February 19th, 2014, 20:59
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Got to Rank 8 with my Hyper Druid Aggro deck I've been testing, it lacks Leeroy but I think it could possibly go Legend w/ it.
Super Aggro Drew
Savage Roar, I feel, is better than Bloodlust: You can drop 2 three Chargers and a Savage Roar or 2 Savage Roars much easier than Bloodlusts and it comes online faster, you don't miss much damage. Innervate might seem odd with a low curve, but early Teachers/Auctioneers are great and you can use it to add a card to a combo (For example, Power of the Wild). Violet Teacher is a OTK machine, especially if you have your small spells still, thanks to Power of the Wild and Savage Roar. Gadgetzan Auctioneer and Nourish help the Deck not be helpless late game: Even when games go to 10 mana and stay there, I find myself winning. Wild Pyros are there to combo with Swipe, especially to take out pesky Feral Spirits, and I'm testing a single Starfire to remove bigger threats. The Deck is primarily missing Leeroy Jenkins, which would be great here. Druid of the Claw also isn't too great so far, I'm thinking of taking it out, possibly trying a splashed Ragnaros as an 8-mana semi-finisher. Overall, this Deck has a lot of potential to drop huge amounts of damage on the board.
February 19th, 2014, 21:06
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I'd replace Starfire with Force of Nature if you want to keep the curve tight. It's still 6 damage for 6 with the bonus of being Savage Roar-able for an extra 6 damage. With the theme of an aggro druid, it seems a perfect fit.
February 19th, 2014, 21:09
(This post was last modified: February 19th, 2014, 21:10 by Cyneheard.)
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Kuro, I think I'm going to have to steal that deck from you, especially since I have Leeroy and Ragnaros to grab the legendary minions you're missing.
And finally got a 12-win arena run (12-1, actually. Only lost to a Hunter deck that got 2 Savannahs down pretty quickly). Of course it was as a Paladin (I haven't seen a Shaman yet - sorry).
February 19th, 2014, 21:10
(This post was last modified: February 19th, 2014, 22:02 by Kuro.)
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(February 19th, 2014, 21:06)VSarius Wrote: I'd replace Starfire with Force of Nature if you want to keep the curve tight. It's still 6 damage for 6 with the bonus of being Savage Roar-able for an extra 6 damage. With the theme of an aggro druid, it seems a perfect fit.
Sadly, I don't have any Force of Nature, or I would add it in a heartbeat. Bit iffy on crafting it for 400 when I need to save for Leeroy (I have 445 dust).
I was also considering Soul of the Forest, since it works so well with Violet Teacher, but I think it is too light on the aggro to be worth it.
EDIT: "Kuro, I think I'm going to have to steal that deck from you, especially since I have Leeroy and Ragnaros to grab the legendary minions you're missing."
I have Rag, just not Leeroy, I've just not used it in here because I didn't feel it'd be useful. With Druid of the Claw not testing well though, I figure with Rag's power I should test it.
DOUBLE EDIT: Are you in the US Cyneheard? If so, wanna friend each other?
February 19th, 2014, 23:33
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In that case I would save for Leeroy, I'd argue he's First Craft material now just because of how many great decks he fits into. Disagree on sticking Rag in here, Rag is great and all, but you should be pretty close to finishing them off by turn 7-8. 6-mana cost is already pretty high for aggro, 8 is just way too high. One thing I'd argue for is swapping the Innervates out for Leper Gnomes or Bluegills.
February 20th, 2014, 00:06
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(February 19th, 2014, 23:33)VSarius Wrote: In that case I would save for Leeroy, I'd argue he's First Craft material now just because of how many great decks he fits into. Disagree on sticking Rag in here, Rag is great and all, but you should be pretty close to finishing them off by turn 7-8. 6-mana cost is already pretty high for aggro, 8 is just way too high. One thing I'd argue for is swapping the Innervates out for Leper Gnomes or Bluegills.
