Attempted scratches: 22 tophead: 1 forehead: 8 backhead: 3 sidehead: 1 eyebrow: 3 eye: 2 ear: - nose: 5 beard: - cheek: 5 chin: 4 neck: 2 breast: 2 Approximately 1,20 scratches per playtime minute. Kripp really ramped up his scratches in the last game ... Attempted scratches may consist in more than 1 headpart scratch per count: Positive
You are so Stupid.. And Attentional .,(???)that There will be more and more people like you, and All of them will be Kripperinos, that want to be Original.
medivh is there because it fills th 8 spot is a 7/7 and gives the last 1 dmg for a full 30 dmg combo (7+7)+(7+7) + 1(heropower) + 1(medivh weapon) = 30 floop is for an extra 14 vs armor decks
@@thethinkinlad i don't get why you would take brewmaster in the First place. Recall loatheb? Don't think you need more than one Turn after the Combo to Beat him. Star Aligner? That's what floop is for, you can't recall on full board.
I play wild. I agree with all that kripp has said. the problem with these decks is juicy psychmelon, which allows a far too early combo. In my opinion it should cost not 4 but actually 10 mana! since if they use juicy at trurn 2-3(ramping up) in the current situation they ALWAYS have the combo in hand as soon as they reach 10 mana. honestly i don't think that a combo deck should have all the cards needed with more than 15 cards left in their deck almost 100%garanteed...
It's not only draw 4, it draws your combo pieces. Just make it 9, you have excuse it's not 10, while 9mana cards are trash. It's annoying to die before you can do anything. That's reason people doesn't like aggro decks.
they are not random cards they are specific combo cards and yes since i experienced every player just having the combo at 10 mana, juicy costing 10 would allow one more turn to be played. 9 mana would be stil fine i guess using juicy and not innervate or project to immediately do the combo
The real deck is played with poison seeds and sometimes with brewmasters. And the real problem is juicy melon. No combo deck should be achieve with half deck remaining
wait wait wait wait, hold up, you love combo druid? the kripp i remember loved playing whacky druid, like mill druid back when naturallize and coldlight were still in the same game mode, along with an explosive sheep and poison seeds, pre-fix, for an almost full board clear against everyone, plus dancing swords and the 2/4 draw a card dryads and not this „if you dont have a dirty rat or get above 42hp you lose„
Medivh is included for various reasons: The main one being its stats. The other benefits, are its cost and battlecry. The battlecry allows you to deal 30 damage total, without Floop (Atiesh + HP = 2, Star Aligner battlecry x4 = 28).
More vids like this please. And maybe do one's for wild - cards that are super better now than when they first appeared due to changes in the collection :)
I would think some kind of combo shaman would work. 2x snowfury giant + bottled lightning + 2x battlecry elemental + star aligner is definitely doable in one turn in standard.
You can smash this deck to pieces with secret hunter (Subject 9, Cloaked Huntress, Secret Keeper, Eaglehorn Bow - Charge the spellstone, play spellstone with Tundra Rhino on 10 for 14 charge damage plus hero power and weapon hit )
theres an easy solution to playing against control decks with this combo, just op out one card for jade idol and dont hesitate to play star aligner combo early as possible so that you can focus the rest of draw on jade idols. yes i know this can be countered too, but it definitely helps at the win ratio against control decks.
Because Ragnaros deals 8 damage when your turn ends, he can easily work as removal, while remaining a persistent threat. Due to how he attacks, Ragnaros will not take damage, and can be used to destroy powerful minions without being destroyed himself, although the targets of his attacks are random. Silencing Ragnaros will remove his special ability, but will allow him to attack normally. Left uncountered, Ragnaros can quickly demolish even high-health opponents, or clear several powerful threats. However, because Ragnaros' targets are randomly selected, the exact effects of summoning him tend to be hard to predict. Players who are unable to remove Ragnaros entirely can use a number of weak minions to increase the likelihood of his attack being largely wasted; removing a small minion such as a 1/1 is generally the worst possible outcome of his ability. With no enemy minions on the board, Ragnaros represents a steady 8 damage output each turn. Ragnaros' 8 Health makes him resistant to attack and even high-damage spells like Fireball and Lava Burst, while his 8 Attack means most attackers will be destroyed. This generally makes Ragnaros a very good target for transform effects such as Polymorph and Hex, and mind control effects such as Mind Control and Sylvanas Windrunner. Because Ragnaros deals his damage at the end of the controlling player's turn, he generally provides guaranteed value, regardless of the opponent's response. For example, if the opponent immediately removes Ragnaros using Polymorph and Fireblast, the two players will essentially have traded cards, but the controlling player will still have dealt 8 damage. Silencing your own Ragnaros can sometimes be a good move, usually when the opponent has several minions and it is critical that the right target is struck. For example, if the opponent has 8 Health remaining but 4 minions on the board, ending the turn with an un-silenced Ragnaros grants only a 20% chance of him hitting the opponent. Provided there are no Taunts on the board, silencing Ragnaros will allow the player to use him to attack the opponent directly, winning the game.
