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Author Topic: Critique a Deck:  (Read 26398 times)

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Galzria

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Critique a Deck:
« on: December 10, 2014, 01:42:11 pm »
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A thread to post your decks/ideas and get constructive criticism before running it out in constructed play!
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

Galzria

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Re: Critique a Deck:
« Reply #1 on: December 10, 2014, 02:20:49 pm »
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My current Warrior Deck:

Warrior Deck, Hearthspwn

There are a handful of changes I know I want to make, but I just don't have the cards for it. Overall, it's been a fun play though. Thoughts?
« Last Edit: December 10, 2014, 02:21:51 pm by Galzria »
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

Jorbles

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Re: Critique a Deck:
« Reply #2 on: December 10, 2014, 02:33:23 pm »
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My current Warrior Deck:

Warrior Deck, Hearthspwn

There are a handful of changes I know I want to make, but I just don't have the cards for it. Overall, it's been a fun play though. Thoughts?

Arcanite Reapers are better at killing Sludge Belchers than Argent Commanders. Also this deck needs more Shield Slams. You've got many ways to gain armour and you don't have the amazing combo card for all those ways.
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Jorbles

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Re: Critique a Deck:
« Reply #3 on: December 10, 2014, 02:36:30 pm »
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My current Warrior Deck:

Warrior Deck, Hearthspwn

There are a handful of changes I know I want to make, but I just don't have the cards for it. Overall, it's been a fun play though. Thoughts?

Arcanite Reapers are better at killing Sludge Belchers than Argent Commanders. Also this deck needs more Shield Slams. You've got many ways to gain armour and you don't have the amazing combo card for all those ways.

Also as a general observation I think this deck is somewhere between Control and Aggro and could maybe be strengthened by going more into one direction or the other?
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HiveMindEmulator

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Re: Critique a Deck:
« Reply #4 on: December 10, 2014, 02:37:38 pm »
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My current Warrior Deck:

Warrior Deck, Hearthspwn

There are a handful of changes I know I want to make, but I just don't have the cards for it. Overall, it's been a fun play though. Thoughts?

It looks like Iron Juggernaut is just there because you just opened it. It doesn't really go with this kind of deck, which otherwise looks more aggressive. Iron Juggernaut wants to be in more of a sustain deck that is pushing toward fatigue, where you get that extra 10 damage.

Also there is no reason to ever not have 2x Fiery War Axe in a Warrior deck. Ever. And you probably want 2x Death's Bite too.
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popsofctown

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Re: Critique a Deck:
« Reply #5 on: December 10, 2014, 02:52:51 pm »
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Also there is no reason to ever not have 2x Fiery War Axe in a Warrior deck. Ever.
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Galzria

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Re: Critique a Deck:
« Reply #6 on: December 10, 2014, 03:13:22 pm »
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Also there is no reason to ever not have 2x Fiery War Axe in a Warrior deck. Ever.

I actually did have 2 of both, pulling them recently to flavor towards Armor (Shieldblock wasn't in the deck at all). When I put in Siege Engine I rearranged those.

It's originally built towards a Tempo model. Staying competitive in board control early, with burst late.

The addition of Iron J was with the idea of switching to a more "armory" theme and making the game last longer, while losing some burst of aggressiveness. I'm not sure the overall change is for the better, but thought I would give it a try.
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

Galzria

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Re: Critique a Deck:
« Reply #7 on: December 10, 2014, 03:17:14 pm »
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My current Warrior Deck:

Warrior Deck, Hearthspwn

There are a handful of changes I know I want to make, but I just don't have the cards for it. Overall, it's been a fun play though. Thoughts?

Arcanite Reapers are better at killing Sludge Belchers than Argent Commanders. Also this deck needs more Shield Slams. You've got many ways to gain armour and you don't have the amazing combo card for all those ways.

Originally I had 4 Weapons already. 2 more would've eaten up my deck. Having pulled one each of my original weapons, maybe you're right. I could flip Commanders for Reapers.

The spin to an armor deck is a new one for me here. Shield Slams are nice, but I couldn't make up my mind on what to sacrifice to get them.
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

Jorbles

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Re: Critique a Deck:
« Reply #8 on: December 10, 2014, 03:36:29 pm »
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To add to the thread here's my MechaMage deck (from memory). I don't have all the cards I want for this deck yet, but I'd appreciate some advice on how to improve it.

2 x Clockwork Gnome
1 x Arcane Missiles
2 x Frostbolt
2 x Annoy-o-Tron
1 x Explosive Sheep
1 x Snowchugger
2 x Harvest Golem
1 x Soot Spewer
2 x Tinkertown Technician
2 x Fireball
2 x Polymorph
2 x Goblin Blastmage
2 x Mechanical Yeti
2 x Water Elemental
1 x Antique Healbot
1 x Blizzard
1 x Cairne
1 x Gelbin Mekkatorque
1 x Archmage Antonidas
1 x Troggzor the Earthinator

Currently this deck has two main synergies:
1) Antonidas + Spare Parts is amazing. Usually gets 1 or 2 Fireballs out of it on the turn he's played.
2) Goblin Blastmage + Mechs is great.
Things I'd make room for are Unstable Portals, another Snowchugger, Spider Tanks and Piloted Shredder. Not sure exactly what to replace though. Water Elementals? Soot Spewer? Annoy-o-Tron? Gelbin (probably Gelbin)?
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Galzria

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Re: Critique a Deck:
« Reply #9 on: December 10, 2014, 06:04:45 pm »
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This is actually my current "favorite to play" deck:

Hunter:

2 x Hunter's Mark
2 x Leper Gnome
2 x Undertaker
2 x Explosive Trap
2 x Snake Trap
2 x Haunted Creeper
1 x Loot Hoarder
2 x Mad Scientist
2 x Steamwheedle Sniper
2 x Eaglehorn Bow
2 x Animal Companion
2 x Kill Command
1 x King of Beasts
1 x Leeroy Jenkins
2 x Sludge Belcher
2 x Savannah Highmane
1 x Gahz'rilla

Logged
Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

nkirbit

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Re: Critique a Deck:
« Reply #10 on: December 10, 2014, 06:14:04 pm »
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To add to the thread here's my MechaMage deck (from memory). I don't have all the cards I want for this deck yet, but I'd appreciate some advice on how to improve it.

