Intial day-1 impressions of the 3 factions

Because minisets were never developed apart. They chop off part of an expansion and then pretend they have something new.

It’s purely for marketing and it has nothing to do with new designs.

It’s pretty dumb in this case, because indeed it butchered them.

I haven’t tried any ranked match (I still don’t have enough gold to purchase miniset) but I do pay close attention to hsguru stat, I saw dungar I saw has been more popular after miniset than armor station druid. Ty for the heads-up.

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I mean it’s not a bad version of the deck playing yodeler. ATM yes the one playing Yodeler is a few % points in win rate behind the one not running it. They are still both good decks.

The good and the bad side of all of this is that Dungar keeps it in check but who really wants Dungar to be a meta tyrant AGAIN?

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No one wants Druid to be anywhere near the top of the heap, yet the cockroach refuses to go away. The stickiness of the crap that Dungar pulls out of their deck is a huge issue. Even if you have a board clear that can take care of them, you often end up looking at 2 4/4s and whatever bs the horse pulls out of their deck. That’s not even bringing up the fact that they will usually have a very significant mana advantage over the opponent and can simply proceed to reviving their taunters to finish you off. HS would be better off without Ramping/mana cap breaking effects imo.

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I’m in agreement on the latter, but not the former. Getting to 10 faster is fine, getting higher than ten is not right.

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No. It punishes you for being greedier than them in a worse fashion. Either be faster than them and kill them - they are VERY bad at early defense unless they highroll - or be greedy in a more efficient way than them.

PS even if they are overpowered in their niche: deleting them is not an answer, nerfing them is.

Yes, but that right there is how druid can warp the meta. Sure, aggro decks are always a thing, but druid essentially forces you to play aggressive decks to kill them before they start doing their thing or you will just get ground up by the nonstop taunters and other minions they pull out for free. It is very difficult to play a non-druid slow deck these days and the Zerglings have made that even more difficult. I miss the days when aggro decks had certain limitations, such as lack of draw/card generation. You either killed your opponent in 6 or 7 turns or you ran out of resources in hand. We need a classic version of HS for us old-timers.

I just remembered another counter to the Druid - Supernova mage.

I remember it being quite an easy matchup, as by the time he drops Dungar, he’s already on 12 hp and you’re full of burn spells

Unfortunately, sort of like the Attack DH, the deck won’t work against anything else, pretty much

I actually think it makes more sense to argue the other way around. Breaking the mana cap is significantly less impactful than having a mana advantage earlier in the game. Being able to go above 10 means that you can increase your mana advantage the longer the game goes - which is a fair, greedy game plan to have. If your opponent has a plan to win in the long term, they should be unbothered by this. If the opponent’s plan is to sit on their hands then they’ll face increasingly tougher turns.

Ramping early is more likely to get out of hand (not if they design druid carefully, which they often fail at doing). If the druid has enough survival or recovery, sacrificing turns 3, 4 or 5 to be at 10 mana while their opponent is at 5, puts them in late-game levels of power output while facing early to mid level power/removal. It’s a lot more likely that if the druid can pull this off without making themselves significantly vulnerable to any aggression, they’d end up breaking the game.

Breaking the mana limit is only viewed as such a problem by do-nothing control players (the renathal lovers btw), but it’s rarely at all game-breaking. Mana ramping coupled with strong survival tho, really is.

I’m not at all against either so long as they’re well designed. But this is often not the case.

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When it comes to druid, nothing is well-designed. They seem to be one of the Dev team’s pet classes and get to have their cake and eat it too. Ramp + mana cap removal is the ultimate middle finger to other classes. Not only will the druid get to use their big cards much earlier than their opponent, they can often use 2 or 3 big cards in one turn while you’re stuck with just playing something to answer that. I’m sure we all fondly remember the days of Sire Den fondly and Druid’s using his effect multiple times. I know, Rogue could do the same, but Rogue doesn’t have the ramp tools and had to save their shadowsteps to do it, while Druid just waltzed along and tore you a new one at will.

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Absolutely. As would be expected from a guy who went to business school (or attended business subjects, whatever it was, can’t remember).

That’s because of the “diminishing marginal returns”:

The law of diminishing marginal returns states that adding an additional factor of production results in smaller increases in output . After some optimal level of capacity utilization, the addition of any larger amounts of a factor of production will inevitably yield decreased per-unit incremental returns.

For Dungar Druid, optimal amount of mana is 9-10, as that allows them to play their highest threats (Dungar, or any of the threats individually, or Eonar, if all else fails) and anything above that suffers from the law above.

In general, optimal mana available depends on:

  • deck type
  • strongest threats on curve in the deck (mana cost)
  • highest amount of mana available to the opponent
  • opponent’s biggesst threat on curve (mana cost).

Unless you’re playing a card whose effect depends on the number of mana owned (which is sometimes the case for Druids), such as Gemtosser or the armor/dmg one, this generally means that in most of the cases, early mana advantage is better than being able to have more than 10 mana, but with those 2 cards, it’s very close between having early mana advantage or additional mana available because there are other limitations (number of cards in the deck, for once, although KilJaeden neutralizes this one).

There comes a point where you simply don’t need the mana, because you’re out of cards. It happens. That alone should be enough to accept that early mana advantage > total mana advantage.

P.S. Or I could have simply said “Playing your biggest threat before your opponent gets to play theirs is advantageous”, which is clear to anyone who’s ever won a game.

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I enjoy zerg DK only because it checks handbuff paladin which is hearthstone cancer.

The whole concept is contradicting, because ALL slow decks are supposed to be more powerful after a lot of rounds.

You probably imagine “just chip damage should be enough” but that wouldn’t cut it even against combo these days.

“Just chip damage” might make you survive from aggro, but then both slow and mid(combo) will kill you.

Had a guy get +5 zerg by turn 4. This is some serious bs

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