4x7=28 so to reach 30 you need the hero power plus the mediv weapon. Mediv gives you the 1 dmg needed to reach 30 and fills the 8 spot and is a 7/7 its like the stars aligned.
The lesson is that druid has wild ass tools that make janky combos pretty good. The biggest competition there was from other druid decks that just had better combos.
+Azuuuxd It's there because you need another 7 health minion to trigger star aligner and it fits the 8 slot for psych melon to grab it. The extra damage though you are right, it's the reason you don't put a charged devilsaur or whatever instead.
Thank you!!! You're not alone here mate. If I can advise you on how to increase your win rate against them, tech Sylvanas/Azalina/Death rattle aoes. It helps a bit
kripp ,most decks i face of star alligner have cards that return alligner back to ur hand or zolas so u can play 4 or 5 in that turn,which is pretty cancer but yeah.
Don't mean to sound rude but, if you had 4 oranges and someone asked "Do you have 3 oranges?" I'm pretty sure you'd say "Yes". Its the same principle here. Having more than required does not exclude you from having the required amount. Jus my $0.02
You can do a max. of 60 damage with the perfect hand.. so the standard with 2 star aligner is already 28 and thats in 95% of your games lethal. Just add one or two brewmaster, 2 spellsones - and youre good to go
As usual, people are overreacting to the deck. As bad as Naga? Not even close. I've played 32 games with this deck and win rate is 21-11 games. Like Kripp said, this deck has counters and not guaranteed win. Unlike Naga, I can wholeheartedly vouch that Naga is even more broken than this. I've played 68 matches with pre-nerf Naga Hunter and my winrate was 59-9 games won. Turn 5/6 wins. Now THAT is broken as hell of a deck. 🤣
@Ezra Apple wild is supposed to be all cards , it pains me whenever ppl suggest nerfs when the whole point of wild is to play your favourite cards that aren't in rotation anymore while I understand nerfs isn't the same as reworking a card like the warsong commander to rip patrons , but still is actually ridiculous that just because 1 content creator plays wild and has an opinion on the balance of wild , loads of ppl just flood in and actually to pretend like they weren't just blind to wild a moment ago .
JaggerBone Wrong. You were actually able to deal with giant hunter regardless of which class you played back (Yeah, no one knew how to deal with it because no one builds their very own decks or atleast tries to make something decently good). In this meta as druid, you're actually just sitting with cards in your hand until you have your OTK combo (in wild) and the only cards that can deal with this is death's grip from Arfus or the Lich king (which is unlikely to happen) or the only warlock card, demonic project. Otherwise there is NO CARD that interacts heavily with your opponents hand or deck that forces them to play differently (I didn't count King Togwaggle because he alone doesn't make an permanent change in gameplay)... The only way of getting rid of this might be through milling because of their heavy cards, but that's just a guess :/
Sam Li I guarantee you Pre-Nerf Naga is more broken and consistent to get cards out. Believe me, I played Naga for whole 2 months straight to test its power. That deck deserved to be nerf. I always, ALWAYS, get the Naga and the Giants by Turn 5/6. The Druid Star at least needs to ramp, draw and defense in those order to get the deck working. So far, using Star Druid, I've loss sometimes to Tempo Rogues, Big Priest, Aggro Shaman. Actually, anything with Tempo or Aggro. For Aggro, if you don't have the defense cards early on, they will steam roll you. I loss to cards like Sylvanas and Obsidian Statue. Even Mill Rogue. I'm not saying that there's nothing wrong with the Star Druid deck but I will be playing it for the entire month to see how far can I go with it. Plus, the deck only recently gain popularity. So the more people play it, the more data for Blizzard to make the decision if Star Druid is broken or not and see which part of the combo needed tweaking if needed.