2 x Clockwork Gnome
1 x Arcane Missiles
2 x Frostbolt
2 x Annoy-o-Tron
1 x Explosive Sheep
1 x Snowchugger
2 x Harvest Golem
1 x Soot Spewer
2 x Tinkertown Technician
2 x Fireball
2 x Polymorph
2 x Goblin Blastmage
2 x Mechanical Yeti
2 x Water Elemental
1 x Antique Healbot
1 x Blizzard
1 x Cairne
1 x Gelbin Mekkatorque
1 x Archmage Antonidas
1 x Troggzor the Earthinator

Currently this deck has two main synergies:
1) Antonidas + Spare Parts is amazing. Usually gets 1 or 2 Fireballs out of it on the turn he's played.
2) Goblin Blastmage + Mechs is great.
Things I'd make room for are Unstable Portals, another Snowchugger, Spider Tanks and Piloted Shredder. Not sure exactly what to replace though. Water Elementals? Soot Spewer? Annoy-o-Tron? Gelbin (probably Gelbin)?

This deck is sort of in a weird place to me.  It looks like you have a lot of mech synergies.. but aren't all in on them.  Tinkertown Technician doesn't actually seem that strong in this deck.. You play him because you want a 4/4 for 3 mana, yet the only mechs you have that come down before him are Clockwork Gnome, Annoy-o-Tron, and 1 Snowchugger, and I don't think that 5 early mechs are enough to support Tinkertown (I'm not sure on this, since I haven't played much with mech cards yet.. but that's just my inclination).  I would look to either move more in a mech direction, playing the second snowchugger, and cards like micro machine and mechwarper, or don't play tinkertown.
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Galzria

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Re: Critique a Deck:
« Reply #11 on: December 10, 2014, 06:14:31 pm »
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I want another KoB, but I'm not sure where I'll put him.
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

Jorbles

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Re: Critique a Deck:
« Reply #12 on: December 10, 2014, 08:14:06 pm »
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To add to the thread here's my MechaMage deck (from memory). I don't have all the cards I want for this deck yet, but I'd appreciate some advice on how to improve it.

2 x Clockwork Gnome
1 x Arcane Missiles
2 x Frostbolt
2 x Annoy-o-Tron
1 x Explosive Sheep
1 x Snowchugger
2 x Harvest Golem
1 x Soot Spewer
2 x Tinkertown Technician
2 x Fireball
2 x Polymorph
2 x Goblin Blastmage
2 x Mechanical Yeti
2 x Water Elemental
1 x Antique Healbot
1 x Blizzard
1 x Cairne
1 x Gelbin Mekkatorque
1 x Archmage Antonidas
1 x Troggzor the Earthinator

Currently this deck has two main synergies:
1) Antonidas + Spare Parts is amazing. Usually gets 1 or 2 Fireballs out of it on the turn he's played.
2) Goblin Blastmage + Mechs is great.
Things I'd make room for are Unstable Portals, another Snowchugger, Spider Tanks and Piloted Shredder. Not sure exactly what to replace though. Water Elementals? Soot Spewer? Annoy-o-Tron? Gelbin (probably Gelbin)?

This deck is sort of in a weird place to me.  It looks like you have a lot of mech synergies.. but aren't all in on them.  Tinkertown Technician doesn't actually seem that strong in this deck.. You play him because you want a 4/4 for 3 mana, yet the only mechs you have that come down before him are Clockwork Gnome, Annoy-o-Tron, and 1 Snowchugger, and I don't think that 5 early mechs are enough to support Tinkertown (I'm not sure on this, since I haven't played much with mech cards yet.. but that's just my inclination).  I would look to either move more in a mech direction, playing the second snowchugger, and cards like micro machine and mechwarper, or don't play tinkertown.

Yeah, it's definitely in weird place right now. There's enough Mechs for TT at this point, though I'll eventually add a second Snowchugger. Don't have one yet. I do have a single Mech Warper, but haven't found it as useful as some of the other Mechs, but I've been unimpressed with Soot Spewer so maybe I'll trade that out. Something that helps with TT is that I have the option 50% of the time of coining Harvest or Soot Spewer out and get him out as the second followup 3 drop. Plus there's enough mechs that if I draw him later he usually gets to activate anyways. The non-mech synergizing things are what I'm questioning right now. Not sure if being a good card is good enough without any deck synergy. Gelbin, Water Elemental, Cairne, Troggzor and Arcane are probably what I'm least sure of, but couldn't think of what else to include.
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Kirian

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Re: Critique a Deck:
« Reply #13 on: December 11, 2014, 11:11:35 am »
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I'm considering something like this:

http://www.hearthhead.com/deck=83352/heavy-ramp-druid

It's based somewhat on Kibler's "Dragonmaster" deck, just without all of the dragons, because I only have one of them.

At some point I will craft a legendary, and replace the Faceless or one of the Azure Drakes with it.  At this point I'm thinking Cairne or Troggzor are going to be the main ways to go.

Note that this deck mulligans hard to get at least one of Innervate or Wild Growth in the opening hand.
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Jorbles

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Re: Critique a Deck:
« Reply #14 on: December 11, 2014, 01:14:25 pm »
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You know what I discovered was actually weirdly good in ramp druid? Mana Wraith, you have very few cards to play early that are minions and it completely messes with your opponents curve, it slows them down until you can play a big card every turn. It gives you a bit more starting options too, which I find is the hardest part of ramp. Weblord might fill a similar place though you have to be careful not to have too many battlecries.
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markusin

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Re: Critique a Deck:
« Reply #15 on: December 11, 2014, 02:19:50 pm »
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You know what I discovered was actually weirdly good in ramp druid? Mana Wraith, you have very few cards to play early that are minions and it completely messes with your opponents curve, it slows them down until you can play a big card every turn. It gives you a bit more starting options too, which I find is the hardest part of ramp. Weblord might fill a similar place though you have to be careful not to have too many battlecries.
I actually have a Mana Wraith in my Quest Druid deck. It's hard to really feel the damage it does to your opponent without seeing your opponent's hand.
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EgorK

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Re: Critique a Deck:
« Reply #16 on: December 11, 2014, 06:15:05 pm »
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So, my take on Agro mech mage:

2x Clockwork Gnome
2x Leper Gnome
2x Mana Wyrm
2x Undertaker
2x Frostbolt
1x Unstable Portal
1x Bloodmage Thalnos
2x Loot Hoarder
2x Mechwarper
2x Snowchugger
2x Harvest Golem
2x Tinkertown Technician
2x Fireball
2x Goblin Blastmage
2x Jeeves
2x Piloted Shredder

So unstable portal is a little bit odd here, but I just ran off of low cost sinergies (I do not like micromachine). Probably should be replaced with owl, but situational cards are not that good in agro?

