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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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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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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      The patch also brings Nemsy Necrofizzle, the new Warlock hero, to the Hearthstone client. She is already available from October 17 and we will cover more about her in a next article!
      The October 2017 (Unholy Horror Knights) and November 2017 (Gone Fishing) Ranked Play Season card backs have been added to the client and you can view them below:

      The more exciting part of this patch is Hallow's End! This seasonal event will run for two weeks, from October 24 until November 6. According to Hearthpwn, during its first week we will get a free Whispers of the Old Gods pack and an Arena ticket. During its second week, we will get a free Knights of the Frozen Throne and an Arena ticket.
      The main hero portraits will have unique costumes (make sure to check them out on the Hearthpwn article linked above).  There will be a special Tavern Brawl with unique cards on the week of October 24. Moreover, during Hallow's End the Arena will have a dual class mode. You will choose a hero and then you will choose a hero power from a second hero. Then, you will be able to draft class cards from both heroes, as well as neutral cards. Bear in mind that any Arena run you have in progress will be automatically retired on October 24. You will receive rewards based on the number of your wins and a free Arena ticket.
      Lastly, Patch 9.2 contains various bug fixes. You can read the patch notes here.