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Damien

Hearthstone Druid Minions and Spells

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There's at least one word missing in Claw's Contructed Play section. The first sentence is "Claw can be great if the meta game is extremely aggressive, especially if are using Wild Pyromancer as well." Considering the card, I think it's supposed to be "you", but less experienced players could maybe think you were talking about the meta using Wild Pyromancer a lot.

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I would like to talk about how you talk about Beast Druid in Druid of the Flame's description and also Druid of the Fang's. I understand it mostly says that Beast Druid is totally not worth it, but I'd argue that one can totally make one since the release of TGT. There's enough interesting cards to make something interesting with Beast synergy in Druid and I feel like those descriptions might steer people away from it instead of encouraging them to try it with good synergy cards.

EDIT: You also say something very similar in Savage Combatant's description and I'd like to add that even LoE adds another reason to play Beast Druid with the fantastic Mounted Raptor.

Edited by EDL666

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I would like to talk about how you talk about Beast Druid in Druid of the Flame's description and also Druid of the Fang's. I understand it mostly says that Beast Druid is totally not worth it, but I'd argue that one can totally make one since the release of TGT. There's enough interesting cards to make something interesting with Beast synergy in Druid and I feel like those descriptions might steer people away from it instead of encouraging them to try it with good synergy cards.

EDIT: You also say something very similar in Savage Combatant's description and I'd like to add that even LoE adds another reason to play Beast Druid with the fantastic Mounted Raptor.

 

The main problem is that the synergy is not strong enough. You only have Wildwalker and Druid of the Fang. For example, Mech Mage has Mechwarper, Blastmage, Cogmaster, Technician and sometimes even Clockwork Knight. That is what I call synergy. Having two cards that synergise is not enough. 

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I would like to talk about how you talk about Beast Druid in Druid of the Flame's description and also Druid of the Fang's. I understand it mostly says that Beast Druid is totally not worth it, but I'd argue that one can totally make one since the release of TGT. There's enough interesting cards to make something interesting with Beast synergy in Druid and I feel like those descriptions might steer people away from it instead of encouraging them to try it with good synergy cards.

EDIT: You also say something very similar in Savage Combatant's description and I'd like to add that even LoE adds another reason to play Beast Druid with the fantastic Mounted Raptor.

 

The main problem is that the synergy is not strong enough. You only have Stablemaster and Druid of the Fang. For example, Mech Mage has Mechwarper, Blastmage, Cogmaster, Technician and sometimes even Clockwork Knight. That is what I call synergy. Having two cards that synergise is not enough. 

 

Well Stablemaster is a Hunter card(but there's also Wildwalker and Knight of the Wild) and I don't think you can compare Mech Mage to this, there's just Blastmage that's a Mage exclusive and you could totally make a Mech Druid with the same cards!

What I'm trying to say is that you don't have to put shitty Beasts to be able to make those cards work! You now have good beasts! Savage Combatant is good, Mounted Raptor is good, Druid of the Flame is good, Druid of the Claw is good, Druid of the Saber is good! Malorne is crazy good! Aside from that, you could experiment a little, nobody said that YOU have to ramp you could just curve out with more excellent Beasts like Haunted Creeper(Ironbeak Owl possibly if you REALLY want to not have Keeper of the Grove but I wouldn't recommend it), Tomb Spider, Stranglethorn Tiger, Stampeding Kodo, Mukla's Champion, Captured Jormungar, The Beast. King Mukla can be good if you can apply enough pressure. You could use Fossilized Devilsaur if you want more huge taunts besides Ironbark Protector... There's enough material there! Okay, BGH whatever you want to say that people are using because of the meta. I mean, If they use BGH on a big thingy and you play another, and another, or you just have so many beasts... That's a valid concept to me! I know Force of Nature + Savage Roar is incredibly stupid. That doesn't mean Beast Druid isn't good. It's just not that.

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Oh, yeah, I meant Wildwalker, not Stablemaster, sorry! The Knight of The WIld could be good, but if you get a bad draw, he won't be played before turn 6 anyway.

Yes, the beast cards are great, but as long as the synergy cards aren't that strong, you shouldn't focus on the synergy itself and rather build a midrange deck with good cards (and some of them will definitely be beasts). The problem with playing a big thing after another is that if you get BGHed once, you lose tempo (except for Boom, yay) and druids can't play from behind the board. This is one of the reasons why Ramp Druid plays without BGH targets. 