Glad it's not just me, then lol. Because everyone who I've talked to about the deck says that the list with pandas beats control so long as they don't hit exactly Aviana with rats etc.
No need for Panda, Double Star Aligner and (brann)Loatheb does the trick you dont need to blow them up instantly 28 face dmg+board clear+ fill the board + they cant recover with spells is 99,9% win
Yeah this deck is not fine, you're just using a bad list. drop floop and loatheb for 2 ancient brewmasters, and drop the innervates for 2 spellstones. I think the most annoying part is that this combo can basically do the same thing as the naga combo, just as consistently before naga was nerfed. The difference is your have better draw, more armor, more removal/control tools, and you wipe the board/deal face damage with your combo. It is very easy to tempo the combo against aggro before you hit turn 7 with a little bit of ramp, and biology project as a better innervate in that sense. Lets nerf Naga Sea Witch, Raza the chained, and Shadowboxer, but at the same time enable combos that are more powerful and less fun to play against than the very things we nerfed. Good plan, Blizzard.
The problem with this deck or any other Druid decks in Wild rn is that if you dont play Druid and your deck don't have any Druid/ Combo hate cards (Demonic Project, Dirty Rat, Geist...) then you can't fucking play Wild!!! These decks aren't overpowered but they are uninteractive as fuck and most importantly they dictate what you can or cant play, it's the same shit as KoFT Jade Druid.
I dont get his love for combo druid. The games are always the same. Ramp, get armor, play combo, win. Or dont draw well, get overrun, die. Boring as fuck.
Attempted scratches: 22
tophead: 1
forehead: 8
backhead: 3
sidehead: 1
eyebrow: 3
eye: 2
ear: -
nose: 5
beard: -
cheek: 5
chin: 4
neck: 2
breast: 2
Approximately 1,20 scratches per playtime minute.
Kripp really ramped up his scratches in the last game ...
Attempted scratches may consist in more than 1 headpart scratch per count: Positive
You are so Stupid.. And Attentional .,(???)that There will be more and more people like you, and All of them will be Kripperinos, that want to be Original.
Make something New
:)
It started after Skipperino. All of people started. Only Skipperino is original here
itt: people who don't know what a meme is
@@piotrb46 stfu
medivh is there because it fills th 8 spot is a 7/7 and gives the last 1 dmg for a full 30 dmg combo (7+7)+(7+7) + 1(heropower) + 1(medivh weapon) = 30 floop is for an extra 14 vs armor decks
Hey guys, how's it going, Kripparrian here!
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Some Vegan Canadian albino is going to die soon here!
Allright, Fine.
Allright, Fine.
Allright, Fine.
Allright, Fine.
Allright, Fine.
Allright, Fine.
Allright, Fine.
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Hello, Hello, Hello!
"HI, I'M VEGAN!
HI, I'M VEGAN!
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Hmmm how good is a combo including kun and aviana?
Prrrretty good!
sry but you don't fit in any combo so you are pretty much useless
• BaraCuda • Actually, Sun keeper tarim + brann + faceless + 2 x Star aligner. You just need a total mana reduction of 18
@@3rdDanPrime actually yes. Green hell x2, improved hero power x1, tarim.
On the face of Brann Bronzebeard and Star Aligner. Can't decide if Kripp looks better in a long red beard, short white or his usual black stubs... 🤔
Ty
Red beard
Useless
The red beard doubles the fun
I think star aligner looks actually really cool
I missed these How Good Is videos!
Cut Innervates. Run one Brewmaster and one Poison Seeds.
No brewmaster tbh - rather Just double in the seeds or get a starfall
If you wanna take something to hold back, take the 5/4, or you will not draw bran
NForNoob Yea exactly, ancient brewmaster. Old is cool.
@@thethinkinlad i don't get why you would take brewmaster in the First place. Recall loatheb? Don't think you need more than one Turn after the Combo to Beat him. Star Aligner? That's what floop is for, you can't recall on full board.
brewmaster does the same job as floop, and since there is no way to draw floop directly, it could lead to more consistency.