So far 25-7 and I am now at rank 6
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Kirian

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Re: Critique a Deck:
« Reply #17 on: December 11, 2014, 09:17:27 pm »
0

To add to the thread here's my MechaMage deck (from memory). I don't have all the cards I want for this deck yet, but I'd appreciate some advice on how to improve it.

2 x Clockwork Gnome
1 x Arcane Missiles
2 x Frostbolt
2 x Annoy-o-Tron
1 x Explosive Sheep
1 x Snowchugger
2 x Harvest Golem
1 x Soot Spewer
2 x Tinkertown Technician
2 x Fireball
2 x Polymorph
2 x Goblin Blastmage
2 x Mechanical Yeti
2 x Water Elemental
1 x Antique Healbot
1 x Blizzard
1 x Cairne
1 x Gelbin Mekkatorque
1 x Archmage Antonidas
1 x Troggzor the Earthinator

Currently this deck has two main synergies:
1) Antonidas + Spare Parts is amazing. Usually gets 1 or 2 Fireballs out of it on the turn he's played.
2) Goblin Blastmage + Mechs is great.
Things I'd make room for are Unstable Portals, another Snowchugger, Spider Tanks and Piloted Shredder. Not sure exactly what to replace though. Water Elementals? Soot Spewer? Annoy-o-Tron? Gelbin (probably Gelbin)?

This deck is sort of in a weird place to me.  It looks like you have a lot of mech synergies.. but aren't all in on them.  Tinkertown Technician doesn't actually seem that strong in this deck.. You play him because you want a 4/4 for 3 mana, yet the only mechs you have that come down before him are Clockwork Gnome, Annoy-o-Tron, and 1 Snowchugger, and I don't think that 5 early mechs are enough to support Tinkertown (I'm not sure on this, since I haven't played much with mech cards yet.. but that's just my inclination).  I would look to either move more in a mech direction, playing the second snowchugger, and cards like micro machine and mechwarper, or don't play tinkertown.

Yeah, it's definitely in weird place right now. There's enough Mechs for TT at this point, though I'll eventually add a second Snowchugger. Don't have one yet. I do have a single Mech Warper, but haven't found it as useful as some of the other Mechs, but I've been unimpressed with Soot Spewer so maybe I'll trade that out. Something that helps with TT is that I have the option 50% of the time of coining Harvest or Soot Spewer out and get him out as the second followup 3 drop. Plus there's enough mechs that if I draw him later he usually gets to activate anyways. The non-mech synergizing things are what I'm questioning right now. Not sure if being a good card is good enough without any deck synergy. Gelbin, Water Elemental, Cairne, Troggzor and Arcane are probably what I'm least sure of, but couldn't think of what else to include.

No Flamecannon?  I've gotten smacked around by that in Arena so many times now.  Perhaps it wouldn't be as good in constructed though.
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Jorbles

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Re: Critique a Deck:
« Reply #18 on: December 12, 2014, 12:29:50 pm »
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Quote
snip
No Flamecannon?  I've gotten smacked around by that in Arena so many times now.  Perhaps it wouldn't be as good in constructed though.

I personally don't think it's as good in constructed as Frostbolt. It can't hit face and it can betray you when you need to coin flip (or worse odds) to work out what it hits. I think situationally against some types of decks it might be better against ones that run key 4 health minions (Gadgetzan decks are the main argument for running Flame Cannon I think). I think it would be overkill to run both, and I prefer Frostbolt, which can usually accomplish what you want Flame Cannon for (removal), but can also do a bit more: freeze things, hit face, hit what you want it to hit.
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markusin

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Re: Critique a Deck:
« Reply #19 on: December 12, 2014, 01:56:30 pm »
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Quote
snip
No Flamecannon?  I've gotten smacked around by that in Arena so many times now.  Perhaps it wouldn't be as good in constructed though.

I personally don't think it's as good in constructed as Frostbolt. It can't hit face and it can betray you when you need to coin flip (or worse odds) to work out what it hits. I think situationally against some types of decks it might be better against ones that run key 4 health minions (Gadgetzan decks are the main argument for running Flame Cannon I think). I think it would be overkill to run both, and I prefer Frostbolt, which can usually accomplish what you want Flame Cannon for (removal), but can also do a bit more: freeze things, hit face, hit what you want it to hit.
You'll want Flamecannon if you start seeing a lot of Spider Tanks, Tinkertown Technicians, and Mechanical Yetis. It's a card that's a lot more important against the new cards.
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markusin

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Re: Critique a Deck:
« Reply #20 on: December 13, 2014, 11:42:04 am »
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So in the Expansion Speculation thread, I posted how I wanted to make a deck similar to Trump's Jeeves deck, but for Shaman. I tried it out, at it doesn't work out well because you just run out of steam if you don't draw Jeeves. I guess Mage has a better time stalling with the Mage's cheap spells (cast at 0 when Sorceror's Apprentice is out).

So the deck needed a backup plan in case Jeeves isn't drawn or dies too early. Well hey, Warlock has its hero power, and the deck I was trying to build does not depend on class cards. So here's my take on the Warlock variant:

http://www.hearthpwn.com/decks/140204-jeeves-zoo

With this deck, you still have the hero power draw engine even without Jeeves. Plus, Jeeves lets you draw back up quickly after playing Doomguard.