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Like I said, no need to ramp. Just because ramp Druid is popular doesn't mean you can't try something else

Just because Beast Druid exists doesn't mean you should play it. It is not a competitive deck, at least not as competitive as Ramp druid.

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Like I said, no need to ramp. Just because ramp Druid is popular doesn't mean you can't try something else

Just because Beast Druid exists doesn't mean you should play it. It is not a competitive deck, at least not as competitive as Ramp druid.

 

My original complaint was about not discouraging people that wanted to try it. Because it is quite good now. It is not the best, but you don't expect people playing on a budget to actually use the best deck either. I mean I get it that it's weird to want to use really shitty cards like Dalaran Mage. But Druid of the Flame isn't a bad card and a Druid Beast deck is not a bad deck either. Sure you won't explode ladder and crush everyone on legend, but is this a requirement to give tips about it?

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I have a guide up for Beast Druid in the Unique decks section, so i'm not really sure what your criticism is.

 

We're not exactly dealing with statements like "You freaking noob! Why would you even think Beast Druid would be a thing! Learn to play before you dare read our site!"

The statements are like "but these decks have so far not proven to be successful." and "Druid Beast decks are also currently a long way from being viable." which are just accurate statements. Then on top of that, I have a guide published for people that want to experiment with it anyway.

So...yeah?

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Well, I actually do think that players on budget who visit sites such as this want a good deck, instead of spending dust on decks that do not work as well as the "meta decks". Also, the price difference between Sottle's fast druid and Beast druid is 400 dust. The difference is low enough for newer players to play the meta decks instead. 
As I said previously, the beasts are good, it's the synergy that is not good enough. Druid of the Flame is played in midrange and so are Savage Combatant and Druid of the Claw. You can find Druids of the Saber and Mounted Raptors in aggro. The beast tag just doesn't matter, same as Azure Drake's dragon tag. Dragon decks weren't played either. Although there was some synergy, it just wasn't strong enough (but that got changed with TGT), same as Beast Druid.
 

I have a guide up for Beast Druid in the Unique decks section, so i'm not really sure what your criticism is.


I am not criticising your deck, all I am saying that beast tag is not strong enough to be considered meta. That it is and will stay for some time with the Unique decks.

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I have a guide up for Beast Druid in the Unique decks section, so i'm not really sure what your criticism is.

 

We're not exactly dealing with statements like "You freaking noob! Why would you even think Beast Druid would be a thing! Learn to play before you dare read our site!"

The statements are like "but these decks have so far not proven to be successful." and "Druid Beast decks are also currently a long way from being viable." which are just accurate statements. Then on top of that, I have a guide published for people that want to experiment with it anyway.

So...yeah?

I'm sorry, I just wanted to give some input, but if you all think it's fine, we're having a discussion. It just feels like it's pushing away from the card rather than actual tips on how to use it like the description says it does, but it is my opinion.

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Guest Caleb Bright

Um, why does the "druid" pictured in the artwork seem to be wearing shaman 25 man T9 Heroic? Seems like a pretty massive mistake for the QC team, or am I just missing something obvious lol.

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Um, why does the "druid" pictured in the artwork seem to be wearing shaman 25 man T9 Heroic? Seems like a pretty massive mistake for the QC team, or am I just missing something obvious lol.

It would be nice to know which card exactly you're reffering to. Also, a lot of different clothing look alike and maybe the guy making the artwork just felt like it was better like this... I don't think anyone here can really answer that... Unless the guy that made the artwork is here, which I doubt a lot.

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I think it might be interesting to tell people which ramp cards will give them excess mana when played at 10 crystals and which ones won't. I didn't check all the cards, but Astral Communion doesn't(not that it really affects the card's playability in that specific case).

Also, in the Arena section of Savagery, Mark of Nature, Astral Communion, Poison Seeds, Soul of the Forest and Tree of Life, you might wanna take into account that they can't be drafted.

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25 minutes ago, EDL666 said:

I think it might be interesting to tell people which ramp cards will give them excess mana when played at 10 crystals and which ones won't. I didn't check all the cards, but Astral Communion doesn't(not that it really affects the card's playability in that specific case).

AC does give you the draw card, as does Wild Growth. If it is a spell effect that grants a permanent crystal, it will give you Excess Mana.

I'll note down your other points.

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No, not all cards that give permanent crystals give Excess Mana at 10 crystals. If I'm not mistaken, only Wild Growth and Astral Communion do. It was a suggestion as I've seen my opponents sometimes picking the crystal option with Mire Keeper at 10 crystals even though it doesn't give Excess Mana and I thought it wasn't that much a useless information in a guide aiming at teaching how to best use the card...

