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I decided 2 Pit Lords are too much but 1 is okay. The second one is guaranteed dead against aggro and often dead anyways. I replaced it with a Void Terror.
I have mixed feelings on the Sunwalker. It does seem like Black Knight bait but the deck has potentially taunted Giants, Watchers, and Nerubians as other TBK targets. And it can really help stabilization against aggro. I was running one in my basic Handlock for a long time. In this deck I've considered replacing it with a Sen'jin, or another Faceless or Siphon Soul, or maybe even a Flame Imp. None seem that much better though.
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I think 2 void terror + 2 PO + 2 egg can fit into either of the main warlock archetypes too actually, the combo feels really strong
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Drafted a poison seeds in arena, and have gone 11-0 so far (another lucky 3 swipe + starfall draft) without really feeling very happy about the card's role in Druid arena, it's very situational. The best value I got out of it was when I had two low health guys against something like an ogre and a yeti and turned them all into 2-2's. To be fair, the deck is a very good midrange draft anyway, a rush draft might like the card more. Somehow I never seem to have the card in the ideal spot where enemy drops a sunwalker or giant into my 2-3 weak minions. And maybe that's the problem. You don't want to keep Poison Seeds in your opening hand because it doesn't help you get ahead on board. Then it's likely not to show up if you're ahead and needing to get through a large taunt in the midgame.
Seen lots of enemy nerubian eggs. They have contributed extremely little to the game since opponents can't activate them consistently, so they just get dropped for 2 spare mana and are ignored. I'd only take one if I had several buff sources already, or was extremely aggro and needed an insurance drop against AoE.
Note to self: next time I get offered southsea deckhand + moonfire + wisp, take Moonfire. It's easier to find something that needs to be pinged than find a useful timing to play a 2/1.
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Not the wisp?
j/k
Suffer Game Sicko
Dodo Tier Player
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So after reading that I fired up an arena run and in my first two games found two people using the new Naxx cards poorly:
Game 1 was a druid who sealed his own death with Poison Seeds. I had a buffed 7/6 Acidic Swamp Ooze and a Stranglethorn Tiger in play, hit him down to 7 and then played a Haunted Creeper (my favorite of the new cards for arena). The druid had a Harvest Golem and an Imp Master with 1 imp in play. His follow-up (although it was quite possible he simply did not have an answer):
Game 2 was a mage that did the natural method of activating his Nerubian Egg: his hero ability. Except 6 mana for a 4/4 is an awful deal, and i just happened to have the perfect counter:
So yeah, they're fun cards but don't get too excited to use them.
2-0 so far in the arena
Suffer Game Sicko
Dodo Tier Player
July 26th, 2014, 17:17
(This post was last modified: July 26th, 2014, 17:17 by uberfish.)
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I had a mage ping his egg too. I just silenced it after he pinged so he paid 4 mana for a 0/1
11-3, dishonourable mention to Poison Seeds and Southsea Deckhand for spoiling my otherwise good deck.
I did manage a poison seeds -> starfall combo to clear enemy board in the last game but it was just three 2-4 mana minions anyway.
Then I lost in a funny way in a very late game topdeck war
He had 4/3 1/2 on board against my nothing when I finally drew ironbark protector and play it.
He draws spellbreaker, silences my ironbark. I have 1 hp, he has 11.
With two cards left, I draw nourish and have nothing else to do than cast it  The bottom card of my deck is a druid of the claw which would have been lethal if I hadn't died to fatigue first. Can't win them all I guess!
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Went back to mountain giant + drake, I ran out of steam too much against control. The new list is pretty tight to fit the PO-void-egg synergy in and there's not much room to shift stuff around or fit tech cards:
The idea is to stall aggro by activating Watcher or Egg, and field so many potential threats that removal based decks run out of answers (i've run Miracle out of cards and beaten Paladins by exhausting their equalities and peacekeepers)
new list:
0 - soulfire x2
1 - PO x2
2 - watcher x2, sunfury x2. egg x2, owl
3 - arcane golem, farseer x2, void terror x2
4 - hellfire x2, shadowflame x1, argus x2, twilight x2
5 - faceless
6 - siphon x2
8+ - giants x4
July 28th, 2014, 01:36
(This post was last modified: July 28th, 2014, 01:36 by antisocialmunky.)
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Thanks to the number of people running zoo, I made a Handlock deck with 2 mind control techs (71% win rate). Thanks for the units. :D
In Soviet Russia, Civilization Micros You!
"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
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I didn't see THAT many zoo, there are lots of spammy druids/shaman/paladins though so MC tech is probably still decent even if it just steals a 1/1
July 28th, 2014, 21:00
(This post was last modified: July 28th, 2014, 21:14 by antisocialmunky.)
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Well MC/Sylvannas have some of the strongest effects in the game. MC is even stronger than Sylvannas since it is instant.
It is 3 drop for Delta 3 minions. (You gain 2, opponent loses 1)
At any rate, today is back to the normal rate of 27% druid. I think it was just really bad on Sunday.
In Soviet Russia, Civilization Micros You!
"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
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