Six-Common Druid

Druid Decks August 23, 2016 6 7

A series focused on getting the most out of the common and rare cards available to newer players.

Six-Common Zoolock

August 17, 2016 0

My name is Thundyr, and this article forms part of my “Common Denominator” series, which looks primarily at decks using …

  • Six-Common Zoolock
    09/05/2016
    I run the Owl over Spellbreaker because 1 less mana can be quite critical during the turn you're going for lethal. This is simply because during that turn you might need to Life Tap as well as pump a minion, so with Spellbreaker you're delayed by a turn. The Owl is there to get you lethal not so much for the 2/1 body, so you want it to cost you as little as possible. I do agree that a second Dire Wolf Alpha or Flame Imp (or a different 3-drop like Harvest Golem) may make the deck more consistent against the decks where one doesn't need the Silence (an entirely meta-dependant decision). I believe that it's obvious more duplicates of the cheap, effective attackers are desirable in an aggro deck, but even with the six common restriction I'd like to show a bit more than that. Since this article targets those players who are still growing into the game I feel that a working deck is just as important as expanding their view of possible solutions to problems that another small attacker cannot handle. I don't want my readers to continue to fear Legendary minions like Tirion; I want them to know they can still win by playing the right tools.
  • Six-Common Druid
    08/24/2016
    I've debated this point with myself several times, and I believe the only difference it makes is what you plan for turn 2. For instance, by not using the Coin to play Wild Growth on turn 1, you're forcing yourself to play Wild Growth on turn 2 instead; which is a pure loss of tempo because you do not affect the board. Yes, you now have 5 mana available on turn 3 because you kept the Coin, but it also means that you gave up the chance to use the hero power or a spell like Wrath to remove an enemy minion on turn 2. If we assume the opponent makes a scary play on his second turn and we need to use Wrath instead of Wild Growth, then we have all but lost the power of Wild Growth because now we will skip turn 3 in order to play it or we will not play it at all. In essence, compare Coin+Wild Growth then Wrath then Chillwind, with Pass then Wrath then decide between Wild Growth vs Coin+Chillwind. Keeping the Coin is not better in the second instance. So against control decks that are unlikely to populate the board on turns 1 and 2 with minions you can't handle, then keeping the coin can be beneficial, even if subsequently we end up still having the Coin in hand when we get to 6 or 7 crystals. But against everything else we can't afford to do nothing on turn 2, even if we don't start with the answer in hand (we could rip Innervate and play a 5 drop on turn 2, rip that Wrath we need to kill Alexstrasza's Champion, or just hero power an x/1 so that it doesn't trade up against our better minions later). I would say that on average Coin into Wild Growth on turn 1 makes more sense more often than keeping the Coin and potentially forcing oneself into a major decision on turn 2 that may invalidate having drawn or mulliganned for Wild Growth in the first place.
  • The Common Denominator
    08/18/2016
    I agree that the primary problem facing newer players is that there is so little diversity in the basic set that it takes a great volume of cards to produce a deck that can reach even rank 19, despite it being fairly simple to get to rank 20 (thanks to not losing stars, mainly). When I played the beta I felt exactly the way your wife does right now - you feel completely helpless when you spend your hand killing their major threat and then they play a legendary like Ragnaros or Deathwing (the latter of which utterly killed my enthusiasm for the game for a while). It will take me a while to make it through all 9 classes, because one can't simply say a deck is good because it won a few games. But I'll get there, hopefully soon enough for you. :) Wish your wife good luck from me.
  • The Common Denominator
    08/18/2016
    Thank you for your kind words, delnai.
  • FTP Journeyman Guide: Thundyr Rising
    08/11/2016
    Hi Hristofor. I'm ending this series as my FTP collection is powerful enough to not be viewed differently to one that has had significant investment. I will be starting up a new beginner series soon.
  • FTP Journeyman Guide: Epic Loot
    06/02/2016
    Hmm, you're right. I just looked at the dust total given at the top of the deck list. I must admit, it did seem a bit low when I wrote it - lol.
  • FTP Journeyman Guide: Thundyr Rising
    06/01/2016
    I'm busy writing the next article which discusses just that point - lol. But I'll keep it a secret until I'm done. ;) Hopefully it won't take too long to put up, and thank you for your interest!
  • FTP Journeyman Guide: Thundyr Rising
    05/26/2016
    Your Paladin deck sounds really interesting! Right now I'm experimenting once more with Druid - got a Yogg-Saron swarm deck going which has good win rates against control because of its high burst, but it battles against aggro which isn't ideal with all the Shaman players. So I'm stuck at rank 8 on both servers [using identical decks of Yogg plus rares, so still quite budget-friendly] and really needed a break from Shaman for a few days. My friend keeps telling me I play bad decks too much to get to legend. lol.
  • FTP Journeyman Guide: Thundyr Rising
    05/26/2016
    Well, if like me you had something of a windfall when GvG and Naxx rotated out, then my advice is to flesh out the Classic set collection so that you can focus on spending gold on TOG. In my article titled The Last Stand (http://hearthstoneplayers.com/ftp-journeyman-guide-last-stand/) I highlight which cards I believe are vital to any collection, FTP or otherwise; add a single Twisting Nether to the vital category and ignore anything that was nerfed other than Knife Juggler. Naturally you'll need to pick your poison if you don't have enough dust to craft everything; choose your favourite class or the class you want to play next. Once you have what you feel is a sufficiently strong base, go back to saving dust for Legendary minions only. If you feel you want to spend dust on something else, the other rule of thumb is "only craft a card you will definitely play NOW". Which is why I've got over 3400 dust on my FTP account - I don't really have any specific card I desperately want to play right now, so that means my next craft should be the most vital Legendary for my collection, be it N'Zoth, Harrison Jones, Edwin vanCleef, Bloodmage Thalnos, Leeroy Jenkins etc, in which case I'd lean towards a card from the Classic set. Good luck!