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20 minutes ago, EDL666 said:

No, not all cards that give permanent crystals give Excess Mana at 10 crystals. If I'm not mistaken, only Wild Growth and Astral Communion do. It was a suggestion as I've seen my opponents sometimes picking the crystal option with Mire Keeper at 10 crystals even though it doesn't give Excess Mana and I thought it wasn't that much a useless information in a guide aiming at teaching how to best use the card...

I've made a note of it for Sottle, but let me correct myself slightly:

If there is no other effect on the card that can be generated and it is a spell, it will generate excess mana. Darnassus Aspirant, Mire Keeper can still do things when played on Turn 10 that are not related to the mana increase. AC, Wild Growth do absolutely nothing but generate crystals, so they grant EM.

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I'm not sure about this, but it says in the Arena section of Mark of the Lotus that, since you usually only play one minion per turn, you are "likely" to find value out of the card. Isn't it the opposite? I could be wrong on that one.

 

The second sentence in the Arena section of Jade Blossom should be improved because it is quite difficult to read. It is possible to understand but I'm fairly sure it is worded incorrectly and could be faster to understand

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34 minutes ago, EDL666 said:

The second sentence in the Arena section of Jade Blossom should be improved because it is quite difficult to read. It is possible to understand but I'm fairly sure it is worded incorrectly and could be faster to understand

I find it very easy to understand. Do not draft ramp in general, but draft this ramp if you have jade golem cards. Is there a specific different wording you'd suggest?

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1 minute ago, positiv2 said:

I find it very easy to understand. Do not draft ramp in general, but draft this ramp if you have jade golem cards. Is there a specific different wording you'd suggest?

It's not particularly difficult to understand, just difficult to read. Does removing "the card" between "Jade Golem" and "justifies it" preserves the intended meaning? English not being my main language I sometimes have difficulties that might not actually apply to the average English-reader.

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It is quite minor, but there's an apostrophe missing in the General Comments section of Lunar Vision. "Being able to draw 2 minions effectively reduces the cards Mana cost to 1"

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Guest H3R03

It's sad to see that you guys consider Savagery one of the weakest cards in the game. I am playing both Bite and Feral Rage in my Druid Jade deck and time after time Savagery allows me to turn the board into a winning state, often even winning me the game with either double Bite/Feral Rage or one of both, using Savagery to eliminate a big taunt, to have a full blown attack at face.

Combined with Gadgetzan Auctioneer it also enables you to draw through your deck even quicker and get to the point where you have only Jade Idol's left in 12-15 moves. It answers cards such as Ragnaros the Firelord and against the current aggressive pirate decks, it allows you to kill 2 minions from your hero, giving you full dominance over the board.

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      Party Replacement At the start of your turn, summon a 2/2 Adventurer with a random bonus effect.
      Inspiring Presence After you play a Legendary minion, reduce the cost of a random minion in your hand by (1).
      Greedy Gains Your minions have +2/+2 but cost (2) more (up to 10).
      Meek Mastery Your Neutral minions cost (1) less and have +1/+1.
      Legendary Loot At the start of the game, equip a random Legendary weapon.
      Deathly Death! After a friendly Deathrattle minion dies, destroy the minion with the lowest Health.
      Ooops, All Spells! At the start of the game, destroy all minions in your deck. Your spells cost (1) less and gain +2 Spell Damage.
      BANNED CARDS & BUCKETS
      The following cards have been banned from between-game card buckets and will not be Discoverable:
      Final Showdown              Lost in the Park Defend the Dwarven District       Sorcerer's Gambit            Rise to the Occasion        Seek Guidance  Find the Imposter            Command the Elements The Demon Seed             Raid the Docks  Other Banned cards:
      Unstable Evolution is banned from card buckets but will still be Discoverable. Maestra of the Masquerade is banned from deckbuilding, card buckets, and will not be Discoverable. Seven new designer card buckets have been added as well:
      Furious Fel (Demon Hunter) AHHHH RATS!!!! (Hunter) Fire!!! (Mage) SI:7 (Rogue) ARRRRRRG! (Warrior) Auction House (Neutral) Live to Win (Neutral) Smart buckets have also been updated to include the two new card sets, and two previously missed card sets: Legacy (Classic/Basic) and Demon Hunter Initiate. Lastly, you’ll be able to find United in Stormwind cards in Duels card buckets after the patch goes live and before the expansion launches.
      Arena Rotation

