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Aganej2's World Views
A designer wrote to my box with the following
list. I figure being as I am now in-charge of
deck fixes, I might as well lay down a few
rules. I might help me creatively to know where
you wish me to take the deck in question. I
would like to try and satisfy all my readers and
submitters but this is not possible. So at least
tell me what would make you, the submitter,
satisfied with the fix. Thanks everyone. Enjoy.
“Hey I wanted to submit my a Druid deck into for
a fix. I noticed that
Well I would like to admit first that this is a
first for me. To have a deck use the unlimited
creatures is certainly something I would never
have tried by myself, at least for constructed
play. In that light, I aim to make this more of
a tougher breed of casual deck. The primary
weaknesses of this deck are the facts that the
grunts need two mana to cast and they are one
toughness no matter how many are in play. Lucky
for this deck, the designer built a druid deck
inside this plan. Both aspects of this deck can
be improved, the draw back is that one can only
be improved by sacrificing space from the other.
I did my best to contact the designer but to no
avail, so I will choose for him.
To boost the power of the unlimited allies, we’d
need cards to back up large numbers of creatures
and to access many amounts of them at one time.
That’s where the greatest aspect of the druid
deck falls in, the best draw power in the game.
I would look at this play as the backbone for
the deck:
Turn one: It’s a Secret to Everyone
Turn two: Resource + ISE for Grunt #1
Turn three: Resource x2 + ISE for Grunt #2,
swing with #1 for 2 dmg
End of Opponent’s turn: pop ISE to find
Innervate, another grunt, etc.
Turn four: Swing in for 4 dmg, lay Resource #3
End of Opponent’s turn: cast innervate
Turn five: Cast 2 grunts, swing in for 8 dmg
Turn six: swing in with all grunts for 16 dmg
Total dmg: 30
By turn 5 using this play you achieve 14 dmg,
and on sixth turn death is certain for any hero.
Is this combat scenario possible? Not really.
Why? Protectors, burn spells, and other nasty
tricks the opponent can play have a good chance
of coming up to ruin this little plan.
So how can this work? Since a good deal of your
creatures are two-costed, that leaves next to
nil turn one plays. The first problem this deck
would face is the protectors, they come out
quicker and they defend for a lot. Voss is the
greatest anti-protector in the game, and to aid
our cause it costs one mana and is the value of
a good grunt. Four go in
+4 Voss Treebender
Burn spells and the like are difficult if not
impossible to prevent. This is the glaring
weakness of the deck, things like Panax the
Unstable and Frost Nova will destroy this deck
without mercy. The only way to help get around
this at best is to draw cards and to recur
things. I see the wisdom in adding Kaal,
normally I would disagree with such a choice but
in this case I agree with the need for it.
Chasing a-me 01 is something that I would also
suggest.
+4 Chasing a-me 01
What else to add? To put some real flavor into
this deck, lets add something that makes
everything a grunt: Zorm Stonefury. +1 to all
attackers is a powerful thing, and a shoe-in for
this deck.
+4 Zorm Stonefury
Now the worst part in this deck fix, the
cutting. As I stated before, with the dual
aspects of this deck, there is no way to
maintain one while improving the other. So lets
get this over with. The first to go is bear
form. I say this because of the rest of the
cards bear form is the one that does the least,
it takes up mana and it only grants you bear
form. What use is this? None.
-4 Bear Form
Devilsaur Leggings is a nice card, but better
suited for another sort of deck. One that can
deal damage without dealing with retaliation,
which is not this deck.
-3 Devilsaur Leggings.
Healing is something I am not fond of, but in
this case if the deck should run out of steam
against a heavy defense, it is useful.
-2 Healing Touch
It kind of pains me to make this next cut
because the designer liked it, but that’s the
name of the game when deck deconstructing is the
game. When playing competitively it can
sometimes be unwise to stay loyal to a card,
especially if it has become disloyal to you. My
primary reasoning behind this is the fact that
this costs 8 mana, and I would expect the allies
to die well before that turn comes around.
-3 Circle of Life
One last minute adjustment to give this deck
some real kick would be Ophila Barrows, this
card is worth it’s weight in gold. It cancels
out the most popular quest in the game with
ease: Chasing a-me 01. Protector and a huge
health are just icing on the cake.
+3 Ophelia Barrows.
To make the final cuts, I’ll get out cards that
solidify the grunt master plan.
-1 Maul
-3 Feral Rage
+1 It’s a Secret to Everybody
Those were tough calls, just because they were
powerful cards for the hero. I will advise to
the designer that these changes were made to
suit the unlimited strategy of the deck and
unfortunately I couldn’t please everything. I
hope this helped, here’s the final product.
Allies:
4 Zorm Stonefury
Abilities:
Good hunting,
Aganej2
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