One ramp card at cost 2, the druid possible not even draw in the early game, will be more broken than many others it ramps more with more consistency and even increase the mana limit.
Tell this BS to everyone facing a 12 manas druid turn when they have only 5 manas to work with it…
On the upside. As soon as Druid started to come back into the meta and take some position it was immediately met with the wrath of the return of pure aggression decks. Druids “return” was short lived. unfortunately Warrior has made significant strides.
turn 4: interstellar Researcher x2 + play Libram of Divinity → tutor and play another Libram if Divinity + 2x Libram of clarity. (He Drew 8 cards in one turn and develop the board)
turn 5: Sanc’Azel 11/16 giving + 11 attack killing two 2/5 taunts for game.
I know this guy just may hit the jackpot against me, but doing half of it still looks insane and happens way more consistent than it should be.
That’s like one of 30 games to get that kind of curve. If you don’t play weapon on turn 3 with this deck you might aswell concede. It’s pure garbage honestly.
I think that the 3 divine shielded minions that can be pushed out pretty early are the real stars of the deck, as they allow the paladin to maintain board control while they develop their librams. Refreshing their divine shield makes them really sticky too, and as Boreas pointed out, they’re ripe for crusader aura buffage. It’s actually pretty nasty if the opponent has no answers for it.
Yeah, though Crusader Aura would shine more when they’re not used too early (when they cost mana), because they would be buffed on the same turn with Rush.
The weakest part of Crusader Aura is to not have a board to use when it’s first used. I know that well from flood paladin.
The problem with this deck is you just have one winning line of play. That is turn 3 weapon into turn 4 3x 3/3 libram of stats. Anything other you gonna do will lose you the game. Because the deck is slow it has bad early game and bad late game. You need mid game big pile of stats to win. you need to play that weapon on curve or you don’t get the discounts fast enough for them to matter.
I wouldn’t call the early and mid bad. It’s like the mid of a relatively good mid deck but then it’s like there’s no that extra 1 or 2 turns that make it a bit powerful to lethal.
Maybe try that Crusader Aura after they have Rush.
And this is why we tell you your reading comprehension is bad. He didn’t say the deck’s mid game is bad, he said you have to rely only on mid game because early and late game are bad. You completely changed the content and the message behind his post and made a reply which:
a) doesn’t make any sense in a vacuum,
b) is a reply to an imaginary, non-existant version of a post.
And you do this all the time.
Please reread every post before replying twice. It will save us all.
but with 3 todkens with divine shield on turn 4 vs some decks like asteroid shaman(ive seen them stuggle to clear it ) youll have a board to use it on next turn