      When United in Stormwind launches on August 3, the Arena will include cards from the following sets:
      United in Stormwind Forged in the Barrens Wailing Caverns Mini-Set Madness at the Darkmoon Faire Darkmoon Races Mini-Set The Witchwood Saviors of Uldum Rastakhan's Rumble Core Book of Heroes Illidan – Coming August 10

      After regaining his freedom, Illidan was eager to prove himself once and for all. But even as he journeyed far from his homeland and joined forces with new allies, the thirst for power never left him. It was only a matter of time before it interfered with his judgment, resulting in more dire consequences than ever before…Defeating all 8 bosses in this linear adventure will reward 1 Demon Hunter pack, containing only Demon Hunter cards from Standard.
      United in Stormwind Rewards Track & Tavern Pass
      When the Rewards Track refreshes when United in Stormwind launches, all players will automatically be granted any unclaimed rewards on both the free track and the Tavern Pass track (if purchased), and a completely new Rewards Track of unlockable loot will take its place.

      The Forged in the Barrens Tavern Pass will expire with the launch of United in Stormwind and a new Tavern Pass will be made available for purchase—offering a host of brand-new cosmetic rewards and XP boosts.

      Learn more about the United in Stormwind Rewards Track and Tavern Pass here.
      As a reminder, Battlegrounds Perks are now available as a standalone purchase, separate from the Tavern Pass.
      New Cosmetic Coins
      Two new Cosmetic Coins are being added with United in Stormwind, the Stormwind coin and the Lordaeron coin. The Stormwind coin is obtainable by completing the first 90 levels of the Rewards Track with the Tavern Pass. The Lordaeron coin is obtainable by collecting 135 unique United in Stormwind cards.

      Keep in mind that United in Stormwind will have a 35-card Mini-Set that will make it easier to reach both the 25 total United in Stormwind Legendary cards for the Archbishop Benedictus Diamond card reward and the 135 total United in Stormwind cards for the Lordaeron Cosmetic Coin. We’ll have more information to share about the United in Stormwind Mini-Set in the coming months.
      Bug Fixes & Game Improvements
      Fixed a bug where Shenanigans would not transform Soul Fragments into Bananas. Fixed a bug where Wicked Stab could be upgraded by cards that temporarily increase mana. Fixed a bug where Shan’do Wildclaw would not lay flat on the board. Fixed a bug where Defender would not play its VO when summoned by Noble Sacrifice. Fixed a bug where golden Soul of the Forest would not summon golden Treants. Fixed a bug where golden Ancestral Spirit would not summon a golden minion. Fixed a bug where golden Grave Rune would not summon golden minions. Fixed a bug where golden Primal Talisman would not summon golden minions. Fixed a Battlegrounds bug where Y’shaarj’s Battlegrounds Hero Power would not take its newly summoned minion into account when deciding which warband attacked first. Fixed a Battlegrounds bug where Baron Rivendare was causing visual issues when in a warband with golden Kaboom Bot. Fixed a Battlegrounds bug where Galakrond’s Greed was missing a tooltip for Discover. Fixed a Battlegrounds bug where Come One, Come All! Was missing a tooltip for Discover. Fixed a Battlegrounds bug where Avatar of N’Zoth was missing a tooltip for Deathrattle. Fixed a Battlegrounds bug where Sprout It Out! Was missing a tooltip for Taunt. Fixed a Battlegrounds bug where Hero Powers for Aranna Starseeker, Infinite Toki, Millhouse Manastorm, Nozdormu, and Tess Greymane were missing a tooltip for Refresh. Fixed a Duels bug where Diamond cards would only be Diamond in appearance for the first game of a run. Fixed a Duels bug where Lone Champion and minions summoned by Gift of Luminance were not buffed by Hold the Line. Updated the description of the Roguish Maneuvers Hero Power in Duels to be more accurate. Fixed a bug with Book of Mercenaries Guff where A Party of Adventurers will cast Against All Odds, even if they have board control. Fixed a bug where one of Lady Katrana Prestor’s emotes was showing incorrect text. Searching “Refund” in the Collection will now populate with cards eligible for a dust refund. Pressing and holding on the Rewards Track page arrows will now flip through the pages quickly. Fixed a bug where if a player disconnected from a ranked match, they’d get a message stating they won their last ranked game upon relogging.  


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