I play wild. I agree with all that kripp has said. the problem with these decks is juicy psychmelon, which allows a far too early combo. In my opinion it should cost not 4 but actually 10 mana! since if they use juicy at trurn 2-3(ramping up) in the current situation they ALWAYS have the combo in hand as soon as they reach 10 mana. honestly i don't think that a combo deck should have all the cards needed with more than 15 cards left in their deck almost 100%garanteed...
so you want a 10 mana draw 4
@@DDismas it's way better than draw 4.
a more expensive sprint that tutors? hmm doesnt have the same ring to it
It's not only draw 4, it draws your combo pieces. Just make it 9, you have excuse it's not 10, while 9mana cards are trash.
It's annoying to die before you can do anything. That's reason people doesn't like aggro decks.
they are not random cards they are specific combo cards and yes since i experienced every player just having the combo at 10 mana, juicy costing 10 would allow one more turn to be played. 9 mana would be stil fine i guess using juicy and not innervate or project to immediately do the combo
Let’s not forget Kripp’s bias towards combo decks, especially Druid combo decks. Wouldn’t be unreasonable to keep in mind.
To anyone interested in D2, I recommend the voodoo wrapper, it [D2] was originally optimized for voodoo cards.
The real deck is played with poison seeds and sometimes with brewmasters. And the real problem is juicy melon. No combo deck should be achieve with half deck remaining
Agree
.....
20:00 Best Order ever! Can you imagine how salty the opponent is? "He played absolute sh!t and stll win the game because he's playing DRUID"
He need space on his board for his combo: actualy if he can't clear his board he counter his own combo
How can he play the combo if he has no space on the board ? It's intended to do the "wrong" order.
Profile picture says it all
I appreciate your efforts, well played!
I don't know why, but it makes me chuckle whenever Kripp goes, "what the hell's that thing?" despite actually knowing.
wait wait wait wait, hold up, you love combo druid?
the kripp i remember loved playing whacky druid, like mill druid back when naturallize and coldlight were still in the same game mode, along with an explosive sheep and poison seeds, pre-fix, for an almost full board clear against everyone, plus dancing swords and the 2/4 draw a card dryads
and not this „if you dont have a dirty rat or get above 42hp you lose„
58 hp is break point with medivh weapon and Brewmaster, other than that you are absolutely correct my friend. =)
Hey kripp, if you include 2 north sea kraken it is 44 damuge
And risk not drawing your aviana with psychmelon? No thanks.
Medivh is included for various reasons: The main one being its stats. The other benefits, are its cost and battlecry. The battlecry allows you to deal 30 damage total, without Floop (Atiesh + HP = 2, Star Aligner battlecry x4 = 28).
Who cares? This deck deserved to be nerf
19:35 missed full combo draw, he should have use Floop to draw Aviana
When I first saw it I thought of Shudderwock, but quickly realised any health buffs are SUPER inconsistent with The Wock. :/
More vids like this please. And maybe do one's for wild - cards that are super better now than when they first appeared due to changes in the collection :)
Is constructed, like, Standard and Wild? Because I feel like you should specify in the titles
So basically.. Wild is broken due to Druid
At 21:02 the warlock needs 38 damage, how could that be possible in one turn? Was it a joke because you had enough damage anyway?
In the last game you should’ve flooped the piper for aviana to set up next turn lethal
Will you guys upload the Diablo 2 videos? That is my favorite game of all time so i'd really like that
I would think some kind of combo shaman would work. 2x snowfury giant + bottled lightning + 2x battlecry elemental + star aligner is definitely doable in one turn in standard.
19:32, why not play floop as piper and draw aviana.
You can smash this deck to pieces with secret hunter (Subject 9, Cloaked Huntress, Secret Keeper, Eaglehorn Bow - Charge the spellstone, play spellstone with Tundra Rhino on 10 for 14 charge damage plus hero power and weapon hit )
its not just the board clear... the best thing about it is that you are so flexible with your combo pieces
totally busted (and i rarely say that)
You could just piper twice with the floop and had the combo for next turn, he was at 22, he was dead, that triggered me tbh
it triggered you... baha... hahaha.. BAAAAAAAHAHAHAHAHAHA
The salt aligns
8:08 -bamboozling
9:12 -getting bamboozled
9:30 I appreciate your efforts
Wild is crazy its kinda like Commander version of mtg. with crazy combos and interactions!
theres an easy solution to playing against control decks with this combo, just op out one card for jade idol and dont hesitate to play star aligner combo early as possible so that you can focus the rest of draw on jade idols. yes i know this can be countered too, but it definitely helps at the win ratio against control decks.
