I think KT needs to survive: the Spellburst condition cannot be evaluated until the deaths from the spell have been processed, but if KT's death has been processed he isn't around to perform the Spellburst effect.
I think the spellburst minion needs to survive the spell. Which means Shadow Word: Ruin or Chaos Nova would work, but Hagatha's Scheme only if its counter is below 6 damage.
That may actually work. Since Spell Druid started running Emerald Explorer despite its anti-synergy with Fungal Fortunes, I think we'd certainly want that in a minion-based token deck, at which point we're pretty close to making Breath of Dreams playable.
Kael'thas needs a lot of cheap spells and card draw to be good. But if your deck has a lot of those, it probably doesn't have a lot of minions in it, which means the pay-off of casting the 10-mana spell won't be great. It could work perhaps if you have minions that generate cheap spells, but there aren't all that many of those for Druid in Standard at the moment (Banana Buffoon rotated).
Faceless Corruptor not only gives two minions rush, it also puts a lot of stats into play, so that you can often trade into your opponent's board and have one or both halves of the Corruptor survive. The Broom is not impressive stats-wise; it's a good support card, similar to Goblin Lackey, but does not represent a threat by itself.
Wouldn't it be more convenient for us to make them show up in all the classes they are playable in instead of the neutral section? I'd prefer to see them in three different places instead of only one where I can't use them in 7 out of 10 cases. Shouldn't be too much of an effort to program a pop up warning when you try to dust one of them that informs you about the fact that your "copies" in the other two classes will be gone as well.
For Thief Rogue the tri-class cards count as cards from another class even if one of the three classes is Rogue, so I think they technically belong to all three classes. Which likely means that Blizzard had to add extra code to make them show up between neutrals in the collection instead of in three class tabs. I guess they must have thought this was easier for users, otherwise they wouldn't have gone through the trouble.
Thanks for including my deck. I originally posted it for the "show us your favorite Wild deck" birthday celebration and it is great to see other people enjoying it too.
I think they support each other very well: If you play Jungle Giants without a backup win condition, it is hard to find the right balance between pressure and over-committing. And if you run Mecha'thun as your only win condition, the rest of the game is just stalling and drawing, which I find boring after a while.
There have been games where my opponent figured out Mecha'thun was coming, refusing to put anything on the board that I could trade my last minion into. But in the vast majority of games, they just continue to play normally until the very end.
I think everybody brought Demon Hunter and Warrior, but there was a lot of variation in the third and fourth deck. I've seen Rogue, Warlock, Hunter, Druid and Mage being played. So that makes 7 out of 10 classes tournament-viable. Of course more would be better, but I remember tournaments where only 5 classes got played.
The main reason I like it is that I just like playing big minions, which this deck does to an extreme. But with Mecha'thun as a backup win condition, you're not powerless against heavy control opponents.
I also like the fact that it uses a quest that does not see a lot of play; I regularly get a "wow" emote back after I play it.
I wrote a long guide for it, so if this list piques your interest, please click it to get the full story.
I think KT needs to survive: the Spellburst condition cannot be evaluated until the deaths from the spell have been processed, but if KT's death has been processed he isn't around to perform the Spellburst effect.
I think the spellburst minion needs to survive the spell. Which means Shadow Word: Ruin or Chaos Nova would work, but Hagatha's Scheme only if its counter is below 6 damage.
Should be good versus DH, since it can remove three 2-health minions in the right situations.
Versus lackey decks Rolling Fireball is probably better.
Yes, a great way to kick off the community reveals.
I think it's new indeed: I hadn't seen it before either, plus it's not in the expansion guide.
That may actually work. Since Spell Druid started running Emerald Explorer despite its anti-synergy with Fungal Fortunes, I think we'd certainly want that in a minion-based token deck, at which point we're pretty close to making Breath of Dreams playable.
Kael'thas needs a lot of cheap spells and card draw to be good. But if your deck has a lot of those, it probably doesn't have a lot of minions in it, which means the pay-off of casting the 10-mana spell won't be great. It could work perhaps if you have minions that generate cheap spells, but there aren't all that many of those for Druid in Standard at the moment (Banana Buffoon rotated).
Faceless Corruptor not only gives two minions rush, it also puts a lot of stats into play, so that you can often trade into your opponent's board and have one or both halves of the Corruptor survive. The Broom is not impressive stats-wise; it's a good support card, similar to Goblin Lackey, but does not represent a threat by itself.
It's a nice concept, but I got tired of the meta pretty soon. I think it would have been better if it lasted only two weeks.
For Thief Rogue the tri-class cards count as cards from another class even if one of the three classes is Rogue, so I think they technically belong to all three classes. Which likely means that Blizzard had to add extra code to make them show up between neutrals in the collection instead of in three class tabs. I guess they must have thought this was easier for users, otherwise they wouldn't have gone through the trouble.
Yes, as long as they have their category set to Hearthstone you should get drops. Drop notification seems to be broken, but packs do arrive in-game.
Thanks for including my deck. I originally posted it for the "show us your favorite Wild deck" birthday celebration and it is great to see other people enjoying it too.
I think they support each other very well: If you play Jungle Giants without a backup win condition, it is hard to find the right balance between pressure and over-committing. And if you run Mecha'thun as your only win condition, the rest of the game is just stalling and drawing, which I find boring after a while.
There have been games where my opponent figured out Mecha'thun was coming, refusing to put anything on the board that I could trade my last minion into. But in the vast majority of games, they just continue to play normally until the very end.
I think everybody brought Demon Hunter and Warrior, but there was a lot of variation in the third and fourth deck. I've seen Rogue, Warlock, Hunter, Druid and Mage being played. So that makes 7 out of 10 classes tournament-viable. Of course more would be better, but I remember tournaments where only 5 classes got played.
Thanks! I've been playing variations of this deck for a long time, so I had a lot to say about it.
My favorite Wild deck is this; I play a game with it almost every week even when I'm mostly laddering Standard:
The main reason I like it is that I just like playing big minions, which this deck does to an extreme. But with Mecha'thun as a backup win condition, you're not powerless against heavy control opponents.
I also like the fact that it uses a quest that does not see a lot of play; I regularly get a "wow" emote back after I play it.
I wrote a long guide for it, so if this list piques your interest, please click it to get the full story.
There was an Ice Cream Shaman meme deck at some point, but I think Freeze Shaman wasn't even good enough for meme tier.
Some of these look very familiar :)
I got it now, with your hint and another. Kinda embarrassing I didn't think of that given my current forum title ;)
OK, I'll narrow it down: