Will you finally quit the thread too, then?
lmao, you're still fucking anally devastated, only appearing every few pages to lash out at the great phage who still dominates your mind. I love it. Kid, if I actually left this thread, you would have nothing to do here except randomly link an article about how "hearthstone is casual!!" or whatever. You desperately need me.:mrpresident:
Last I recall I said 'go for it.'
Your insecurity is endearing as always.
And you still can't take a joke. That's unfortunate, back to pretending you don't exist I guess. Poor guy
lol fel reaver sounds terrible in a combo deck
I mean this earnestly and without trying to sound mean: that's because you aren't thinking about the deck properly. Fast Druid wants to consistently apply pressure so you can finish the game on turn 9; preferably sooner if possible. This isn't Taunt druid - if you go to fatigue, Fast Druid will have already lost vs something like CW/Freeze/Mill/etc. Fel Reaver is almost always a 2 or 3 for 1 that your opponent will scramble to kill - the downside is you lose 6-9 cards from your deck - this doesn't matter because your gameplan is to finish the match fairly quickly. The only card that is very good against Fel Reaver is BGH, and nobody runs that anymore except for other Druids, and a tech choice for CW/Handlock.
When you throw down a Fel Reaver versus Patron Warrior for example, they are completely boned unless they have the execute ready. In the event they do have an execute, they're still throwing something at your FR (either a guy, or an inner rage) then executing: still netting you a 2 for 1. This also means they're down an execute for Brother Bear, Dr. Boom and Ragnaros.
Ragnaros in particular pairs very well with Fel Reaver. Both are large threats that apply a lot of pressure. Both are immediate "must remove" targets that your opponent will throw everything at. It was not uncommon for my opponent to blow his load killing Fel Reaver, then when Ragnaros came down, he had nothing to deal with it.
As for the milling aspect: you have to be emotionally in control when you play Fel Reaver. This is a huge thing in any card game with milling - the mental minigame of understanding that the cards you lost from milling don't matter (unless you have graveyard interactions). Just pretend they were from the bottom of the deck. The only time it matters is if you go to actual fatigue, which you won't if you were going to win the game anyways.
All of these reasons are why cards such as Zombie Chow, Cenarius, Sylvanas, Belcher, Sunwalker, and Drake are all bad in Fast Druid. Every card in the Fast Druid list there will either apply pressure, cause a large tempo swing, or deal a lot of damage. (Wrath and wild growth being the exceptions: they're just too good) Conversely, those cards I said were bad in Fast Druid are all fantastic in Taunt Druid, which is a very different deck. Taunt Druid is usually winning the game at like turn 14 or so, and it does so by slowly grinding out the opponent.