I'm not sold on the Voidwalkers. They're solid taunts and get boosted by Hobgoblin, but maybe there's better. I'd put in Bloodmage Thalnos if I had the card. What's cool about Hobgoblin in that you can kinda cheat by boosting  Cogmaster and Micromachine. Still an experiment though, as is the Enhance-o.
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Galzria

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Re: Critique a Deck:
« Reply #21 on: December 13, 2014, 12:37:31 pm »
0

So in the Expansion Speculation thread, I posted how I wanted to make a deck similar to Trump's Jeeves deck, but for Shaman. I tried it out, at it doesn't work out well because you just run out of steam if you don't draw Jeeves. I guess Mage has a better time stalling with the Mage's cheap spells (cast at 0 when Sorceror's Apprentice is out).

So the deck needed a backup plan in case Jeeves isn't drawn or dies too early. Well hey, Warlock has its hero power, and the deck I was trying to build does not depend on class cards. So here's my take on the Warlock variant:

http://www.hearthpwn.com/decks/140204-jeeves-zoo

With this deck, you still have the hero power draw engine even without Jeeves. Plus, Jeeves lets you draw back up quickly after playing Doomguard.

I'm not sold on the Voidwalkers. They're solid taunts and get boosted by Hobgoblin, but maybe there's better. I'd put in Bloodmage Thalnos if I had the card. What's cool about Hobgoblin in that you can kinda cheat by boosting  Cogmaster and Micromachine. Still an experiment though, as is the Enhance-o.

Haha, I played a double-Jeeves, double Mana Tide just for fun, and found I was consistently hitting Fatigue before T10. I just couldn't do enough damage to face while controlling the board in the process. I never really tinkered with it much, but it was fun to play.
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Re: Critique a Deck:
« Reply #22 on: December 13, 2014, 01:42:21 pm »
0

So in the Expansion Speculation thread, I posted how I wanted to make a deck similar to Trump's Jeeves deck, but for Shaman. I tried it out, at it doesn't work out well because you just run out of steam if you don't draw Jeeves. I guess Mage has a better time stalling with the Mage's cheap spells (cast at 0 when Sorceror's Apprentice is out).

So the deck needed a backup plan in case Jeeves isn't drawn or dies too early. Well hey, Warlock has its hero power, and the deck I was trying to build does not depend on class cards. So here's my take on the Warlock variant:

http://www.hearthpwn.com/decks/140204-jeeves-zoo

With this deck, you still have the hero power draw engine even without Jeeves. Plus, Jeeves lets you draw back up quickly after playing Doomguard.

I'm not sold on the Voidwalkers. They're solid taunts and get boosted by Hobgoblin, but maybe there's better. I'd put in Bloodmage Thalnos if I had the card. What's cool about Hobgoblin in that you can kinda cheat by boosting  Cogmaster and Micromachine. Still an experiment though, as is the Enhance-o.

Haha, I played a double-Jeeves, double Mana Tide just for fun, and found I was consistently hitting Fatigue before T10. I just couldn't do enough damage to face while controlling the board in the process. I never really tinkered with it much, but it was fun to play.
Yeah you can only do so much with cheap stat minions. In theory, Shaman can do lots of damage with Zap-o, but you really need to follow up with bigger minions.

The deck I'm trying shows some promise, and at the very least loads of fun. I managed to beat a handlock player with it, but only because my opponent didn't draw Shadowflame. Maybe I should try to fit an Ironbeak Owl in there, but I'd rather not if I can avoid it. Hobgoblin cool because you can play it with 1-mana minions to boost them into minions whose stats are worth 3-4 mana and which can be buffed further. Undertaker and Cogmaster are nice targets. Jeeves is too, but it's harder to pull off. With Mechwarper, the 2-drop mechs cost 1 mana, so that helps too. The big fear is Giant AoE like Flamestrike and Shadowflame, but at least Warlock has a fighting chance after that due to the hero power.

I feel that Enhance-o's randomness holds it back considerably. Against little to no taunt, you probably want lots of windfury to wreck your opponent's face. Against quality taunts like Sludge Belcher and Druid of the Claw, you probably want divine shield to minimize damage. Divine shield is still all around useful because it protects your minions from AoE. With a super aggro deck, you don't really want to roll taunt at all. Taunt doesn't do anything for you the turn Enhance-o is played. That's a problem when you always have to worry about AoE.
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Re: Critique a Deck:
« Reply #23 on: December 13, 2014, 06:53:04 pm »
0

So in the Expansion Speculation thread, I posted how I wanted to make a deck similar to Trump's Jeeves deck, but for Shaman. I tried it out, at it doesn't work out well because you just run out of steam if you don't draw Jeeves. I guess Mage has a better time stalling with the Mage's cheap spells (cast at 0 when Sorceror's Apprentice is out).

So the deck needed a backup plan in case Jeeves isn't drawn or dies too early. Well hey, Warlock has its hero power, and the deck I was trying to build does not depend on class cards. So here's my take on the Warlock variant:

http://www.hearthpwn.com/decks/140204-jeeves-zoo

With this deck, you still have the hero power draw engine even without Jeeves. Plus, Jeeves lets you draw back up quickly after playing Doomguard.

I'm not sold on the Voidwalkers. They're solid taunts and get boosted by Hobgoblin, but maybe there's better. I'd put in Bloodmage Thalnos if I had the card. What's cool about Hobgoblin in that you can kinda cheat by boosting  Cogmaster and Micromachine. Still an experiment though, as is the Enhance-o.
Well this deck is performing very well so far. I'm just afraid to ladder with it, because then it will be harder to complete my quests for my weak classes.
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Re: Critique a Deck:
« Reply #24 on: December 14, 2014, 09:14:53 am »
+1

So in the Expansion Speculation thread, I posted how I wanted to make a deck similar to Trump's Jeeves deck, but for Shaman. I tried it out, at it doesn't work out well because you just run out of steam if you don't draw Jeeves. I guess Mage has a better time stalling with the Mage's cheap spells (cast at 0 when Sorceror's Apprentice is out).

So the deck needed a backup plan in case Jeeves isn't drawn or dies too early. Well hey, Warlock has its hero power, and the deck I was trying to build does not depend on class cards. So here's my take on the Warlock variant:

http://www.hearthpwn.com/decks/140204-jeeves-zoo

With this deck, you still have the hero power draw engine even without Jeeves. Plus, Jeeves lets you draw back up quickly after playing Doomguard.

