Damien

Hearthstone Legendary Mech Aggro Druid TGT

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This thread is for comments about our Legendary Mech Aggro Druid deck for TGT.

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The deck seems good, but I'm so unlucky that in 7 games, I had just one innervate in all of my opening cards. No darnassus aspirants, neither living roots or mechwarper

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To be honest, I've missed the Fel Reaver Druid Hype Train, sticking to Midrange version.

Same for Mech Druid - I've always felt it just lacked synergy due to the fact Druid Mech cards weren't that good.

But in the end I've managed to get my hands on some of those killy robots and gave it a try.

Good Lord.

It's total nuts.

Same nuts as your regular Fel Reaver Druid's nuts, but with a bit different flavour.

At it's core Mech Aggro is totally the same but it has a couple of things that I like very much:

1)It takes aggro deck staple cards(which i don't like) and replaces them with Mech staple cards(which i don't like either) BUT!

it essentially redirects your instant-damage value of LeperGnome/Knife Juggler/ Saber Druid into more consistent board presense of walking robots.

Sounds like a good trade to me.

2)It delivers some busted openers - even more busted than regular Aggro list.

3)Walking Giant Battle Robots are fun!

Moreover, card swaps are almost perfeclty fitting their original places.

-Leper Gnome is 100% replaced with his Clockwork brother - loss of 2 damage is compensated by Spare Part and some synergy with Mechwarper. You don't have much use for the Spare Part like MechMage, but you don't get much of those either.

-Mechwarpers and Shredders raking Druid'oSaber and Juggler's spots. A change I like the best so far because you don't get as much value from Juggler like any other decks and Saber is just a bit weak. Mechwarper is a cool body and a discount for your dudes, and Shredder is unmatched staple value.

-Spider tanks instead of Shades - more early combat and discount possibility for a chance of buffing your Roar attack(which you may not get at all). Fitting my personal playstyle and the deck consistency overall.

-Harvest Golem replaces Haunted Creeper - early beatings and sustain agains AoE via Deathrattle. Harvest Golem often feels like Spider Tank #3, but his role is essentially what of Creeper.

-Sky Golem vs FoN(which is not a nessesary swap) - a good one, too. Value vs instant damages .You don't get much of a combo with Aggro Druid anyway.

So, it's a variant of nowadays staple deck that has the same power, but wields it a bit different PLUS some flavour.

Bravo, Sottle!

Your original idea? :D

And a litlle gameplay tip - pay attention to the cards Fel Reaver has burnt. It's important to know whether there is a chance of getting Savage/FoN/Druid'o'Claw/Keeper etc in this game any soon.

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I didn't want to quote the entire post above me but I just wanted to give a shout out with my gratitude. I'm not much of a deck builder because I often find myself questioning why one card would be favored vs. another. Posts like these, in addition to Sottle's strategy guides, are extremely insightful and allow me to have a better understanding of the thought process that is involved with building a deck. So, thank you gentlemen and keep up the good work!

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So, thank you gentlemen and keep up the good work!

Thank you a lot for these words!wink.png

 

A bit of an update to my thoughts about this deck.

I've managed to get some games, making something like 175 games in 24 hours of gameplay this weekend. 

My results were not impressive though, peaking rank 3. Probably due to myself being not the best player in the world.

Swapped Wrath for Big Game Hunter due to the efficiency of beardy dude. Feeling that he will be lost to Fel Reaver discard all the time has failed me ever since game number one : he destroys mirror, everpresent Dr.Boom and decent against Warrior, as expected.cool.png

 

I've played against a ton of Secret and Tempo, kept wrecking the former and being wrecked by the latter. Other Aggro Druids mostly lost to me aswell.

 

During these games, I've learned a lot of about such things as "math", "random", "how important those two are", also "the amount of swearing words I know" and "how much coffee I can take", and, eventually, a thing or two about this deck and Hearthstone overall.

 

1)Druid'o'Claw Cat Form + Savage Roar = 8 damage, plus the rest of your board. An easy equation,but it needs to be mentioned, like Force of Nature's one.

 

2)More math - chances of getting one of two copies of any said card is roughly 46% turn 3, 51% turn 5 and 60% turn 7, not including card draw/mulligans. Just so we know what is actual chance of having a removal spell vs Fel Reaver/getting that Swipe or Savage Roar..

 

3)Spare Parts are awesome. Numerous games were clutched by me with Freeze Coolant and Cloakfield. Rusty Horn and Time Rewinder can pull a trick or two aswell. Know them. Use them. Love Them.

 

4)Knowing your opponent's deck is an incredible portion of winning. Playing around stuff is the key to beating said stuff.