If you like Hearthstone you don't play this deck.
better than playing pleb agro decks
@@SaltyRad This deck is aggro since it realize his combo turn 6/7/8.
Quote me ONE combo deck in hearthstone history that could do the same pls
Tour guide pretty much most of druid combo decks in a nutshell do their combo at the same times if their lucky.
@@SaltyRad "If they're lucky"
Not every fucking game
Mossy horror might be a good addition to this deck. It can be a counter card and count as a 7 health minion
They don't need it they have plague
WHERE IS HOW GOOD IS SULFURS OR RAGNAROUS?
not very good comment
I mean 8 health is really bad
Because Ragnaros deals 8 damage when your turn ends, he can easily work as removal, while remaining a persistent threat. Due to how he attacks, Ragnaros will not take damage, and can be used to destroy powerful minions without being destroyed himself, although the targets of his attacks are random. Silencing Ragnaros will remove his special ability, but will allow him to attack normally.
Left uncountered, Ragnaros can quickly demolish even high-health opponents, or clear several powerful threats. However, because Ragnaros' targets are randomly selected, the exact effects of summoning him tend to be hard to predict. Players who are unable to remove Ragnaros entirely can use a number of weak minions to increase the likelihood of his attack being largely wasted; removing a small minion such as a 1/1 is generally the worst possible outcome of his ability. With no enemy minions on the board, Ragnaros represents a steady 8 damage output each turn.
Ragnaros' 8 Health makes him resistant to attack and even high-damage spells like Fireball and Lava Burst, while his 8 Attack means most attackers will be destroyed. This generally makes Ragnaros a very good target for transform effects such as Polymorph and Hex, and mind control effects such as Mind Control and Sylvanas Windrunner.
Because Ragnaros deals his damage at the end of the controlling player's turn, he generally provides guaranteed value, regardless of the opponent's response. For example, if the opponent immediately removes Ragnaros using Polymorph and Fireblast, the two players will essentially have traded cards, but the controlling player will still have dealt 8 damage.
Silencing your own Ragnaros can sometimes be a good move, usually when the opponent has several minions and it is critical that the right target is struck. For example, if the opponent has 8 Health remaining but 4 minions on the board, ending the turn with an un-silenced Ragnaros grants only a 20% chance of him hitting the opponent. Provided there are no Taunts on the board, silencing Ragnaros will allow the player to use him to attack the opponent directly, winning the game.
@@thrawn4388 The fuck?
every card is a good card if you disregard everything bad about them
Playing too much arena forgetting about innervate nerfed
Innervate does not exist in arena?
Amghannam I'm not sure but it's a very bad card on arena so yea no one plays it
4x7=28 so to reach 30 you need the hero power plus the mediv weapon. Mediv gives you the 1 dmg needed to reach 30 and fills the 8 spot and is a 7/7 its like the stars aligned.
The lesson is that druid has wild ass tools that make janky combos pretty good. The biggest competition there was from other druid decks that just had better combos.
Chump has a nice series on Star Aligner
One of the best decks ive played in years! love it
So you like cheating in games? What a courageous being you are.
I’ve been playing this since patch launch. And I’m at 90%+win rate.... it does it all. Tudor, draws, controls, armours, everything.
Why not north sea kraken instead or Medivh ? its 8 more dmg
9 mana
9:08 missed 1 free damage
So am I better than Krippi boi now?
Medivh gives you +1 attack so with Brann and 2 Star aligners you deal 28 from Star aligner +2 from Ateish + Hero Power
"Cheat mode activated" - lost two first games xD still, this deck is reaaaaly nice when you play it nicely ;)
Medivh is there because the combo is 28 damage, and weapon + hero power is the other 2. Silly reason but it probably wins a game every now and then.
+Azuuuxd It's there because you need another 7 health minion to trigger star aligner and it fits the 8 slot for psych melon to grab it. The extra damage though you are right, it's the reason you don't put a charged devilsaur or whatever instead.