I'm not sold on the Voidwalkers. They're solid taunts and get boosted by Hobgoblin, but maybe there's better. I'd put in Bloodmage Thalnos if I had the card. What's cool about Hobgoblin in that you can kinda cheat by boosting  Cogmaster and Micromachine. Still an experiment though, as is the Enhance-o.
Well this deck is performing very well so far. I'm just afraid to ladder with it, because then it will be harder to complete my quests for my weak classes.

Do quests in casual and ladder with a ladder deck?
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markusin

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Re: Critique a Deck:
« Reply #25 on: December 14, 2014, 10:21:31 am »
0

So in the Expansion Speculation thread, I posted how I wanted to make a deck similar to Trump's Jeeves deck, but for Shaman. I tried it out, at it doesn't work out well because you just run out of steam if you don't draw Jeeves. I guess Mage has a better time stalling with the Mage's cheap spells (cast at 0 when Sorceror's Apprentice is out).

So the deck needed a backup plan in case Jeeves isn't drawn or dies too early. Well hey, Warlock has its hero power, and the deck I was trying to build does not depend on class cards. So here's my take on the Warlock variant:

http://www.hearthpwn.com/decks/140204-jeeves-zoo

With this deck, you still have the hero power draw engine even without Jeeves. Plus, Jeeves lets you draw back up quickly after playing Doomguard.

I'm not sold on the Voidwalkers. They're solid taunts and get boosted by Hobgoblin, but maybe there's better. I'd put in Bloodmage Thalnos if I had the card. What's cool about Hobgoblin in that you can kinda cheat by boosting  Cogmaster and Micromachine. Still an experiment though, as is the Enhance-o.
Well this deck is performing very well so far. I'm just afraid to ladder with it, because then it will be harder to complete my quests for my weak classes.

Do quests in casual and ladder with a ladder deck?
But in casual you can get really good decks doing the same. On play mode you can be sure that players at rank 16-17 will usually have weaker decks.
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Twistedarcher

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Re: Critique a Deck:
« Reply #26 on: December 15, 2014, 10:41:03 pm »
0

2x Earth Shock
2x Lightning Bolt
1x Rockbiter Weapon
2x Zombie Chow
1x Bloodmage Thalnos
2x Flametongue Totem
1x Unstable Ghoul
2x Feral Spirit
2x Hex
1x Lava Burst
2x Lightning Storm
2x Earthen Ring Farseer
1x Antique Healbot
2x Azure Drake
1x Loatheb
2x Sludge Belcher
2x Fire Elemental
1x Al Akir
1x Ragnaros

I've been having fun with this deck. It's been doing really well against Hunter, pretty well against control warrior (though I think the people at around rank 10 aren't playing it very optimally), but it struggles against zoo and Druid and gets demolished by control priest.

I was running Mana Tide Totems before, but took them out since I was struggling more with aggro decks than control decks. I've been thinking about adding one back in, though.

Lava burst has been okay but I could take it out -- flametongue totem can be hit or miss sometimes, too. I'm debating replacing Loatheb and especially Al'Akir with other legendaries. The deck isn't bursty at all, it's very, very heavy control and the games I win usually get close to fatigue.

Legendaries I'd consider adding are Sylvanas, Dr. Boom, and Black Knight. Any thoughts/suggestions?
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Re: Critique a Deck:
« Reply #27 on: December 16, 2014, 04:14:32 am »
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Why Lava Burst rather than Crackle? General consensus seems to be that Crackle is just better.
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Re: Critique a Deck:
« Reply #28 on: December 16, 2014, 11:54:07 am »
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It can consistently kill a sludge belcher, which a crackle can't always do. Also better against innervate/yeti. I haven't tried using crackles, though.
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Re: Critique a Deck:
« Reply #29 on: December 16, 2014, 12:04:33 pm »
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It can consistently kill a sludge belcher, which a crackle can't always do. Also better against innervate/yeti. I haven't tried using crackles, though.
Spending 5 mana and a card to kill PART of a creature that costs 5 mana and a card is rather defeatist play.  You shouldn't be looking to make that play, Sludge Belcher is best killed with minions.
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Re: Critique a Deck:
« Reply #30 on: December 16, 2014, 12:59:50 pm »
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Rockbiter is generally better than Lightning Bolt because it costs less mana and can combo with your Al'Akir. I'm wondering why you're running only 1 Rockbiter but 2 Lightning Bolts, especially since you don't have Unbounds. Also I think Crackle is better than Lightning Bolt as well. Seems like 2x Rockbiter 2x Crackle just covers your bases better than 1x Rockbiter 2x Lightning 1x Lava.

Also your Flametongue is probably having trouble because you're not running anything sticky. No Creeper or Harvest Golem or Squire. I think Creepers are almost a must-have for Shaman. Either that or just lose one of your Flametongues for a weapon. You have tons of heal, so you might as well have a weapon.

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KingZog3

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Re: Critique a Deck:
« Reply #31 on: December 16, 2014, 02:31:10 pm »
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I've played a lot of Shaman, and Crackle is better for sure. The only advantage lighting bolts has is that it's 1 mana on the turn you play it, so you can more easily squeeze it into a larger play. Also Creeper is amazing, I can't imagine playing my Shaman decks without them. Rockbiters as well. Lava Burst isn't great, and Crackle beats almost always.

I've never been impressed with the Shaman weapons. Stormforge Axe is great in arena, but doesn't so a lot in constructed, especially now with all the sticky minions and the 2/3's from GvG. and Doomhammer is similar. Sure it combos for a nice finisher, but so often you use the rockibters to clear the board that you rarely get to combo for that burst finish.
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Re: Critique a Deck:
« Reply #32 on: December 16, 2014, 06:10:26 pm »
0

I'm looking for updates/upgrades to my Pirates! Warrior deck.  Here's the current iteration (expected -- I don't have the second cannon yet):

Quote
Upgrade! x2
Southsea Deckhand x2

Fiery War Axe x2
Heroic Strike x2
Bloodsail Raider x2
Captain's Parrot x2
Ship's Cannon x2

Ogre's Warmaul x2
Shield Block x2
Southsea Captain x2

Arathi Weaponsmith x2
Dread Corsair x2
Kor'kron Elite x2

Arcanite Reaper x2
Captain Greenskin
Leeroy Jenkins

Issues:

--I'm not convinced the Southsea Deckhands are the best option at 1 mana, given if I'm dropping it early the Charge has no effect and if I'm dropping it late it sucks.
--Do I need Heroic Strike?  It's removal on demand, it can add to a game ending turn, etc.  I usually toss it from the starting hand.
--If I drop Deckhands, are Southsea Captains even less important?
--Is there a better option than Weaponsmith?

