How will this card work with self damaging warlock cards/hero power? If I use life tap, flame imp, pit lord etc... will I not take any damage while this guys on the board?
war is so much better though as a minion when trading, lore is a card that depends on the rest of the deck, if the other cards in your deck suck anyway, then war is probably better
Not really though. They'll usually provide about the same swing in tempo. Assuming War doesn't eat a hard removal spell then he'll usually get somewhere between a 2-for-1 and a 3-for-1 whereas Lore is almost guaranteed to give you a 3 for 1.
I just played 6 games but only against 3 different opponents. I played the same player back to back 3 times in a row. I've never had this issue before today. I'd understand if this was at an odd hour, and I heard this was quite a common thing back in closed beta since there were much fewer players, but that's not the case. Anyone having similar frequent back to back encounters?
It's an Agressive deck that is designed to control the board through floods of minions. Sure there are times when hitting the face over clearing the board is correct but mostly controlling the board is what zoo cares about and is designed to do. It does this by (1.) having sticky minions like Harvest Golem, Eggs, Haunted Creeps and Squire/Crusader, and (2.) being able to make efficient trades with buffs from cards like Abusive Sergeant, Dark Iron Dwarf, Dire Wolf, Defender of Argus etc...
Which is why cards like Wolf Rider has no place in this deck type. It doesn't trade efficiently most of the time and it isn't hard to remove with only 1 health. Yeti will often times give you good value but since it has no immediate impact on the board it's just too slow for a deck like zoo. Mortal coil or elven archer will help a lot with making trades more efficient when your off by a point of damage which will happen quite often. Raid leader will more or less do the same thing though as I said he costs too much for what he does.
I'd still take out the Wolfriders. They simply don't fit into what zoo is about. Honestly the Raid Leaders were a better fit (though still not great since they're overpriced for they're effect.) Elven Archer and Mortal Coil can also work well in zoo. But the Chillwood Yeti and Wolfriders have to go.
What happens if you play Millhouse Manastorm and Loatheb on the same turn? Do they become 5 costs spells the next turn or does Millhouse Manastorm's ability trump Loatheb's? Does the order in which you play them make a difference? If Loatheb is played first are they still free, or is it irrelevant?
What purpose does Ancestral Spirit and reincarnate have in this deck? Also only one Fire Elemental is simply wrong in any Shaman Deck. You have Doomhammer but no Rockbiter Weapons. Why are you playing Spellbreaker over another Earth Shock? Forked Lightning is good in arena but fairly lackluster in constructed.Overall it seems the deck lacks a lot of synergy. So my advice would be to remove Ancestral Spirit and Reincarnate, add Fire Elemental, another haunted creeper and RockBiter for sure.
People get salty, get on tilt, and want to vent there frustrations out on whoever will listen. It's really as simple as that.
Most Priest complaints have been about the newer tempo priests rather than the old style control priest. So stalling till late game isn't really part of there game plan. I doubt we'll see much of the deck after the Hunter extinction since they're best match ups are hunter and zoo. While I'll agree Cancer Hunter is fairly skill-less, the mid-ranged hunter requires some skill. Zoo does require skill to play. There's usually only 1 correct move when playing zoo and you have to find the perfect balance between controlling the board and pushing damage for lethal which isn't always easy depending on the match-up/ board state.
Nope dude was just really lucky, well kinda... Sea Giant is the only good giant in Arena, and Hogger and Illadin are only viable on an empty board. I've done about 100-150 arena runs and I usually get an epic about ever 2-3 games and get a legendary about every 10 or so. But overall it doesn't really matter. There are really bad Legendary and Epic cards just like there are really bad commons and rares.
Still quite new to the game yes, although ive managed to get to rank 17 with this deck so far with not many losses
the win condition being a shade that is protected behind taunts until it can start kicking out some reasonable damage
have you any suggestions of where i could improve - what could i replace the wild growths with?
Since you only have a single sludge belcher, Spectral Knight, and Druid of the Claw I'd add them to the deck for sure. I'd replace the Faerie Dragon with the second Druid of the claw if you have it. Wrath is a must needed card for any druid deck as well since it can either be used for early removal or for card draw. Replace it with claw or novice engineer if you have it. Loot hoarder is much better than Novice Engineer as well but if you don't have it don't worry. If you don't have any of the cards I mentioned I'd still take out the Faerie Dragon and replace it with Chillwind Yeti.
In my opinion there isn't nearly enough big things in this deck to justify the Wild Growths. You have only 1 of a lot of which doesn't make for a very consistent deck. It honestly looks like some weird hybrid of token and ramp with some cards that don't belong in either. It also lacks any sort of burst win condition
how many packs have you gotten? from what ive read the chance to get a legendary from a pack averages 1 in 18 packs. hard to say how many games i play/win per day, lets just say in the last few days i have over 100 wins on hunter alone. and since finished all wings of nax all gold goes to packs. i got lucky today and got 2 legendary out of 7 packs.
