Agreed. A card that is a 2 drop is not evaluated as "good" or "op" because of its resistance to Wrath, Dark bomb, or other spells, but rather its potential impact on the game if left on the board. The perfect examples would be the current 2 drop monsters that dominate the meta, particularly Mech Warper, Knife Juggler, Shielded Minibot (for Aggro Paladin), etc where they can be easily removed or be punishing the turns after.
Darnassus grants Druid class the opportunity to do the same at turn 2. Not only is it an extra Wild Growth, if left on the board, but it provides tempo for the Druid player. Perhaps more importantly, it becomes a soft taunt against Hunter/other Aggro classes on turn 2 to replace that WIld Growth turn 2 against aggro for a more favorable match-up.
This card will definitely see play.
5
They should add clock as in a chess. You have 10 minutes and spend them as you want.
7
I play self made onyxia+bloodlust combo deck. Every third game end like this.
1
Man, last night i'm facing ZooLock with my Paladin. He have last chance to rush me down, or i won.
I have Sludge Belcher, as big wall , 5 hp on hero, 7/7Dr. Boom and two recruits.
He have Dire Wolf Alpha, Ogre Brute and plays Doomguard.
Kills Belcher with Doomguard and Dire Wolf Alpha.
Now his 5/4 Ogre Brute facing my naked 5 hp. Time goes slow. Heart beats. He take him, wait 20 seconds. Music sing. One will fall down soon. Other will live.
All in flip of a coin.
Edit:
After calculating little, if he attacked Belcher first with Ogre Brute, he would have 62% chance in place of 50% for win. And that is definition of heartstone.
1
As i see. There are two ways. Keep King Krush, add second Call Pet, create super synergy deck with lot of beast and much less spells/other minions.
Or kick him from a deck and search other way.
1
Well as a hunter, you mulligan all cards in search for Undertaker and Animal Companion. So chances that you have 2 Kill Command at turn 8 are less than 5%. Chances for good start + 2 Savannah Highmane + 2 kill command in first 10 turns are 1%. It's not all that perfect as you say.
You need just to play 20-30 more ranked games with undertaker hunter. That way you will find out his weakness and win more against him.
Playing with my control paladin i know how to hard counter hunter and zoo, if meta asks for it. Only because i was big fan of those 2 decks in start.
1
For example Fireball is strictly better than Mortal Strike . And no one cry about it. You need to accept that every set have OP (like Ragnaros the Firelord ) and bad cards (like Cobra Shot).
It is just stupid to compare best legendary from one set with worst common from another set.
1
Okey, nice deck. Congratulations for legend rank!
1
I am not sure about this one. You can use him in Paladin decks. Also amaz use him in Priest deck together with Blingtron 3000.
cons and pros:
-there are lot of ZooLock and Priests those days
-he is better on tournaments, where every third game is against control warrior
-he feels kind a bad against hunters, you don't want him in starting hand because games goes so fast
+at least one card draw against rouge (there are less rouges those days)
+it feels so good when you destroy doomhamer or jaraxxus weapon!
+good against warriors, if you play lot against them
1
That deck is so strong, that it destroys matter without leaving any energy behind.
1
Now my plan is to hit legend with just those 3. Any suggestion is very welcome!
Shaman - Zoo A.K.A. Destroyer of Worlds:
http://www.hearthpwn.com/decks/132676-invazija
Hunter - Fast Killer A.K.A. Void Board:
http://www.hearthpwn.com/decks/112830-void-board
Priest - Buff me Baybe A.K.A. Magnificent Five:
http://www.hearthpwn.com/decks/143045-worst-cards-in-game-shine-after-gvg