I'm thinking Grommash would be helpful, but too slow.  I don't own him anyway.  I went with Warmauls over Death's Bites because it comes out a turn earlier and weapons are there to combo with the Pirates anyway.

If I drop too many pirates, it's not really a pirate deck anymore.  I mean, it's a face warrior with pirate subtheme anyway, but it's fun anyway.

I currently have a single Mortal Strike in place of the missing Cannon.
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popsofctown

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Re: Critique a Deck:
« Reply #33 on: December 16, 2014, 10:55:48 pm »
0

2x Hunter's Mark
2x Undertaker
2x Webspinner
1x Glaivezooka
2x Feign Death
2x Freezing Trap
1x Snipe  *****
2x Haunted Creeper
2x Loot Hoarder
2x Mad Scientist
1x Deadly Shot  ******
2x Kill Command
1x Baron Rivendare *****
2x Piloted Shredder
2x Sludge Belcher
1x Savannah Highmane ******
1x Sylvanas Windrunner ******
1x Dr. Boom
1x Sneed's Old Shredder ******


Here's my Feign Death aggro-control.  It's the highest winrate deck out of things I've brewed and might actually win me more games than cut and pastey control Warrior although I can't be entirely sure.  The asterisk's are things that I could possibly take out of the deck, the other stuff seems necessary to the archetype to me.

I like to call it aggro-control instead of midrange because it is a weird mixture of just beating down aggressively and screwing up what your opponent is trying to do such that they can't do anything.  Against aggro you can mull for the aggressive stuff, use Hunter's Mark as a backstab, and just gain board position and not have to give it back, using Feign Death for very little value.  It's pretty aggro or midrangey in those cases.  Against control decks you can go to a lot of effort to Hunter's Mark big things and force really relevant stuff to get caught up in freezing trap, and also stall play out so much that you can get a wombo combo off feign death. 

Deadly shot represents a sentiment that I seem to need another 3 drop but I don't know what.  Maybe Deadly Shot is the best thing to put there, but with 5 removal cards that ignore target's health and Scientist pulling 2 of those out more frequently it seems like an unnecessary amount of spot removal.  Harvest Golem is obviously a deathrattle buddy but he doesn't gel with the deck right at all, 3 mana 2/1 would be the worst Feign Death efficiency of any card in the deck and a 2/3 provides poke which I have in spades, I need something that kills Acolyte for only 1 draw or cooperates with other minions to take down Tinkertown better.  So what I'm saying is I'd probably rather take a non-deathrattle 3 drop than take Harvest Golem
Baron I just threw in, we'll see how he goes.  I felt like he deserved a chance but seems pretty more winnish.

The six drops are tough. Sylvanas does some things no one else can do against control.  Highmane is crazy and I kinda feel bad for running only one.  Cutting a Sneed for an additional highmane is probably correct but he's sneed and he's golden... and I'm not entirely sure three six drops is the right move even if it's highmane.
Snipe should maybe switch over to Explosive Trap, I wouldn't run 2 nonfreezing traps though, I run the bare minimum to keep scientist mostly consistent.

Are there any awesome cards I'm missing?  Eaglehorn seems dubious because if you actually play this deck out it can command so much board control that your Freezing traps take forever to pop.  And it would validate the control Warrior mirror Harrison Jones tech.  I try out 1x Clockwork Gnome but Reversing Switch, Armor Plating, and Finnicky Cloak Field have below average value in a deck that wants your own dudes to die so much.  1x Owl is ok, but I have lots of 2 drops, I wish Owl was a 3 drop, like I might seriously run that as a 3 drop 2/2 if it was so.
Anyone who suggests Tracking I would consider perceptive about the style of this deck, but the card has a tragic interaction with Scientist and few traps
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markusin

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Re: Critique a Deck:
« Reply #34 on: December 18, 2014, 01:48:49 am »
0

^ Are you struggling more against Control or Aggro? Have you thought about Nerubian Egg? Against explosive traps it's a 2 mana 4/4, and against control it can work as anti AOE and has a chance of working with Feign Death. I guess the problem is that your deck has no buff cards other than Glaivezooka, but maybe you can replace snipe and deadly and some other card for egg and another Glaivezooka.

I like Dr. Boom in the deck. He's hard to deal with effectively.
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popsofctown

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Re: Critique a Deck:
« Reply #35 on: December 18, 2014, 01:27:33 pm »
0

I've thought about Egg, but nonhunter aggro is a large amount of my problem so it doesn't seem worth the changes necessary to make it work. 
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Jorbles

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Re: Critique a Deck:
« Reply #36 on: December 18, 2014, 02:10:07 pm »
0

I've thought about Egg, but nonhunter aggro is a large amount of my problem so it doesn't seem worth the changes necessary to make it work.

If non hunter aggro is the problem why not Explosive Trap?
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Jorbles

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Re: Critique a Deck:
« Reply #37 on: December 18, 2014, 02:12:25 pm »
0

I've thought about Egg, but nonhunter aggro is a large amount of my problem so it doesn't seem worth the changes necessary to make it work.

If non hunter aggro is the problem why not Explosive Trap?

Or Multi-Shot or Explosive Shot. AOE is the way to deal with Zoo and other minion heavy aggro decks.
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Jorbles

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Re: Critique a Deck:
« Reply #38 on: December 18, 2014, 02:14:24 pm »
0

I've thought about Egg, but nonhunter aggro is a large amount of my problem so it doesn't seem worth the changes necessary to make it work.

If non hunter aggro is the problem why not Explosive Trap?

Or Multi-Shot or Explosive Shot. AOE is the way to deal with Zoo and other minion heavy aggro decks.

Orrrrr tying into Feign Death, Explosive Sheep.
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popsofctown

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Re: Critique a Deck:
« Reply #39 on: December 18, 2014, 03:03:58 pm »
0

I've thought about Egg, but nonhunter aggro is a large amount of my problem so it doesn't seem worth the changes necessary to make it work.

