Druid bug with artanis hero

I don’t know exactly what happened, but the druid buffed his hero power one time before he played the hero card, and after the hero card was giving himself and the minion 5 attack every turn.

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Where those minions on the field?

Common · Minion · Whizbang

Common · Minion · Festival of Legends · Choose One - Refresh your Hero Power; or Your next one costs (0).

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No. he literally only played one buff card before he even changed hero, and was doign what I explained without either of those cards.

It would be helpful if you could post a replay.

Cactus Construct into Groovy cat could explain 3 + Artanas HP that’s 4

he’d need 2x Groovy cat or something for 5

I don’t know where the 5th comes from

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Sorry I watched the replay and realized I missed one of his groovy cats. I’m deleting this post

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it’s 5 because of groovy cat battle cry and deathrattle, i even managed to get it up to 8 with discover from cactus construct, this is my main deck now along with terran warrior. it’s freaking fun it does seem like a mash up between weapon rogue and combo decks.

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The real bug is that the number isn’t displayed correctly on the new Artanis hero power.

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It’s the popular new aggro deck everyone plays. Frankly it’s obnoxious to pilot so I’m not touching it again after I saw it twice.

“We have Weapon Rogue at home” and that’s generous.

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it’s not aggro deck it’s more of a combo deck, it does feel similar to the savior of uldum priest, high potential burst damage by turn 6-8 and tons of card draws but the cards have particular interaction that make it suit more for combo archetype.

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Every deck does combos. A better label for what people like to call combo is to talk about its average Duration being middle of the pack and this has an average duration of ~7min which is indeed middle of the pack.

Those labels are still generalizations and they will never be more informative than just talking about the specific cards they use.

E.g. it’s more informative to say it has similarities to weapon rogue and maybe attack dh than to say it’s combo or mid speed.

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That’s not how you categorized deck archetypes, turns alone doesn’t mean anything. You have to look how redundant the cards are, the type of cards they played either proactive or reactive, and the amount of synergies. The problem with decks like hero power druid, sing along buddy and popular pixie is a weak tempo cards, similar to how ethereal oracle (as long as they don’t pull out burn spells), the deck is quite fast yea, due to how consistent it is to tutor key cards like groovy cat and board control they have early on with cactus cutter or the options to get ramp. Construct pylon also helps getting artanis way earlier. If you look at the individual cards that this deck has it is clear this deck is combo, almost all cards are there for either building up the combos like groovy cat, card draws like spread the words and frost seedling lotus, tutor cards like prairie, Chrono boost. And the combo pieces themselves like sing-along buddy and popular pixie.

That’s why I said it’s a combo deck, it’s pretty much almost like savior of uldum inner fire high priest amet combo deck, you could just tempo the draenei that will get 2 attack for each character healed and otk the opponent by turn 5 using northshire cleric circle of healing and wild pyromancer shenanigans. Although I would say this hero power druid deck is easier to navigate.

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That’s a strawman with extra steps. I didn’t tell you how to categorize them perfectly but I said a better categorization than just saying “combo” - which is obscenely subjective because every deck has combos - is to at least think of the - very objective - average duration or/and average rounds of the deck.

I stress again no categorization will ever be perfect because the only true way to know the character of the deck is to know all cards in the deck themselves in detail .

E.g. so what that a Priest deck and a Warrior deck are both labeled slow or control when one may do it in a completely different way?

Of all the incomplete generalizations I find Duration the best because at least it tells you clearly how fast it kills.

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Control decks generally has redundant cards for removal, just try to play each archetype you will learn how to categorized it by practice instead of debating in the forum. Just try to use it on ladder. Play as many deck as possible you will recognize it, if you can’t afford the deck play other ccg like mtg arena.

My categorization wasn’t subjective at all, the main key components are:

  • redundancy
  • card synergy
  • proactive/reactive
  • cantrips
  • general gameplan
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That’s still a subjective metric. You’re determining what you find to be the definition of something. It’s completely subjective, regardless of how many other people agree with you.

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ok so what is the most objective thought process to classify things??
by turns alone??? suppose the meta consists only of 2 decks pirate warrior and control warrior with the population of pirate warrior quadrupling control warrior, than control warrior would be classified as aggro decks since the average turns are probably around 6-7 turns

It’s essentially a Weapon Rogue deck except it’s extremely flexible.

To be objective with generalized labels you can only go with basic stats that are not open to interpretation as long as the formula used is known. Those are basically whatever one can derive from game stats like the ones D0nkey collects where the formulas used are publicly known (including Duration/Rounds and Win Rate and individual card Impacts).

PS Control warriors are obscenely slow since the overage duration is often 12 minutes which is the slowest in the game (in practically all cases when people call something control it goes together with being slow (it certainly will never be 5min at least))).

It can’t be stressed enough though that all those labels are crude generalizations (even when they are objective), the only complete characterization of a deck is to just know one by one the cards well (even 1 card can change a lot).

PS pirate warrior was the fastest deck in the game with the average number of turns about 4 turns.

I see what you meant with that now (you were talking of niche exceptions). Niche exceptions like that imaginary problem you posed are approximately irrelevant because I take them into account.

And you don’t have to use your imaginary example by the way: I’ll give you a real one: the stats may show a deck very low duration mainly because the Pilot just concedes too fast.

But again that 's approximately irrelevant because you can tell that’s what’s happening because the win rate is extremely low in that example too.

In your example it’s also obvious to deduce the duration is affected by the meta being only 2 decks but that was never the meta in practice.