 

5)Bursty openers are the double-edged sword both you and your opponent should be afraid of. Once you're done with popping stuffs from hand, it all goes in the courtesy of Topdeck Department. Your opponent packs a bunch of removal - and you are in a lot of trouble. That is why IMO I kept losing to Mages. They do exactly this and have Mirror Entity as cherry-on-top.

 

If you people can add something from your own experience, feel free to do so.

 

I'll give the deck some more shots when Monday hits me. Still have some time to reach Legend.

 

It also feels like I'm back to my WoW days. I know stuff about the game and talk it a lot, yet fail to achieve anything worth of noting.unsure.png 

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I'm really enjoying this deck. I went from Rank 12 to Rank 3 with it in October. It just has super fast starts backed up by solid later turns. Let's see how it fares in November...

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I spend around 2.6k dust for this deck and am overly disappointed. Maybe its just my lack of experience or simply the fact that mana boost cards are almost never in my opening hand, but it leads to me being seriously annoyed. I don't know what I have to change? But if I have to rely on good card draw, I better believe in love than luck, lol.

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Hey, me again. I hope someone is reading this. This deck suggestion needs some update. It has to be played super aggressively, otherwise you'll lose every game. I made it to rank 18 now, while being drunk. What a resume!

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The deck is good enough to get you farther than that. 

It is actually not wasted dust as all these cards can be used in other decks. 

As I said multiple times on the forum, aggro decks are easy to play, but hard to master. However, if you include Fel Reaver, it is more "hard to play, hard to master", but it gets way more rewarding. You just need to know when it is safe to drop Fel Reaver and then call it gg. 

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No Loatheb.. Replacements?  Also: I had been struggling with consistency, so i replaced sky golem with a harvest golem.  Is there something better than this?  

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No Loatheb.. Replacements?  Also: I had been struggling with consistency, so i replaced sky golem with a harvest golem.  Is there something better than this?  

Wrath and FoN should be better alternatives. Wrath protects your board and helps you draw your combo. 

Force of Nature is simply a strong card and 14 damage from an empty board is simply too good. 

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4 hours ago, PancakeMonk said:

is this deck still ladder viable because i really want to play it again ?

Not exactly as it is, but in general it should be viable.

One card you want to remove is Force of Nature, cause after the nerf, this card does not serve the purpose of this deck anymore.

You could replace it either with a Wrath if you are facing a lot of aggro in your first few games, or with another mech-synergy card, like Tinkertown technician or Harvest golem.

Another card i would replace is Keeper of the Grove. This card is kinda hard to replace cause it helped a lot both against aggro with the 2 damage and against annoying minions like Sylvanas with the silence. But after the nerf, it has really bad stats to fight for the board.

I would certainly add one Spellbreaker, cause you need to have at least one silence effect in the wild meta. Now, replacing the second copy is something that bothered me a lot while thinking about it. I came to the conclusion that this spot would either fit a card like Mechanical Yeti, or, a tech card. (for example a weapon removal in Acidic Swamp Ooze or Harrison Jones).

Well, other than the above i think the rest of the deck is still ok to play, but i cannot tell you for sure if it will be as strong as it used to be.

But you can try and tell us your results :)

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thanks for the clarification ..but one thing i definitely want to try is to keep the force of nature and play it for more board than burst ..and for the silencing options spellbreaker is a good card  ..for ooze and harrison i just dont like to run to many tech cards in a deck that has a specific strategy .ofc if the meta is all about warrior then its an auto include but u get my point hehe .. for the fel reavers am going with 1  ...maybe try to borrow some plays from the silence druid ..2 is alot and most of ur games 1 is enough to push for damage and keep your opponent busy for a couple of turns ..anyways will test some cards and will see how it will go ..thanks again :)

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      The Mulligans
       
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      Always keep: Loot Hoarder, Bloodmage Thalnos, Radiant Elemental and Power Word: Shield with Radiant Elemental Always mull: Vivid Nightmare, Mind Blast, Shadowreaper Anduin Often correct to keep: Power Word: Shield, Lesser Diamond Spellstone, Prophet Velen, Psychic Scream, Shadow Word: Death, Spirit Lash  Often incorrect to keep: Shadow Visions, Twilight's Call  
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      When facing aggro and midrange decks, Spirit Lash, Holy Nova, and Psychic Scream become the most important cards in your deck. It is often correct to keep these cards (Psychic Scream is excellent against Spiteful Summoner decks in particular), as you can easily get run over by minions if you fail to keep the board clear. Against faster decks, I recommend mulling away everything that's not a 2 drop in order to dig for these board wipes.
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      Tips and Tricks
       