If non hunter aggro is the problem why not Explosive Trap?
yeah i have actually added that
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Re: Critique a Deck:
« Reply #40 on: January 16, 2015, 08:47:23 pm »
0

I incorporated a lot of your guys advice into my shaman deck, and it's by far my most played deck. Bringing it back here for another round of critiques :)

Current decklist:
x2 Earthshock
x2 Rockbiter Weapon
x2 Zombie Chow
x2 Crackle
x2 Flametongue Totem
x2 Haunted Creeper
x1 Thalnos
x1 Big Game Hunter
x1 Feral Spirit
x2 Hex
x2 Lightning Storm
x1 Antique Healbot
x2 Azure Drake
1x Loatheb
2x Sludge Belcher
2x Fire Elemental
1x Hogger
1x Al'Akir
1x Ragnaros

Additional Thoughts:
I'm definitely crazy for playing Hogger, and should absolutely be playing Dr. Boom or Neptulon in his spot, but I'm irrationally attached to the card. It's so much fun, and when it's good, it's really good. It's weak to AoE clear, but it's useful when I can curve it out against aggro decks, and it's been getting pretty good results.

I should probably add a second feral spirit, but I'm not sure what I should take out. Most of the cards seem pretty essential. Probably the most droppable cards would be either a Fire Elemental or Loatheb.

I could drop Loatheb for another legendary (Sylvanas/Dr Boom/Neptulon)

I've seen some Shaman lists running Defender of Argus in place of Sludge Belcher. I haven't tried it but I think I prefer Sludge Belcher.

Any thoughts, guy? The last edits were definitely helpful to this deck, and I've been having fairly good results with this deck.
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Jorbles

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Re: Critique a Deck:
« Reply #41 on: January 16, 2015, 09:03:23 pm »
+1

Except for Hogger (which you've already explained) that looks like a really solid deck. I don't think a second Feral Spirit is good enough to replace a Fire Elemental, but maybe Loatheb? I'd probably prefer Loatheb unless you felt you were getting run over by aggro all the time.

I think Al Akir is underwhelming personally and would consider putting in Boom, Neptulon or maybe even Troggzor instead.

You could maybe put in Whirling Zap-O-Matics or Unbound Elementals but you'd have to swap some of your other early game stuff out probably, maybe Chow or Creeper? They don't look essential without Undertakers (you could also maybe find home for Undertakers here, but then you'd have to take something else out that doesn't have Deathrattle, maybe swap one in for an Earthshock, not sure). I feel like all those changes are just flavour changes though, done to suit playstyle and make the deck more or less agressive.

(And if you were open to removing Hogger, I'd say put in a Sylvanas if you have her.)
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Re: Critique a Deck:
« Reply #42 on: January 16, 2015, 10:18:58 pm »
+1

Earth Elemental?
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Titandrake

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Re: Critique a Deck:
« Reply #43 on: January 17, 2015, 11:57:05 pm »
+1

If you're seeing Black Knights I wouldn't risk Earth Elemental. Also, BGH.

How much is Thalnos helping you? Without bolts you're down to Earth shock, Crackle, and Storm for spells, and Crackle spell power seems less important. Thalnos is always okay value, but it depends on how much trouble you're having with aggro. If there's a lot of aggro then a 2 drop with larger body would be nicer.

I wouldn't drop a Fire Elemental.

Besides that, it looks really hard to cut anything here.
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Re: Critique a Deck:
« Reply #44 on: January 18, 2015, 08:31:08 pm »
+1

If you're looking for things to cut, I cut an earthshock from my Shaman deck. With BGH, you can afford to just use Hex on something smaller if needed. And then if you only have 1 Earthshock, you don't really need Thalnos that much.

Also Loatheb I don't think is as useful as in a Bloodlust deck. His main use is to stall out one turn for your board to get a little bigger, but that's less critical if you're trying to win with the big legendaries rather than with the totems.

Re: Argus vs Belcher, you should try it for yourself. Argus helps get more value from your totems as it turns them into 1/3s to kill 2/1s.

And Neptulon and Dr. Boom are both better than Rag.
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Re: Critique a Deck:
« Reply #45 on: January 18, 2015, 08:41:56 pm »
+1

I put only one Earth Shock in my Shaman deck, and no Thalnos, no Loatheb, but I also run 2 Healbots in order to counter aggro. But I just got Dr Boom so I'll be putting him in.
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Re: Critique a Deck:
« Reply #46 on: January 19, 2015, 03:34:31 am »
0

So I decided to build somewhat straightforward token druid. Here's my list:

0:
2x Innervate

1:
2x Zombie Chow

2:
2x Wrath

3:
2x Savage Roar
1x Big Game Hunter
2x Harvest Golem
2x Shade of Naxxramas

4:
2x Swipe
2x Defender of Argus
2x Keeper of the Grove
2x Piloted Shredder

5:
2x Druid of the Claw

6:
2x Force of Nature
2x Piloted Sky Golem

7:
2x Ancient of Lore
1x Dr. Boom

While it plays decently at ranks 4-5 (I'll add stats from Track-o-bot when I'll be from my laptop), I'd like to curve it out better. Candidates to replace are Arguses and some of 3 drops. I need some 2-drops probably. Advice?
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Re: Critique a Deck:
« Reply #47 on: January 19, 2015, 04:08:00 am »
0

Egor, I'm not seeing how that's a Token deck at all.  No Violet Teachers or PotW? 
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Re: Critique a Deck:
« Reply #48 on: January 19, 2015, 04:43:20 am »
0

Also confused by no Teacher or Power of the Wild.

I think you need more sticky minions - if you want 2 drops, good candidates are Echoing Ooze, Haunted Creeper, Annoy-o-tron.

Are you trying to make the deck more aggressive or play towards the semi-long game? If it's the latter, I'm not sure if you need the 2nd FoN. If it's the former, you might not want Chow, or maybe cut a Sky Golem.

I recall reading a post by Brian Kibler who says he got good results by swapping Ancient of Lore for Ancient of War in one of his Druid decks. That's still sounds crazy to me, but if you want a more tempo-based deck you could try either cutting a Lore, or change 1 Lore to War to try it out.
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Re: Critique a Deck:
« Reply #49 on: January 19, 2015, 05:53:47 am »
0

Well, I call it token because of win condition which is to have board and kill oponent with burst from FoN/SR. My playstyle with this deck is controlling board until I can put enough threat to be able to go face. I target this to win around turn 9-10.

