This Nature comp has a little wrinkle - Band of the Wilds on Tyrande. I liked the idea of being able to permanently speed up any of my Nature abilities and get them to cast twice. Some of the more powerful Nature abilities it can hit include:
- Malfurion: Cenarion Surge (as long as we choose it after Elune's Grace since both are speed 4)...imagine playing Cenarion Surge at Speed 1 to ensure all your nature abilities pop off before your opponent can act. Seems good man.
- Malfurion: Archdruid's Call - deal 48 damage to all enemies, not even including Critical damage, on and it is Speed 5 from now on instead of 8.
- Cairne: Earth Stomp - speed is 2 for the rest of the game - dealing 20 damage and reducing all enemy speed by 6 next turn
- Thrall: Lightning Storm - speed is 3 for the rest of the game - dealing 20 damage to enemy board
- Thrall: Warchiefs Command - Speed is 5 for the rest of the game - dealing 24 damage and your left most character attacks the enemy twice. (more on this later)
- Bru'kan: Lightning Bolt - Speed is 3 for the rest of the game - dealing 20 damage and you get +6 nature damage...just one proc on this is super good.
- Guff: Ironbark - as long as you don't cast a nature spell after you cast Elune's Grace, you can ensure this is the first ability at the start of your next turn. Guff will gain Taunt and then +8 +24 when you cast a Nature spell, granted, Tyrande does not have a Nature ability, but it still seems good and I think it might actually give you the +4/+12 when you do the repeat from Elunes Grace. As long as you play one more Nature ability say from Thrall, Guff will have gained +12/+36.
Everything beyond that is basically just Nature synergies, but the idea is to just see how greedy with Elune's Grace we can be!
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