Recent variations now include Sludge Belchers, Deathlord, and Sunwalkers while Ragnaros simply pounds you to death. You’re going to have to win this game via early game and direct damage or else you’ll be shut out by the great wall of taunters. The ramp druid relies on accelerating early on into big powerhouse threats like Druid of the Claw (bear form), Ironbark Protectors, Ancient of War, and so forth. There’s two main druid deck variants here. Hold your Hunter’s Marks and Ironbeak Owl if you can for mid game. Keep: 1 mana minion, Mad Scientist, Haunted Creeper I’ve made the stupid mistake of casting Kill Command with no beast out effectively stealing defeat out of the jaws of victory. Make sure you actually have a beast in play before casting Kill Commands. Hunter’s Mark and Ironbeak Owl are used to either clear out any taunts or remove your opponent’s threats that could shut down your strategy. Hold on to those until your opponent’s life is sufficiently low enough. Your finisher is Leeroy and Kill Commands. On turn 4, you can drop the Explosive Trap and Hero Power efficiently using up all your mana crystals. An example is if you’re on turn 3 with an Explosive Trap and a Flare, you can play the Flare and use your Hero Power. It’s okay not to cast a spell and hold it for later. Often times on turn 3 or 4, I have the option to play a spell or a minion using up all my mana instead of using the Hero Power. Don’t be afraid to not play a card and Hero Power instead. If it dies, your Explosive Traps will appear in play and it will help thin out your deck so you draw into additional threats later. Given an option between Creepers or Scientists, play the Scientist first. Feed your turn 1 Undertaker as much as possible with your Leper Gnome, Haunted Creeper, and Mad Scientist. Your basic strategy is to lay out your cheap early minions as quick as you can. If they hold you off long enough, their spells will make short work of you.ĭruids, Paladins, and Priests are all matchups that should go heavily in your favor. Mages are a slight coin toss and it depends on the traps that they manage to draw into. Hunter percentages are slightly over a coin flip depending on the variations.Īgainst warlocks, I managed to hold a consistent 60% which isn’t too bad considering how strong they can be. So it’s a little more advantageous for you to go second. I won 55% of my games without a coin and 66% of my games with coin. But it doesn’t matter because all this deck needs to do is reliably win against the decks most often seen on the ladder: Hunters (55%) and Warlocks (67%). Warriors are slightly better but expect to lose those matches 2 out of 3 times. I’ve only won 2 out of 6 games against Rogues. Here’s the win rates and percentages by class.Īs you can tell, the weakest matchups are against Rogues, Warriors, and Shamans. With a little more time, I think the deck would’ve been able to reach legend but I ran out of gas at the end. I’ve been piloting the hunter deck throughout the month of August and peaked at rank 3.
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