I just realized that tomorrow is April Fools...Do you think they fake releasing it? Or the later date is a trick?
Priest legendary is powerful.. maybe too powerful
Brode is the textbook example of a dev who doesn't play his own game, else he'd know that even getting the perfect spells from "random spells" means you still have to pay the mana cost, and sometimes you get dead cards in your hand for the rest of the game. It doesn't go way above value like Ram Wrangler pulling a Sand worm or King Krush onto your field.
I can't stand the overall dev team, but Brode most of all. Its like they barely have any CCGs knowledge or play much hearthstone.
Brode to me just sounds like he's a 100% marketing type of guy, who's all about "we need to stimulate vertical growth in key vectors" instead of just listening to the community about what works and what doesn't.
Theorycraft Monday!!
My plan Thursday is to try cranking out the most OP deck to go against all the crap that will be out there. I'm pretty sure Jade Druid will be the most OP so here's what I've been tinkering with:
(Suggestions welcomed)
Hemet Jade
Class:
Neutrals:
- 2 x Innervate
- 2 x Earthen Scales
- 2 x Jade Idol
- 1 x Jungle Giants
- 1 x Naturalize
- 2 x Wild Growth
- 2 x Wrath
- 2 x Feral Rage
- 2 x Jade Blossom
- 1 x Fandral Staghelm
- 2 x Swipe
- 2 x Nourish
- 2 x Jade Behemoth
- 1 x Kun the Forgotten King
- 2 x Doomsayer
- 1 x Aya Blackpaw
- 2 x Gadgetzan Auctioneer
- 1 x Hemet, Jungle Hunter
Summary:
Current Jade Druid is losing
Mulch
Raven Idol
Living Roots
Azure Drake
New Plan
Cards
- What's new in my version is now the Jade Druid can gain 30+ armor with just a few mana spent.
- To make up for the loss of Mulch & Roots I added Naturalize and Doomsayers.
- The Quest is a questionable add but is something that would complete naturally and you get a 5 mana 8/8 that can make your jade machine so strong since you'll get free auctioneers/fandral etc.
- I would most likely mulligan the quest when facing aggro
- Earthen Scales: OP as fuck card especially in Jade. Play 1 mana, gain tons of Armor and buff a minion +1/+1. Even on a small minion this could be so worth it, especially vs aggro decks. Like put on a Behemoth for a 4/7 taunt and gain 4 armor. Insanity that Druids get this card. When Druids are gaining more armor than Warriors I think you have a problem. Thankfully they can't run infinite copies of this, but in a control setting I can see you popping off 15-20 armor with 2 of these. Definitely allows Druid to use their health as more of a resource and not be so conservative.
- Jungle Giants: The Quest will complete naturally and then you get a 5 mana 8/8 which you can even use a Scales on to gain 9 armor. This also makes all your minions IN DECK free, so as long as not in hand, you can get 0 mana Auctioneers/Hemet/Fandral/Kun/Behemoths/Aya. At 0 mana the combos are infinite.
- Kun the Forgotten King: Odd choice and could be an AoW but why he's here is simply because if he's 0 mana than he becomes a 0 mana gain 10 armor or with Fandral he is ultra-insane, or he can allow you to do a 20 mana combo with Jades.
- Kun+Ferals+Scales = 40+ armor without too much effort.
- Hemet, Jungle Hunter is questionable, much testing on if he's worth it. Might not want to destroy your Scales/Ferals, but he does accelerate your jade machine. Against aggro you probably don't play him at all, against control you probably play him.
I like it. I like Jungle Giants in it. At one mana, it's just too good not to have in there. I think I will do something similar without the Kun and one other card. Kun is just a kill more card for this deck. I'm going to use two stonehill defender to help slow down aggro early. Your deck has no early game beyond some removal and two dooms. Getting scales on a Behemoth still takes 7 mana so still too slow. I could be off on the aggro players but stonehill may also get me more gas for control so I don't think it's a terrible add. Maybe just one stonehill. I agree about Hemet. This deck will hit golems much slower without Brann and the two Jade Spirits as well. It is definitely about hitting the endgame combo quickly.
I actually had 2x Tar and 2x Stonehill in my earliest version but I think a 1/4 for 3 is pretty weak even if he does give an extra resource. My experience with Discover Taunt is that there are a whole bunch of shitty taunt minions... This from experience with the Warrior spell. The new expansion adds a million new taunt guys but I still think the overall quality is poor. You just don't have good odds at getting good taunts.
I here you about the removals, too. Losing mulch is key, it was the only real way to remove the big 4 mana 7/7. Now there is a 5 mana 8/8 that we need to be wary of, I think it's going to see a ton of play. That's why I put in 1 naturalize, it's giving aggro resources but you can't really get away with leaving up the 7/7 or 8/8. Optionally we could try adding back BGH.
I would like AoW in this, I just feel like Kun could be so fun. Probably smarter to put in AoW, with 0 mana fandral you could get a 10/10 AoW on same turn as fandral, and then Scales to gain 11 armor too.
Completing the quest in a timely fashion won't happen, quest is mainly an added resource when facing control, and I would like to squeeze in Jade Spirits too.. If Hemet doesn't work out consistently then will probably swap in a Jade Spirit for him.
Edit: I'm going to nix 1x Auctioneer and the Naturalize for 2x Jade Spirits. In Fact, I might nix the 2nd Auctioneer too for an AoW. Nourish should be good enough imo. I guess for the 7/7 and 8/8 I'll hope to have board or pre-empt them with Dooms