I've seen people make really good use of the card. I don't blame anyone for running it. I'd have to cut Library or one of the characters for it because I think Knowledge and Wisdom is too good.
I am seeing a lot of people pass on rapunzels tower and I think it could actually be incredibly helpful. Yes I get that you want to quest fast but you can still quest fast if you can drop 3 1 drops into tower that go from being 3 to 6 or 4 to 7
The tower is an interesting idea. Although at 2 ink and one to move it cuts into a lot of your early aggression. I wish it had passive lore gain. I'd be curious to see it in action.
@@rudrose_tcg if I get the right cards I might try it. Cause I already have certain cards. Though the fact that it doesn’t have passive lore means it won’t get targeted as fast and if you have two characters on it with 4-8 health & can quest for 4 each turn… it could last a good minute. It might be slightly slower but it could work.
The other counter to this deck is under the sea in amber/emerald. If they get it off turn 4 or 5 just in time it can be really hard for the deck to catch back up
If you check out the match that starts at 20:31 that game is over at the end of my 5th turn. TECHNICALLY it wouldn't officially end until Turn 6 but because I have the Goat on board at 19 Lore, the only possible out to that they have is to Quest to 20 before me which is impossible from their board state. I had to play against this the other night and they were at 17 Lore at the end of Turn 3 :( Was rough.
He was in the original build. I talk about it in the deck section that I ultimately felt Sven did a similar thing and was inkable. Also in my meta there is a lot of non banishing removal so I was missing out on his exit trigger :( I still think he absolutely fits in the list.
Were you asking Steel/Amethyst? If so I have found an early Captain Hook/Smee can do a lot of damage. Try to survive until you get to Tinker Bell/Grab Your Sword and if you are in Purple Fox on 3 can be huge plus can reset damage on Smee. Baboom is also a good way to have early control. No answer is full proof but I feel like I have a chance with those cards at least.
@rudrose_entertainment Yeah I feel you. But how can I stay up with that tempo of them flooding the board with one drops and questing? I feel like if I do pick off a couple early they can just keep dropping and questing until game.
@@Spiralls Sadly there is no guaranteed solution. And there are games you are just going to lose because they can keep flooding cards so efficiently. And that doesn't feel great to play against. Best you can do is give yourself a chance at least. Hook, Rafiki, Smee, Fox, etc. And win the die roll to go first :P
@@PokeMartin I tried Bare Necessities briefly. It's amazing if you can pull out Grab Your Sword but it feels bad if it whiffs. Ultimately, I felt the deck was at it's best when it was push push push for lore and non lore cards felt a bit slow. As for Simba I still think he's good. Donald for one less. I just like that lore bump :)
Steel should always be the counter to hard aggro but I've seen this deck run over Steel decks too. They still have to see the right cards(as any deck does) and Goat/K&W go a long way to end the games they stabilize in.
Deck is bad, aggro is bad, older decks just need to be updated to handle aggro. Red Purple is already running rafiki/lumiere and curbsmashing aggro, Steel/Anything dumpsters this aggro list too. Daisy is bad and gives your opponent cards for 2/4 lore at best against anyone competent with a good deck. This game is not magic, just because goblin guide was good doesnt mean daisy is. Its the nature of the archtype, nothin else to it.
The whole point of Aggro is to win by turn 5....giving your opponent cards isnt an issue...also, all decks are good and bad against certain matchups dependent on what cards you draw. Who cares about slob on my goblin and whatever nonsense that you're rattling off. daisy is the best 1 drop to date and there is no denying that.
@@Jrose1227 it is an issue because giving your opponents cards is giving them more options and outs. I brought up goblin guide because it's the comparison that all competitive players are basically making because 99% of competitive players are ex magic players. I can tell by your response that you don't frequent table one or top cuts so just stay in your land and keep getting your league points bud.
@@ControlFreak11 it allows your opponents to draw more options and outs to ANSWER YOUR ONE DROP. That’s the whole point, the one drop is creating momentum and is sticky on the board. Who cares if they draw cards, the game is over in 4 more turns. They literally cannot spend the ink fast enough. I can tell by your response you don’t understand that cards in hand don’t matter at all when the game is over. Your rafiki isn’t cutting it without the lumiere follow up. That means your opponent has 2 answers in hand to begin with. If they don’t have exactly those two, your daisy starts popping off. And if they do, they only conditionally drew 1 card. That isn’t going to end the game for you as the aggro player. It’s about flooding the board. If you got passed the hump, and slowed aggro down. They weren’t winning anyways. That’s why Daisy is good. It’s not about your opponent having extra answers, it’s that you have a sticky 2 lore option down on field immediately. If it gets removed, so would every other 1 drop and you (as the aggro player) lost anyways.
I highly recommend befuddle because it absolutely ruin a person setup for daisy and pretty much guarantees 4 lore out of daisy
I've seen people make really good use of the card. I don't blame anyone for running it. I'd have to cut Library or one of the characters for it because I think Knowledge and Wisdom is too good.
The 1 drop Hei Hei saw play on occasion , he ain't the worst
I am seeing a lot of people pass on rapunzels tower and I think it could actually be incredibly helpful. Yes I get that you want to quest fast but you can still quest fast if you can drop 3 1 drops into tower that go from being 3 to 6 or 4 to 7
The tower is an interesting idea. Although at 2 ink and one to move it cuts into a lot of your early aggression. I wish it had passive lore gain. I'd be curious to see it in action.