Rag better
pretty sure its there because its the best 8 mana 7-7 you can get
@@tseikk159 wait do you need it to be exactly 7 or at least 7?
exact 7, Rag wont work
with medivh you have 30 dmg, 28 from the combo without floop, and +2 with medivhs weapon+hero pow
Malfurion the Pestilent never showed up through the entire video.
Epic rarity Dr. 7 Kapp
Good ol times when Kripp was still making interesting HS content.
You can easily Deal more then 30 dmg if u cut innervate for ancient brewmasters
2:34 "Very unlikely..."
I must be very unlucky then -_-
I've died on turn 6/7 so many times to that bs.
pls try the poggo hopper deck
Blizzard must do something about this deck, it is just too fast, sometimes my dirty rat will miss or l will not draw it, thanx to juicy psychmelon
Thank you!!! You're not alone here mate.
If I can advise you on how to increase your win rate against them, tech Sylvanas/Azalina/Death rattle aoes.
It helps a bit
kripp ,most decks i face of star alligner have cards that return alligner back to ur hand or zolas so u can play 4 or 5 in that turn,which is pretty cancer but yeah.
Death rattle aoe is the way my friend.
They can't do their combo if there is a death rattle aoe on the board, that's how you beat them.
Why not Zola?
22:04
“Rank 12? This’ll be cheat codes enabled”
* loses to mech hunter *
I prefer it in the pocket universe mage shell=)
I only come to watch kripp do that mouth burp thing
it doesnt say 3 or more minion with 7 health yet it still work when theres more than 3 minion(including itself) with 7 health,hm........
it doesn't say exactly 3
Mimiron head also worked like that. Even if you had more mechs than it needed... well, it worked anyways
Don't mean to sound rude but, if you had 4 oranges and someone asked "Do you have 3 oranges?" I'm pretty sure you'd say "Yes". Its the same principle here. Having more than required does not exclude you from having the required amount.
Jus my $0.02
You can do a max. of 60 damage with the perfect hand.. so the standard with 2 star aligner is already 28 and thats in 95% of your games lethal. Just add one or two brewmaster, 2 spellsones - and youre good to go
Wait did he say he's not playing Diablo right now is he going back to Diablo 1 2 or 3
As usual, people are overreacting to the deck. As bad as Naga? Not even close. I've played 32 games with this deck and win rate is 21-11 games. Like Kripp said, this deck has counters and not guaranteed win.
Unlike Naga, I can wholeheartedly vouch that Naga is even more broken than this. I've played 68 matches with pre-nerf Naga Hunter and my winrate was 59-9 games won. Turn 5/6 wins. Now THAT is broken as hell of a deck. 🤣
@Ezra Apple wild is supposed to be all cards , it pains me whenever ppl suggest nerfs when the whole point of wild is to play your favourite cards that aren't in rotation anymore while I understand nerfs isn't the same as reworking a card like the warsong commander to rip patrons , but still is actually ridiculous that just because 1 content creator plays wild and has an opinion on the balance of wild , loads of ppl just flood in and actually to pretend like they weren't just blind to wild a moment ago .
JaggerBone Wrong. You were actually able to deal with giant hunter regardless of which class you played back (Yeah, no one knew how to deal with it because no one builds their very own decks or atleast tries to make something decently good). In this meta as druid, you're actually just sitting with cards in your hand until you have your OTK combo (in wild) and the only cards that can deal with this is death's grip from Arfus or the Lich king (which is unlikely to happen) or the only warlock card, demonic project. Otherwise there is NO CARD that interacts heavily with your opponents hand or deck that forces them to play differently (I didn't count King Togwaggle because he alone doesn't make an permanent change in gameplay)...
The only way of getting rid of this might be through milling because of their heavy cards, but that's just a guess :/
Pretty sure star aligner beat pre-nerf naga due to higher consistency
Sam Li I guarantee you Pre-Nerf Naga is more broken and consistent to get cards out. Believe me, I played Naga for whole 2 months straight to test its power. That deck deserved to be nerf. I always, ALWAYS, get the Naga and the Giants by Turn 5/6. The Druid Star at least needs to ramp, draw and defense in those order to get the deck working.
