I'm thoroughly convinced that the people that make the decision on the Nerfs, don't play the game but only listen to the people who play one archetype and bitch the loudest.
I am a die hard Warlock player and I can say the EASIEST way to beat the Quest Priest deck is to not do ANY damage to your opponent until you have a substantial amount of damage on the board. With the Galakrond Zoo deck, I wait until I have a number of minions on the board and drop a buff to do a good 10-15 damage in a turn. From that point, it is really hard for Priest to come back. Even if they start bringing out the control parts of the deck that that wanna be Obsidian Statue, having a number of minions on board minimalizes the damage done to your board.
Also, I prefer to run the Jumbo Imps over Sea Giants because you almost always lose your imps and other demons to taunt minions. Doing this makes sure that the Priest players will use their mass removals on the weenee minions you have out, thus reducing the cost of your big guys and won't be as impactful as when you drop your Sea Giant when you have full board just to have it mass removed.
People who do not play an archetype or style are always going to be against it. Which is why I despise Hunter decks...
With that being said, Milling your opponent takes a lot of patience and strategy. If you let one minion go for a turn too long, it could cost you. It's easier to disrupt than people give it credit. Both in Wild and Standard, when I have played and played against Mill decks, they are a 50% deck at best because of 2 specific set ups:
1) Aggro will almost always dominate you,
2) If you miss part of your combo to continue your mill, you're screwed.
Anyone that says that it must be removed from Standard and/or Wild is because they don't know how to play around it. Milling is basically a combo deck... and as it has always been known in MTG and other CCGs... Aggro>Combo>Control>Aggro. There are always going to be the games where you just get crap draws and that is how the cookie crumbles, but ultimately if you're a control played... expect to get owned by combo decks.
You're going to need to do something about the cancer that is Hunter. I've been trying to figure something out with Warlock since the release and honestly, Highlander Hunter and Quest Hunter are problems right now. Especially with that damned Side Quest that they have that will summon 3 leper gnomes..
On a side note, having life gain is going to be a must and transmogrifier is a sketch run... do it at your own risk.
I have yet to make a deck that I like with this Galakrond. It's Lackey generation for the invoke is pretty solid, but the replacement hero power seems lackluster compared to the warrior, shaman, and warlock decks.
I use this SOOOOOOOO much in Wild. Dead Man's Hand with Kronx Dragonhoof is amazing. I set up a Dragon Deck that I have a little draw, but mostly it is control and having something continually able to give me "weapon" damage with me hero in addition to drawing minions that get +4/+4 id amazingly ridiculous.
I am still feeling that this is the weakest of the Galakronds. I have seen some "good" usage of it in Wild formats, solely because of the expansive minions that you can get... but it still feels generally weak for a legendary hero card.
I have thoroughly been enjoying this Galakrond lately. There is so much synergy with card draw and continual minion generation that it helps Zoo deck flourish
The dust has settled from the recent nerfs to the Shaman cards that seemed to be the reason the class in the current standard meta was so broken. In my experience, it doesn't feel like the class has really felt the impact of it. Sure there are a couple of cards that are a little slower now, but overall the class still feels the same to me.
But aside from Shaman, I've actually really started to enjoy the Warlock Galakrond decks and the variants that people are creating. So my question is this... Now that Blizzard has "neutralized" Shaman Galakrond, what are you playing now?
LOLZ! Galakrond Shaman is still going to be oppressive as hell. The issue was that all of the invocations had Rush. I know it seems stupid, but the fact that you could upgrade your Galakrond AND get board control was the problem. It doesn't matter that the double whammy is now on turn 6 instead of 5. Honestly, the issue was Rush minions.
[Hearthstone Card (Faceless Corruptor) Not Found] still will be included in most decks. Although it won't be an auto-include because it won't be as devastating, for Mutate or Evolve shamans,not to mention Mogu Fleshshaper, it will still be widely used. Especially if they hit the Heart of Vir'naal, then lackeys still can do the job relatively easily. Say hello to Giants and other mean things being cheated out on the board. Hope you have board wipe!