I tried out Leper Gnomes and Bluegills, they don't really work with this deck: A lot of it's rushing is mid game, not early game, and they don't do enough damage to end up worth it, unlike Hunter Aggro. Innervate is also really good here, as you can do things like Innervate into a spell when Violet Teacher or Gadgetzan are out for big plusses. And a turn 1 Violet Teacher/Turn 2 Gadgetzan (+1 turn for going first) ends games.
What I'm guessing I want is to add in Leeroy and two Force of Nature and that should do it. Cutting Druid of the Claw/Rag, Starfire and IDK the third, probably Bite or Dark Iron Dwarf.
February 20th, 2014, 00:11
(This post was last modified: February 20th, 2014, 00:12 by Sir Bruce.)
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Agreed with VSarius on the need for earlier pressure if you're really playing it aggro. You won't be damaging the Hero until Turn 3 or often later every game (only 4 playable 2-drops or cheaper!!) which is just too late to really be able to consistently put your opponent in burst range by turn 6 or 7. The pyromancers seem strange with Power of the Wild since it means if you want to use Power to summon with a Pyro on board you only end up with a 3/1 AND it damages the pyro.
I think you'd be better shifting it to more midrange-control by losing the Wolfriders/Arcane Golems and adding in Rag and some Ancients. I'm not sure how the Gadgetzans (or the Nourish) fit in an aggro deck either since they are pretty slow plays in general. Azure Drakes would be better or switch to earlier card draw (Novice Engineers or Gnomish Inventors seem better). Bite also seems out of place. Is that just for 4-damage burst? If it's for getting through taunts or board clear then an Ironbeak Owl (or Tinkmaster) dominates it most of the time.
February 20th, 2014, 00:15
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Double post to say that Leeroy is definitely the #1 Legendary craft if you like aggro decks. Rag is the most fun because it's so huge and the dice roll is exciting but Leeroy enables maybe 5 decks just by himself. Tinkmaster and Rag (and maybe Cairne) can go in basically any deck and make it better but Leeroy pushes SO many decks from mediocre to very good.
February 20th, 2014, 00:27
(This post was last modified: February 20th, 2014, 00:31 by Kuro.)
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I tried a midrange control before and it sucked a lot more (Only held around Rank 13), Arcane Golem/Wolfriders/etc are basically the win condition. Pyromancers were for dealing with Feral Spirits and other cards like that when combined with Swipe and Wrath, while also giving me a 2-drop and providing utility against larger creatures. I considered a Kobold Geomancer instead.
I tried Novice Engineers, not really all that good. Gadgetzans and Nourish are very good: This deck can actually do quite a lot in the mid to late game thanks to them. Bite was for a spell that deals damage, activating Gadgetzan/Teacher, and that could be used as a bit of a finisher, more than a board clear. I used to run 2 Ironbeaks, but honestly there just weren't enough taunts I was facing to justify so much Taunt removal, especially since I have damagers for it as well.
My burst usually comes at around 9 mana and not 6/7, honestly most games I think Leeroy would push it to faster without too much 2-drop need.
EDIT: Though as a note, Bite is probably one of the things I'd take out for, say, Force of Nature or something.
February 20th, 2014, 10:40
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I'm curious what your deck's gameplan is against standard deck-types. Say Warlock Rush (either murloc or not) and Warrior Control. What do you mulligan towards? What's your dream starting hand? What do you plan to play on turns 2 and 3?
My guess would be aim for Innvervate->Swipe for aggro? Pyro/Claw would be okay too. You'd definitely be the control deck in that matchup and you have good removal and then late-game engine. I'm not sure I see how this plays against control decks though. Do you try for Innervate->Golem/Violet Teacher? Do you play Pyro or Power of the Wild turn 2 against them? The golem seems strong but the teacher or a 2-drop seem kinda weak although I guess it draws some of their early removal.
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