      One of the easiest ways to lose with this deck is to play your Prophet Velen into an effect which prevents it from dying. Against decks which might be running Polymorph, Hex, Mind Control, or Tinkmaster Overspark, hold on to your Velen until you can safely play him and Shadow Word: Death on the same turn. Smart opponents will hold onto these cards for as long as possible, but that isn't exactly a winning fight for them if you can find a Shadow Word: Death. Dumb opponents will play their Doomsayers to keep their hand size low, which is a free invitation to add Velen to your death pool or to draw cards with Twilight's Call. Try not to overreact in the early game with Spirit Lash. In many matchups, you'll need at least one massive burst of healing from Spirit Lash + Velen or Spirit Lash + Bloodmage Thalnos to get out of burst damage range. In these matchups it's best to not play your second Spirit Lash (and sometimes your first) unless its a true life or death situation. Spiteful Summoner decks and Carnivorous Cube decks stand out as matchups where you'll likely need to use Spirit Lash as a mini Reno Jackson. Vivid Velen is capable of clearing board after board against most decks, but it can't sit back and clear boards all day against token style decks which have pack boards than we have board wipes. Eventually, these decks will run us out of resources and we'll never get the opportunity to play a Velen without dying. In these matchups (Dude Paladins, Hand/Token Druids), try to play Velen at the first viable opportunity, as you may never get a second opportunity to do so. With thoughtful play, you should rarely lose because your Diamond Spellstone wasn't upgraded enough. I punted one game away game because I didn't Shadow Word: Death my opponent's Alexstrasza before Psychic Screaming away the rest of his board. I ended up one spell short on the following turn of a fully upgraded Spellstone and missed on Velen when I cast Diamond Spellstone for 3. Situations such as this one can often be prevented by playing spells like Holy Nova or Twilight's Call for no value whenever the extra Mana presents itself, especially against control decks. Vivid Velen often struggles to keep its hand size low, and it is frequently correct to play spells for little or no value to free up space for future draws. You can cheat a bit on upgrading your Spellstone if you don't play a Bloodmage Thalnos or a Loot Hoarder. You may also need to do this if one of your non-Velen gets Polymorph or Hexed, as the beast will be added to your dead minion pool for Spellstone. You need to cycle through quite a few card to assemble your combo, so don't be afraid to play Power Word: Shield on your opponent's minions or to play Mass Dispel into an empty board. This is especially true if you already have a Spellstone in hand. If you're in a pinch, Spellstone into Spirit Lash can be used as an emergency button to go back to full health and clear the board, even if it doesn't set up an OTK. This sucks if you have to build up a second Spellstone to OTK again, but at least you'll live to fight another day and can try to kill with Shadowreaper Anduin as a backup plan. It feels like a majority of my games come down to whether or not I choose the correct card off Shadow Visions. I've roped many times on Shadow Visions decisions in the early game, because you get these super difficult choices between card draw, board clears, and combo pieces in a time where it's difficult to say what you'll need most. Though I won't say you should never play Shadow Visions in the early game, I will say that the longer the game goes on, the easier it is to make correct Shadow Visions choices. Unless you're in dire need of a specific board clear to stay alive or a specific combo piece to end the game, it might be smarter to hold onto your Shadow Visions until such a situation arises. I haven't talked at all about Shadow Essence, partly because I have mixed feelings on the card. It seems to have won me about as many games as it has lost me, though its hard say for certain. The card is excellent when you can't find that missing Velen or Radiant Elemental buried at the bottom of your deck, and it's a really strong play on turn 5 off The Coin or a Radiant Elemental which survived the early game. However, Shadow Essence has a nasty tendency to sit around in my hand and be totally useless when I'm behind on board. If I were to make any changes to this deck, I might consider cutting the Shadow Essence for a Holy Smite.  One tough decision which comes up very is often is whether or not you should use a Vivid Nightmare to copy one of the Deathrattle minions, especially to set up a stronger Twilight's Call. Though this is the correct play on occasion, I'd suspect that this is the incorrect line more often than not. Sure, the Vivid Nightmare will typically generate you 2 extra in these situations, but expending a Vivid Nightmare as a card draw tool also means that you'll likely need to draw one more Mind Blast/Radiant Elemental than you would have had to draw previously. It's difficult to say when the extra card draw is better and when the extra combo piece is better, so you'll need to make that judgement call on a case by case basis. Generally speaking, I'd be more inclined to use my Vivid Nightmares on Deathrattle minions if I had a healthy number of total Mind Blast/Radiant Elemental/Vivid Nightmares in hand and needed to dig for Prophet Velen, and would be less inclined to use Vivid Nightmare on Deathrattle minions if I already had Prophet Velen in hand.  
      Combo Priest in The Year of the Raven
       