All said and done, I hope that these nerfs will add variety to the meta and not just shift it to Deathrattle Rogue and anything Hunter related.
Jumbo Imp in this deck is better than Sea Giant. I've found that with the invocations you do, along with Galakrond's hero power, you're going to be able to drop it fast and easy.
I actually love Wild, but not for the ladder, mostly for the crazy shenanigans that you can pull off with all the old cards. I used to care about climbing the ladder, but I honestly don't care about that anymore. I just want to have fun with the weird crap that I pull off. Although, as far as competitive decks go, I still love my warlock mecha'thun deck. I still have a good 50% win rate with it and it's fun.
The legendary cards distribution is fine what is not fine is the epic card distribution.. Epics are too rare for how many you need.. There are too many bad epics for them to be as rare as they are now..
Or you know make common cards yield more dust just a small increase from 5 to 10 will go a long way...
I cannot agree to this more. Having the Legendary cards is great. But when most decks that are competitive need 2 copies of epics, often times more than 1 epic in the deck, this is problematic. Especially when you only get a small fraction of dust from cards.
I challenged myself to play the deck and NOT utilize the rush minions you get from the invoke... WAAAAAAAAY more manageable and not nearly as devastating.
Vanilla 2/1 would work well. Or even rush 1/2. But having the ability to knock out 2+ 2/1 board controllers at once is a but OP.
So after playing with the deck a bit, I think I know if a way to nerf the deck without killing it entirely... Get rid of rush.
The most overpowering party of the deck is that it can summon a minion and have it attack each round. Take away the rush... And it slows down the board control substantially.
In all honestly, I really hope that this awful Hunter cancer can be resolved. It's ridiculous to the point of what Shaman was pre-nerf
I'm thoroughly convinced that the people that make the decision on the Nerfs, don't play the game but only listen to the people who play one archetype and bitch the loudest.
I am a die hard Warlock player and I can say the EASIEST way to beat the Quest Priest deck is to not do ANY damage to your opponent until you have a substantial amount of damage on the board. With the Galakrond Zoo deck, I wait until I have a number of minions on the board and drop a buff to do a good 10-15 damage in a turn. From that point, it is really hard for Priest to come back. Even if they start bringing out the control parts of the deck that that wanna be Obsidian Statue, having a number of minions on board minimalizes the damage done to your board.
Also, I prefer to run the Jumbo Imps over Sea Giants because you almost always lose your imps and other demons to taunt minions. Doing this makes sure that the Priest players will use their mass removals on the weenee minions you have out, thus reducing the cost of your big guys and won't be as impactful as when you drop your Sea Giant when you have full board just to have it mass removed.
People who do not play an archetype or style are always going to be against it. Which is why I despise Hunter decks...
With that being said, Milling your opponent takes a lot of patience and strategy. If you let one minion go for a turn too long, it could cost you. It's easier to disrupt than people give it credit. Both in Wild and Standard, when I have played and played against Mill decks, they are a 50% deck at best because of 2 specific set ups:
1) Aggro will almost always dominate you,
2) If you miss part of your combo to continue your mill, you're screwed.
Anyone that says that it must be removed from Standard and/or Wild is because they don't know how to play around it. Milling is basically a combo deck... and as it has always been known in MTG and other CCGs... Aggro>Combo>Control>Aggro. There are always going to be the games where you just get crap draws and that is how the cookie crumbles, but ultimately if you're a control played... expect to get owned by combo decks.
You're going to need to do something about the cancer that is Hunter. I've been trying to figure something out with Warlock since the release and honestly, Highlander Hunter and Quest Hunter are problems right now. Especially with that damned Side Quest that they have that will summon 3 leper gnomes..
On a side note, having life gain is going to be a must and transmogrifier is a sketch run... do it at your own risk.