  • FTP Journeyman Guide: Thundyr Rising
    05/25/2016
    Good point! Though, with all the Harrison Joneses running around I tend to hold my Doomhammer until I have lethal or drawing 6 cards would be detrimental to my opponent's future health. :) It would certainly be unexpected in Shaman though.
  • FTP Journeyman Guide: Thundyr Rising
    05/25/2016
    Thanks for the valuable insights, squee21. I too have found the meta quite strongly split into decks that seem mainly good against either control or aggro but not both, such as my Druid deck which holds its own against aggro but just flat out loses to control. This makes it a poor choice for laddering even though on the right day it can gain a lot of stars. I think I will stick with Shaman (and Zoolock) for now and try find better targets for my dust.
  • FTP Journeyman Guide: A Helping Hand
    05/11/2016
    I wouldn't bring in Beckoner - C'Thun gets big enough without it thanks to Dark Arakkoa, so in essence it's no better than River Crocolisk. I would definitely consider playing the second Disciple though - it trades 2-for-1 against aggro and helps bring other high health minions into reach of Swipe etc. Just watch how your match-ups fare; you may find you need 1 Sen'jin to keep a critical mass of taunts.
  • Yogg-Saron Reno Hunter – A Double-Barrel of Fun
    05/09/2016
    Oh, by the way you can try Kobold Geomancer if you want more bonus Spell Damage if you don't have Thalnos. The legendary is the more complete card, of course, but the basic set guy does a good job as an assistant.
  • Yogg-Saron Reno Hunter – A Double-Barrel of Fun
    05/09/2016
    There are quite possibly several cards that can be replaced with others that suit one's collection or particular style of play. I happen to not own a Longbow, though I can certainly appreciate how effective it would be. And a big "thank you" for trying the deck out.
  • Yogg-Saron Reno Hunter – A Double-Barrel of Fun
    05/09/2016
    Thank you! Hopefully you'll get Yogg-Saron in a pack sometime soon and can try the deck out.
  • FTP Journeyman Guide: Fresh Air
    05/03/2016
    I believe that crafting Twin Emperor depends largely on whether you've got the rest of the tools, such as Crazed Worshipper and the class C'Thun cards. I'm not convinced about C'Thun in anything other than Warrior and Priest, so Darkmenders and Ancient Shieldbearers (and probably Brann as well) are required long before you'll need the Twins. Druid seems the next most likely C'Thun at this stage, but it's just a mid-range deck without any tricks and is arguably weaker and slower than the old Combo Druid, which doesn't position it well in the meta. I'm finding Zoolock (even without Twilight Summoner and/or Leeroy Jenkins - but it *needs* those Sea Giants) and Patron Warrior to be eminently playable for the FTPer, and there is a nice Face Warrior using Pirates and Molkorok (which just happens to be the only TOG legendary I have opened on my FTP account) that looks relatively easy to assemble. Control Paladin is and always was a struggle to collect with limited gold/dust, so good luck with that. Ragnaros Lightlord, Sylvanas Windrunner and Tirion are all required - I'm toying with an N'Zoth Control Paladin on my EU account and the dust cost is ridiculous, but still less than Dragons!
  • FTP Journeyman Guide: Fresh Air
    05/03/2016
    Thank you!
  • FTP Journeyman Guide: A New Dawn
    04/27/2016
    I'm not anti-money players, but I am pleased when my little FTP collection can produce strong enough decks to beat them without taking the easy route, so to speak. Perhaps that comes across negatively in my writing but that is unintentional; I enjoy the challenge. And for the record, I pay good money on my EU account so it's impossible for me to hate either camp. :) Perhaps more than most though I'm fully aware of the difference between them and I use that as inspiration. As today has progressed I've been seeing slightly more tuned decks on both servers, and I've toyed with Warlock and Druid on US. Nothing wonderful to report, but I'm holding onto my rank 10 without too much trouble. There are some very good decks out there already though, and I'm sure this fortune won't last once the secrets are out.
  • FTP Journeyman Guide: The Last Stand
    04/20/2016
    Thanks for the kind words, Michael. If we're in the same position time-wise, and it would seem we are, then yes, spend the gold on packs and save dust for Legendaries until you are able to understand the needs of your collection. I'd craft 3-5 legendaries before even thinking about crafting anything of lesser rarity. That will take time, and that time will help you understand the game etc. Good luck, and hope to hear more from your own journeyman adventure!
  • FTP Journeyman Guide: The Last Stand
    04/20/2016
    The changes to the Classic set make it easier to get what I need. I wouldn't have Force of Nature on the vital list, and Ancient of Lore is looking like just so much dust now. Not convinced Molten Giant is playable in anything any more either though maybe Reno Jackson still pairs well with it; I wouldn't spend dust on them until they're proven. Knife Juggler is probably right as a 2/2 - about the only nerf that really made sense to me among that lot (other than Force of Nature which was definitely going to scrapped in its current form). Leper Gnome might be worse than Argent Squire now. Ironbeak Owl will still be played, even though Spellbreaker is much more efficient if one wants more than just silence. Keeper of the Grove should probably have been a 2/3, but it's the only Druid card where the choice is consistently different (Druid of the Claw is almost always a 4/6 Taunt, Ancient of War is always a 5/10 Taunt etc), though Cenarius may well become a second such card now that FoN is not what it was. So I think I save myself having to craft 6 of the Epics on my list, and can dust my regular and golden Arcane Golems. :) All good!

thundyr

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