So far, using Star Druid, I've loss sometimes to Tempo Rogues, Big Priest, Aggro Shaman. Actually, anything with Tempo or Aggro. For Aggro, if you don't have the defense cards early on, they will steam roll you. I loss to cards like Sylvanas and Obsidian Statue. Even Mill Rogue.
I'm not saying that there's nothing wrong with the Star Druid deck but I will be playing it for the entire month to see how far can I go with it. Plus, the deck only recently gain popularity. So the more people play it, the more data for Blizzard to make the decision if Star Druid is broken or not and see which part of the combo needed tweaking if needed.
@@MayasMotivation druid just have to run poison seeds to beat giants
Where's the Spacerino Kripperino?
Turns out Star Aligner is pretty good
19:34 can draw avianna but no lets risk it
honestly, its brann that even makes this deck possible
Broken deck at - 200% winrate lul
Krippann Saltbeard and Kripp Aligner
I'm here just waiting for the dirty ass of rogue win streak
Why is he not running Pandas? I feel like his list is bad...
Thejewishpeople it is
Glad it's not just me, then lol. Because everyone who I've talked to about the deck says that the list with pandas beats control so long as they don't hit exactly Aviana with rats etc.
Thejewishpeople ye i think innervate not constant and i mean panda is rly good because you can just star rain your opponent to death
No need for Panda, Double Star Aligner and (brann)Loatheb does the trick you dont need to blow them up instantly 28 face dmg+board clear+ fill the board + they cant recover with spells is 99,9% win
It matters because this version is worse against rats/deathlords, which are in literally every non-aggro, non-druid deck.
I feel like this deck should run double Kun but that’s just me.
Star alligner deck can do around 60 damage max
Doesn't matter what deck you have. You win when Blizzard want you to.
9:39, i flicked
15:48
r/unexpectedthanos is leaking again.
20:10 my eyes are bleeding
6:37 Order LUL
Kripp actually played Diablo? Where's the YT vids???
"This trade will take 1 dmg... oh wait fuck"
If everyone played a 100% win rate deck what would happen? (Omg my MINDSZES)
I love wild hearthstone :3
A combo deck that's good against aggro is new? let me take you back to the patron warrior tier 0 format
This deck is tier S actually but people don't realize it yet.
Another Aviana Kun combo ResidentSleeper
Fave Hearthstone player ever
Dear Kripp ,
We need a video about "The Sunflower on The Possibilities and Limits of Forgiveness" .
Thank you.
Yeah this deck is not fine, you're just using a bad list. drop floop and loatheb for 2 ancient brewmasters, and drop the innervates for 2 spellstones.
I think the most annoying part is that this combo can basically do the same thing as the naga combo, just as consistently before naga was nerfed. The difference is your have better draw, more armor, more removal/control tools, and you wipe the board/deal face damage with your combo. It is very easy to tempo the combo against aggro before you hit turn 7 with a little bit of ramp, and biology project as a better innervate in that sense.
Lets nerf Naga Sea Witch, Raza the chained, and Shadowboxer, but at the same time enable combos that are more powerful and less fun to play against than the very things we nerfed. Good plan, Blizzard.
The problem with this deck or any other Druid decks in Wild rn is that if you dont play Druid and your deck don't have any Druid/ Combo hate cards (Demonic Project, Dirty Rat, Geist...) then you can't fucking play Wild!!! These decks aren't overpowered but they are uninteractive as fuck and most importantly they dictate what you can or cant play, it's the same shit as KoFT Jade Druid.
Welcome to the wild format.
*I appreciate your efforts* was the salt being power fisted into the wound
Dr. 4
Psychmelon is the issue, not sa
7 mana 7-7 seems good to me.
Died to star aligner druid on turn 7 from 28 hp. Thanks Blizzard.
Tech Instable Ghoul / Abomination / Sylvanas / Azalina / Dirty Rat
The only cards that can save you
Only dirty rat works consitantly out of those. I love seeing the instant concedes when I pull an Aviana.
Dirty rat, that 3 mana 2/8. These cards are worth teching in just to counter that deck. Warlock has even more options. (Wild mode)
Death rattle aoe are really useful too. Saved me a lot of game.
They can't do their combo if something prevent the 7 health condition
I dont get his love for combo druid. The games are always the same. Ramp, get armor, play combo, win. Or dont draw well, get overrun, die. Boring as fuck.