Thanks for the feedback. I also felt similar about Mal'Ganis after playing the deck
I have yet to make a deck that I like with this Galakrond. It's Lackey generation for the invoke is pretty solid, but the replacement hero power seems lackluster compared to the warrior, shaman, and warlock decks.
Still busted. But hindered by the recent nerfs
I use this SOOOOOOOO much in Wild. Dead Man's Hand with Kronx Dragonhoof is amazing. I set up a Dragon Deck that I have a little draw, but mostly it is control and having something continually able to give me "weapon" damage with me hero in addition to drawing minions that get +4/+4 id amazingly ridiculous.
I am still feeling that this is the weakest of the Galakronds. I have seen some "good" usage of it in Wild formats, solely because of the expansive minions that you can get... but it still feels generally weak for a legendary hero card.
I have thoroughly been enjoying this Galakrond lately. There is so much synergy with card draw and continual minion generation that it helps Zoo deck flourish
The dust has settled from the recent nerfs to the Shaman cards that seemed to be the reason the class in the current standard meta was so broken. In my experience, it doesn't feel like the class has really felt the impact of it. Sure there are a couple of cards that are a little slower now, but overall the class still feels the same to me.
The only real difference for my versions of the Galakrond, the Tempest decks is my inclusion of Corrupt the Waters and Electra Stormsurge. I have found that playing Electra and then Dragon's Pack is mega dumb.
But aside from Shaman, I've actually really started to enjoy the Warlock Galakrond decks and the variants that people are creating. So my question is this... Now that Blizzard has "neutralized" Shaman Galakrond, what are you playing now?
Combined with the Shaman Quest reward, it will have minimal impact, AND makes it a better target for mutate and lackey transformations
LOLZ! Galakrond Shaman is still going to be oppressive as hell. The issue was that all of the invocations had Rush. I know it seems stupid, but the fact that you could upgrade your Galakrond AND get board control was the problem. It doesn't matter that the double whammy is now on turn 6 instead of 5. Honestly, the issue was Rush minions.
[Hearthstone Card (Faceless Corruptor) Not Found] still will be included in most decks. Although it won't be an auto-include because it won't be as devastating, for Mutate or Evolve shamans,not to mention Mogu Fleshshaper, it will still be widely used. Especially if they hit the Heart of Vir'naal, then lackeys still can do the job relatively easily. Say hello to Giants and other mean things being cheated out on the board. Hope you have board wipe!
All said and done, I hope that these nerfs will add variety to the meta and not just shift it to Deathrattle Rogue and anything Hunter related.
Jumbo Imp in this deck is better than Sea Giant. I've found that with the invocations you do, along with Galakrond's hero power, you're going to be able to drop it fast and easy.
I actually love Wild, but not for the ladder, mostly for the crazy shenanigans that you can pull off with all the old cards. I used to care about climbing the ladder, but I honestly don't care about that anymore. I just want to have fun with the weird crap that I pull off. Although, as far as competitive decks go, I still love my warlock mecha'thun deck. I still have a good 50% win rate with it and it's fun.
Just make sure to keep your cards and get any returned dust on them if you don't want to play with the nerfs coming out.
I cannot agree to this more. Having the Legendary cards is great. But when most decks that are competitive need 2 copies of epics, often times more than 1 epic in the deck, this is problematic. Especially when you only get a small fraction of dust from cards.
I challenged myself to play the deck and NOT utilize the rush minions you get from the invoke... WAAAAAAAAY more manageable and not nearly as devastating.
Vanilla 2/1 would work well. Or even rush 1/2. But having the ability to knock out 2+ 2/1 board controllers at once is a but OP.
So after playing with the deck a bit, I think I know if a way to nerf the deck without killing it entirely... Get rid of rush.
The most overpowering party of the deck is that it can summon a minion and have it attack each round. Take away the rush... And it slows down the board control substantially.