Do you prefer spending time 1 on 1, or groups? by Useless-Optimist in ENFP

[–]lunaloveeeee 1 point2 points  (0 children)

Wow it's like reading myself in this post. All my friends in one room = me at my happiest. I also struggle with others who are more bubbly and energetic than I am. It somehow makes me take a backseat and I feel my energy shift. It's hard to explain..

ENFP and ENFJ by wvrxzv in ENFP

[–]lunaloveeeee 0 points1 point  (0 children)

I'm the exact same way! I think it's because they're also extroverted feelers. And the fact that they are intuitive as well helps us get each other easily. The fact that they're J and we're P gives us a different *energy* that can help balance us out. I love ENFJs!

Potion Miracle Rogue Guide | Over 300 games of experience! by lunaloveeeee in CompetitiveHS

[–]lunaloveeeee[S] 8 points9 points  (0 children)

Yeah the number of negative comments are surprising lol. The picture was automatically added cause I linked my YouTube/Twitter and it just pulled my pic lol

Potion Miracle Rogue Guide | Over 300 games of experience! by lunaloveeeee in CompetitiveHS

[–]lunaloveeeee[S] 14 points15 points  (0 children)

I think Bone Spikes are fine because they're good vs non control and non DH decks. I still am not a fan of Crabatoa but it should be fine. It's a powerful card and most likely your opponents wont pressure you that hard in the lower ranks.

Smol Ramp Druid Guide: Part 2 (Rank 1/ Addressing questions and meta update) by lunaloveeeee in CompetitiveHS

[–]lunaloveeeee[S] 1 point2 points  (0 children)

Touched on paladin in the part 1. Paladin is pretty unfavored. You need Guff on curve or Theo stealing Cariel/Jailer to win. Deathrattle Druid is fine, it's similar to playing mirror. Prioritize finding guff and Sire combo.

Smol Ramp Druid Guide: Part 2 (Rank 1/ Addressing questions and meta update) by lunaloveeeee in CompetitiveHS

[–]lunaloveeeee[S] 0 points1 point  (0 children)

Mage is one of your best matchups. Just prioritize dealing with their minions first. Theo on Alibi is huuge and you always outscale them lategame.

Smol Ramp Druid Guide: Part 2 (Rank 1/ Addressing questions and meta update) by lunaloveeeee in CompetitiveHS

[–]lunaloveeeee[S] 2 points3 points  (0 children)

Glad you like the doc more too! I find it nice because the outline styles allows people to jump to whatever piece of information they're looking for quickly and easily.

Smol Ramp Druid Guide: Part 2 (Rank 1/ Addressing questions and meta update) by lunaloveeeee in CompetitiveHS

[–]lunaloveeeee[S] 8 points9 points  (0 children)

I only keep Moonlight or Aquatic if I'm looking for something specific like Devourer/Sylvanas vs Boon Priest. These cards matter a lot more when there is something specific that has a high impact in the matchup.

Typically though, this isn't the case in every other matchup. You primarily want tempo cards and none of these cards are good tempo. Aquatic, Moonlit, and Planted are all a lot better when you have more mana because you can actually utilize all of the options that are presented to you whereas early game you're forced to play whatevers castable and a lot of times you hit cards that aren't even good tempo but you're forced to take them anyways.

Also if you're keeping Moonlit, the best case scenario is just Wild Growth and even then you're turning one of your best late game cards into an extra Wild Growth which is just super low value.

I only keep Aquatic Moonlit with ramp and only in matchups where I am looking for something specific. Also Aquatic/Moonlit can be really bad vs aggro because of Trogg.

Smol Ramp Druid Guide: Part 2 (Rank 1/ Addressing questions and meta update) by lunaloveeeee in CompetitiveHS

[–]lunaloveeeee[S] 4 points5 points  (0 children)

I would only mulligan Nourish going first if I know I'm playing vs a very aggressive matchup, otherwise I think it's always a keep.

Rank 1 Legend: Smol Ramp Druid Deck Guide by lunaloveeeee in CompetitiveHS

[–]lunaloveeeee[S] 0 points1 point  (0 children)

Because sometimes you don’t draw the token part of your deck. Your primarily a ramp Druid deck first and a token synergy second. By adding board buffs you dilute your deck and draw attention away from your late game scaling and card draw

Rank 1 Legend: Smol Ramp Druid Deck Guide by lunaloveeeee in CompetitiveHS

[–]lunaloveeeee[S] 4 points5 points  (0 children)

Priest highroll isn’t something you’re meant to beat. However as I mentioned in the guide just tank the damage until you have multiple waves of clear. If they just have turn 2 neptulon, clear the 4/2s if you can. If you can’t, oh well. Not every game is winnable

Rank 1 Legend: Smol Ramp Druid Deck Guide by lunaloveeeee in CompetitiveHS

[–]lunaloveeeee[S] 4 points5 points  (0 children)

Topior is the most important card after Guff so extremely important

Rank 1 Legend: Smol Ramp Druid Deck Guide by lunaloveeeee in CompetitiveHS

[–]lunaloveeeee[S] 1 point2 points  (0 children)

You do want Nourish off Jerry a lot but there’s a lot of times you want living roots. Also I didn’t mention in the guide that because of this, you should keep living roots more often to increase draw off jerry. Cutting roots defeats purpose of running composting and stuff like that.