants and stuff.
The thing about cards like Naturalize is that usually you should setup to win the game the turn you play it. Like you have Force of Nature + Savage Roar and a minion on the board, opponent sitting safe at 15+ health behind a Sunwalker, you pop Naturalize and finish him in the same turn with 10 mana. When you have to use Naturalize midgame you probably lost a few turns before without even realizing.
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Since you don't play Violet Teacher it's probably safe to remove Power of the Wild for Wrath. I don't like two Starfire too, feels a little too slow, and while the card draw is fine you're using most of your turn.
With two Ancients and two Drakes i don't think you need more card draw, probably more powerful midgame minions like Chillwind Yeti.
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I suppose also that when a aoe hits (and it WILL) the blood imp will die without having a chance to trade or do damage that the priestess may have had.
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It's a mini-geddon! Turns coin > mark of the wild into 2 arcane explosions!... i think it's great for aoe damage. Plus he gives you great potential to do amazing plays or to screw up lethals when you forget he's there. Fun!
But seriously, druid has only 2 swipes, pyro can be the 3rd swipe you arent allowed to add. I love him dearly in priest and recently in shaman too.
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I climbed at 10 with shaman atm, but i feel it's much less reliable (i.e. if i dont get my early game removals i'm screwed) and has 0 chances of come back. So i thought to switch to druid if i really want a hope to keep streaks, as i don't really have alot of time to play.
I added Malygos as someone said Ragnaros the Firelord was the only bgh target, and honesly it seems about right. Malygos is really hard to kill without hard removal, and 6 damage draw a card Wraths are very nice.
Yeah i'd like to fit two Moonfires but without pyro, drake or maly out they're kind a waste of a card slot...
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After a few modifications;
Does that look better? or... it does really feel like it lacks attacking / removal power though...