I have around 500 arena wins at about 4-6 wins a run on average. So about 100 packs +/-20. Honestly had no idea they were that common...
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How will this card work with self damaging warlock cards/hero power? If I use life tap, flame imp, pit lord etc... will I not take any damage while this guys on the board?
2
because it heals you for 4 and the totem itself has 3.
0
Not really though. They'll usually provide about the same swing in tempo. Assuming War doesn't eat a hard removal spell then he'll usually get somewhere between a 2-for-1 and a 3-for-1 whereas Lore is almost guaranteed to give you a 3 for 1.
0
I just played 6 games but only against 3 different opponents. I played the same player back to back 3 times in a row. I've never had this issue before today. I'd understand if this was at an odd hour, and I heard this was quite a common thing back in closed beta since there were much fewer players, but that's not the case. Anyone having similar frequent back to back encounters?
0
It's an Agressive deck that is designed to control the board through floods of minions. Sure there are times when hitting the face over clearing the board is correct but mostly controlling the board is what zoo cares about and is designed to do. It does this by (1.) having sticky minions like Harvest Golem, Eggs, Haunted Creeps and Squire/Crusader, and (2.) being able to make efficient trades with buffs from cards like Abusive Sergeant, Dark Iron Dwarf, Dire Wolf, Defender of Argus etc...
Which is why cards like Wolf Rider has no place in this deck type. It doesn't trade efficiently most of the time and it isn't hard to remove with only 1 health. Yeti will often times give you good value but since it has no immediate impact on the board it's just too slow for a deck like zoo. Mortal coil or elven archer will help a lot with making trades more efficient when your off by a point of damage which will happen quite often. Raid leader will more or less do the same thing though as I said he costs too much for what he does.
0
I'd still take out the Wolfriders. They simply don't fit into what zoo is about. Honestly the Raid Leaders were a better fit (though still not great since they're overpriced for they're effect.) Elven Archer and Mortal Coil can also work well in zoo. But the Chillwood Yeti and Wolfriders have to go.
0
What happens if you play Millhouse Manastorm and Loatheb on the same turn? Do they become 5 costs spells the next turn or does Millhouse Manastorm's ability trump Loatheb's? Does the order in which you play them make a difference? If Loatheb is played first are they still free, or is it irrelevant?
0
What purpose does Ancestral Spirit and reincarnate have in this deck? Also only one Fire Elemental is simply wrong in any Shaman Deck. You have Doomhammer but no Rockbiter Weapons. Why are you playing Spellbreaker over another Earth Shock? Forked Lightning is good in arena but fairly lackluster in constructed.Overall it seems the deck lacks a lot of synergy. So my advice would be to remove Ancestral Spirit and Reincarnate, add Fire Elemental, another haunted creeper and RockBiter for sure.
1
People get salty, get on tilt, and want to vent there frustrations out on whoever will listen. It's really as simple as that.
Most Priest complaints have been about the newer tempo priests rather than the old style control priest. So stalling till late game isn't really part of there game plan. I doubt we'll see much of the deck after the Hunter extinction since they're best match ups are hunter and zoo. While I'll agree Cancer Hunter is fairly skill-less, the mid-ranged hunter requires some skill. Zoo does require skill to play. There's usually only 1 correct move when playing zoo and you have to find the perfect balance between controlling the board and pushing damage for lethal which isn't always easy depending on the match-up/ board state.
0
Nope dude was just really lucky, well kinda... Sea Giant is the only good giant in Arena, and Hogger and Illadin are only viable on an empty board. I've done about 100-150 arena runs and I usually get an epic about ever 2-3 games and get a legendary about every 10 or so. But overall it doesn't really matter. There are really bad Legendary and Epic cards just like there are really bad commons and rares.
0
Since you only have a single sludge belcher, Spectral Knight, and Druid of the Claw I'd add them to the deck for sure. I'd replace the Faerie Dragon with the second Druid of the claw if you have it. Wrath is a must needed card for any druid deck as well since it can either be used for early removal or for card draw. Replace it with claw or novice engineer if you have it. Loot hoarder is much better than Novice Engineer as well but if you don't have it don't worry. If you don't have any of the cards I mentioned I'd still take out the Faerie Dragon and replace it with Chillwind Yeti.
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In my opinion there isn't nearly enough big things in this deck to justify the Wild Growths. You have only 1 of a lot of which doesn't make for a very consistent deck. It honestly looks like some weird hybrid of token and ramp with some cards that don't belong in either. It also lacks any sort of burst win condition
0
I took it to mean alternative to the current Leroy build since it will no longer be viable post nerf, not an alternative to the alternative.
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How is it a Maly Rouge without Maly?....
0
I have around 500 arena wins at about 4-6 wins a run on average. So about 100 packs +/-20. Honestly had no idea they were that common...