@@rudrose_tcg if I get the right cards I might try it. Cause I already have certain cards. Though the fact that it doesn’t have passive lore means it won’t get targeted as fast and if you have two characters on it with 4-8 health & can quest for 4 each turn… it could last a good minute. It might be slightly slower but it could work.
@@ElizaShakiraMassani Let me know if you have success with it!
Great gob !
The other counter to this deck is under the sea in amber/emerald. If they get it off turn 4 or 5 just in time it can be really hard for the deck to catch back up
Yeah Under the Sea brutalized me in several games. I think Steel Song would also be a pretty solid answer to it.
Did you win on turn 5 in any of the plays? If not, how would I go about doing that?
If you check out the match that starts at 20:31 that game is over at the end of my 5th turn. TECHNICALLY it wouldn't officially end until Turn 6 but because I have the Goat on board at 19 Lore, the only possible out to that they have is to Quest to 20 before me which is impossible from their board state.
I had to play against this the other night and they were at 17 Lore at the end of Turn 3 :( Was rough.
Why did you decide to not include Balu? Because of the extra uninkable? :)
He was in the original build. I talk about it in the deck section that I ultimately felt Sven did a similar thing and was inkable. Also in my meta there is a lot of non banishing removal so I was missing out on his exit trigger :(
I still think he absolutely fits in the list.
Too fast too furious
This aggro list is nuts 🤣
It goes so fast it's pretty unfair :(
@@rudrose_tcg just gotta play 30 1 drops to try and counter it 😂
@@SeansMagicCardboard Haha the ole secret tech.
So fast!
I tried the evasive archemedes and i cant believe i took out Baloo, i think i just put it in another deck
I had a buddy try the Archimedes and he had pretty decent results with it. Only crummy part is it dies to Brawl and Little Sisu :(
So how do we stop this if im running steele ama?
Were you asking Steel/Amethyst? If so I have found an early Captain Hook/Smee can do a lot of damage. Try to survive until you get to Tinker Bell/Grab Your Sword and if you are in Purple Fox on 3 can be huge plus can reset damage on Smee. Baboom is also a good way to have early control. No answer is full proof but I feel like I have a chance with those cards at least.
@rudrose_entertainment Yeah I feel you. But how can I stay up with that tempo of them flooding the board with one drops and questing? I feel like if I do pick off a couple early they can just keep dropping and questing until game.
@@Spiralls Sadly there is no guaranteed solution. And there are games you are just going to lose because they can keep flooding cards so efficiently. And that doesn't feel great to play against.
Best you can do is give yourself a chance at least. Hook, Rafiki, Smee, Fox, etc. And win the die roll to go first :P
I think simba is better than Donald Duck I would find myself always inking Donald and sometimes you don’t have a character to give +1
Also did you consider bare necessities?
@@PokeMartin I tried Bare Necessities briefly. It's amazing if you can pull out Grab Your Sword but it feels bad if it whiffs. Ultimately, I felt the deck was at it's best when it was push push push for lore and non lore cards felt a bit slow.
As for Simba I still think he's good. Donald for one less. I just like that lore bump :)
Until you come up against a semi competent steel deck
Steel should always be the counter to hard aggro but I've seen this deck run over Steel decks too. They still have to see the right cards(as any deck does) and Goat/K&W go a long way to end the games they stabilize in.
@@rudrose_tcg 100%
Deck is bad, aggro is bad, older decks just need to be updated to handle aggro. Red Purple is already running rafiki/lumiere and curbsmashing aggro, Steel/Anything dumpsters this aggro list too. Daisy is bad and gives your opponent cards for 2/4 lore at best against anyone competent with a good deck. This game is not magic, just because goblin guide was good doesnt mean daisy is. Its the nature of the archtype, nothin else to it.
Who hurt you?
The whole point of Aggro is to win by turn 5....giving your opponent cards isnt an issue...also, all decks are good and bad against certain matchups dependent on what cards you draw. Who cares about slob on my goblin and whatever nonsense that you're rattling off. daisy is the best 1 drop to date and there is no denying that.
@@Jrose1227 it is an issue because giving your opponents cards is giving them more options and outs. I brought up goblin guide because it's the comparison that all competitive players are basically making because 99% of competitive players are ex magic players. I can tell by your response that you don't frequent table one or top cuts so just stay in your land and keep getting your league points bud.
@@ControlFreak11 it allows your opponents to draw more options and outs to ANSWER YOUR ONE DROP. That’s the whole point, the one drop is creating momentum and is sticky on the board. Who cares if they draw cards, the game is over in 4 more turns. They literally cannot spend the ink fast enough. I can tell by your response you don’t understand that cards in hand don’t matter at all when the game is over.
Your rafiki isn’t cutting it without the lumiere follow up. That means your opponent has 2 answers in hand to begin with. If they don’t have exactly those two, your daisy starts popping off. And if they do, they only conditionally drew 1 card. That isn’t going to end the game for you as the aggro player. It’s about flooding the board.
If you got passed the hump, and slowed aggro down. They weren’t winning anyways. That’s why Daisy is good. It’s not about your opponent having extra answers, it’s that you have a sticky 2 lore option down on field immediately. If it gets removed, so would every other 1 drop and you (as the aggro player) lost anyways.