      Priest rotated more playable cards than any other class when The Year of the Raven began. They lost Drakonid Operative, Dragonfire Potion, Kabal Talonpriest, Potion of Madness, Priest of the Feast, Pint-Size Potion, and Shadow Word: Horror to name a few, in addition to a number of key Neutral minions which were the backbone of the Dragon Priest and Big Priest archetypes.
      Despite these losses, Combo Priests were left largely unscathed by the set rotation. Divine Spirit/Inner Fire decks lost Potion of Madness and Kabal Talonpriest, but the numerous combo cards which were added during The Year of the Mammoth are here to stay. Journey to Un'Goro brought Radiant Elemental, Shadow Visions, and Lyra the Sunshard, Knights of the Frozen Throne added Eternal Servitude and Shadow Essence, and Shadowreaper Anduin, and Kobolds & Catacombs tacked on Lesser Diamond Spellstone and Twilight's Call. This puts Combo Priests (as nebulous a term as that is) in a great position to start The Year of the Raven. Combo Priest have already picked up Vivid Nightmare from The Witchwood, and will almost certainly pick up additional tools in future expansions.
      The Twilight's Call/Diamond Spellstone synergy at the heart of Vivid Velen still has plenty of room for innovation and new decks. Any number of potential OTKS could slot into the Vivid Velen shell in place of Radiant Elemental, Prophet Velen, and Mind Blast. Perhaps a better deck builder than myself will be able to find a new OTK with Twilight's Call/Diamond Spellstone? We're less than a week from the release of The Witchwood, and there is still plenty of time to test new decks on the ladder before the meta fully settles in.
      For now, Vivid Velen certainly seems to be a like strong choice for the current meta. It's extremely difficult to play it optimally, but that's true for all the best combo decks. It's a fun, it's challenging, and it has positive matchups against the three most popular classes in the game. What more could you ask for?
    • By Pain
      Hello guys i would like to share my weakauras for each healing class, hope you like it ;)
      Any feedback is appreciated
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      New to Weakauras ?
      You can download it here :
      https://mods.curse.com/addons/wow/weakauras-2
      Click the link of the weakaura you want which you can find down below  (Import string) On the wago.io webpage links you can find a copy string button on the right, colored red.
      Like this :  When ingame type /wa to open the control panel of weakaura. Select "import" Paste the string from the wago webpage into this. A screen will pop-up and select the import button on it. ____________________________________________________________________________________________________
      Update Log 
      22-11-17 : Shaman healing tool has been redesigned and improved !
      26-11-17 : Added global cooldown to shaman and paladin healing tool and abit of fine tuning.
      28-11-17 : Druid healing tool has been Redisgned and added global cooldown.
      03-12-17 : Some improvements to the Paladin healing tool
      25-01-18 : Some changes to Shaman and Druid healing tool
      03-02-18 : Massive update for Holy paladin healing tool !
      29-03-18 : Added Monk healing tool !
      30-03-18 : Small update for Resto Druid healing tool
      14-04-18 : All Healing tools have been updated with some new ways of making WA's
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      Summary :
      Shaman Druid Paladin Priest Monk ____________________________________________________________________________________________________
      Shaman 

      Resto Shaman - Healing Tool
       
      Import string :  https://wago.io/SJAG4cTub        ←
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      What's making sound :
      Riptide - off cooldown
      Healing rain - off cooldown
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      Resto Shaman - Usable cooldowns

      Import string :  https://wago.io/S1u7HqpdZ       ←
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      Druid 
      Druid - Healing Tool

       
      Import string :  https://wago.io/H1ZvS9p_b       ←
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      What's making sound :
      Life-Bloom - when its about to expire from target
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      Paladin
      Paladin - Healing tool

      Import string : https://wago.io/BkQJU96dZ        ←
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      What's making sound :
      Holyshock - off cooldown
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      Paladin - Usable cooldowns 

      Import string :  https://wago.io/r1jnNOQ8M      ←
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      Paladin - Light of Dawn info *additional*

      Import string : https://wago.io/HyrN6y4YZ         ←
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      Priest
      Holy Priest - Healing Tool

      Import string : https://wago.io/SyghGYcqG        ←
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      Holy Priest - Trail of light Talent Tracker *Additional*

      Import string :  https://wago.io/EyclhaZuZ        ←
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      Disc Priest - Healing Tool

      Import string :  https://wago.io/SyCn89TdZ        ←
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      Monk
      Mistweaver Monk - Healing Tool

      Import string :  https://wago.io/ryDtJHY5M        ←
      What's making sound : 
      Renewing Mist - off cooldown
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