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Jan 25 2016 09:06pm
Breaks down each deck and says what their general strategy is along with common early game plays and what burst cards they typically run are.

https://docs.google.com/document/d/1iI8cr1uIbS7v2JuyKB1r38S-XgvtS6N7o8uxQpqmSPU/preview#
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Jan 25 2016 09:11pm
I mean it looks good on paper, but really comes down to testing bro.
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Jan 26 2016 11:21am
regular players of the game kinda know all that but its cool for new players.
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Jan 26 2016 11:34am
Quote (Inh @ Jan 26 2016 12:21pm)
regular players of the game kinda know all that but its cool for new players.


This.

Good for new players, pretty much common sense for anyone who knows this game.

Like no wayyyy druid is gonna try and combo me down? Lol
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Jan 26 2016 12:22pm
Quote (Inh @ Jan 26 2016 12:21pm)
regular players of the game kinda know all that but its cool for new players.


Yeah I'm a pro, this is for all you scrubs ofc
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Jan 26 2016 01:04pm

T1: Living Roots, Leper Gnome
T2: Darnassus Aspirant, Knife Juggler, Haunted Creeper, Druid of the Saber
T3: Mounted Raptor, Shade of Naxxramas
T4: Piloted Shredder, Keeper of the Grove, Savage Combatant, Swipe
T5: Fel Reaver, Druid of the Claw, Loatheb
T6: Force of Nature
T7: Dr. Boom / Inervate Force of Nature Savage Roar
T8: Knife Juggler + Force of Nature 9 dmg
T9: Force of nature + Savage Roar 14 dmg
T10: Force of nature Innervate x2 Savage Roar x2 22 dmg

didnt read any further sorry, hope this helps.
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Jan 26 2016 01:30pm
Quote (Quadpvp @ Jan 26 2016 07:04pm)
T10: Force of nature Innervate x2 Savage Roar x2 22 dmg


You'd only need the one innervate on turn 10 8)

This post was edited by Blizane on Jan 26 2016 01:30pm
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Jan 26 2016 03:11pm
Quote (Blizane @ Jan 26 2016 07:30pm)
You'd only need the one innervate on turn 10 8)


as long as your aware of it.
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