Chow is great vs hunter and pally. Creeper will fit really well, I'll likely replace 1x shade and 1x Argus for 2x creeper. Putting in AoW is against this deck philosophy as I mostly concede board control around turn 8 to get ready for final burst

I am currently 16-10 with this deck, all of it at ranks 4-5. Class breakdown:
Warrior 2-1
Warlock 2-1
Paladin 6-2
Mage 2-1
Hunter 4-3
Druid 0-2

Hadn't played vs Shaman, Rogue or Priest
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Re: Critique a Deck:
« Reply #50 on: January 19, 2015, 05:57:20 am »
0

Putting in AoW is against this deck philosophy as I mostly concede board control around turn 8 to get ready for final burst

By final burst do you mean FoN + Savage Roar combo? Since AoW buys you the board control you need for a good Savage Roar if they can't deal with it. Maybe for only 1 turn, but if you have stuff out it could be enough. Treat as fatter Loatheb.

If you want the combo finish then AoL is better since it draws you the pieces while giving something that has to be answered.
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EgorK

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Re: Critique a Deck:
« Reply #51 on: January 19, 2015, 06:04:31 am »
0

FoN + SR + whatever tokens are remaining from my deathrattles. Problem with AoW that silence really cripples it. And then it is AoL without 2 cards
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Re: Critique a Deck:
« Reply #52 on: January 19, 2015, 03:33:55 pm »
0

That just sounds like a different type of control deck.

Token is literally a 1/1 minion.  You generally generate them from Violet Teacher (and now Dark Wispers) and buff them with Power of the Wild.  You run double Savage Roar because you can use it with tokens as well as a single FON.

That's how I've always seen it, anyway.
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Re: Critique a Deck:
« Reply #53 on: January 20, 2015, 11:57:24 am »
0

Token is literally a 1/1 minion.  You generally generate them from Violet Teacher (and now Dark Wispers) and buff them with Power of the Wild.  You run double Savage Roar because you can use it with tokens as well as a single FON.

"Token" is literally a token in other TCGs, generally referring to things that aren't actually cards in your deck, like the damaged golem. The pilot of Shredders are a bit ambiguous since those things exist as cards, but you didn't put them in your deck.

So yeah, it's a questionable terminology thing. I would hesistate to call that deck a "token Druid", because it looks like it plays much differently from the decks people normall think of when they hear "token Druid". It looks pretty much just like a normal Midrange Force/Roar Druid.
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Re: Critique a Deck:
« Reply #54 on: January 20, 2015, 04:23:12 pm »
0

Token is literally a 1/1 minion.  You generally generate them from Violet Teacher (and now Dark Wispers) and buff them with Power of the Wild.  You run double Savage Roar because you can use it with tokens as well as a single FON.

"Token" is literally a token in other TCGs, generally referring to things that aren't actually cards in your deck, like the damaged golem. The pilot of Shredders are a bit ambiguous since those things exist as cards, but you didn't put them in your deck.

So yeah, it's a questionable terminology thing. I would hesistate to call that deck a "token Druid", because it looks like it plays much differently from the decks people normall think of when they hear "token Druid". It looks pretty much just like a normal Midrange Force/Roar Druid.

I guess you are right.  A token is "literally" a token in Dominion, for example.

I've accepted as fact (maybe wrongly) that in the universe of Hearthstone, a "token" is specifically a 1/1 minion, often generated by something other than a card of itself (I think Wisp or a returned-to-hand token are the only "token" minion cards you can use).

Maybe that's wrong?  I haven't seen token used to reference anything else in Hearthstone.
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Re: Critique a Deck:
« Reply #55 on: January 20, 2015, 05:29:47 pm »
0

Token is literally a 1/1 minion.  You generally generate them from Violet Teacher (and now Dark Wispers) and buff them with Power of the Wild.  You run double Savage Roar because you can use it with tokens as well as a single FON.

"Token" is literally a token in other TCGs, generally referring to things that aren't actually cards in your deck, like the damaged golem. The pilot of Shredders are a bit ambiguous since those things exist as cards, but you didn't put them in your deck.

So yeah, it's a questionable terminology thing. I would hesistate to call that deck a "token Druid", because it looks like it plays much differently from the decks people normall think of when they hear "token Druid". It looks pretty much just like a normal Midrange Force/Roar Druid.

Probably I played my token druid wrong 3-4 months ago, but this plays similar to how I played it
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Re: Critique a Deck:
« Reply #56 on: January 20, 2015, 08:40:15 pm »
0

I guess Thaddius is a token according to some, right?  So maybe the "Token Druid" deck I've been thinking of as the "Violet Teacher/PotW Deck" is misnamed.
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Re: Critique a Deck:
« Reply #57 on: January 21, 2015, 01:27:44 am »
0

I guess Thaddius is a token according to some, right?  So maybe the "Token Druid" deck I've been thinking of as the "Violet Teacher/PotW Deck" is misnamed.

IMO I think what you considered to be a token deck is more in line with what the general hearthstone community refers to as Token Druid. Violet Teacher is definitely the first card I think of when I think of Token Druid. Using something to at least have the possibility of flooding the board with small minions/tokens seems essential to the concept. A quick google brings this up as the first hit for token druid which seems to agree and states that Violet Teacher/PotW is a key combo for it (though I think the modern version of token druid would look different from this one.) Probably with Creepers at the least, and maybe Dark Wispers.
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Re: Critique a Deck:
« Reply #58 on: January 21, 2015, 03:04:35 am »
+1

Let's just say I was wrong with the name and return to merits of the case, I mean, deck

I replaced 1x Argus and 1x Shade with 2x Haunteed Creeper. I am currently got to rank 2 exclusively with this deck
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Re: Critique a Deck:
« Reply #59 on: January 21, 2015, 12:58:15 pm »
0

Let's just say I was wrong with the name and return to merits of the case, I mean, deck

I replaced 1x Argus and 1x Shade with 2x Haunteed Creeper. I am currently got to rank 2 exclusively with this deck

Do you have Cairne? I feel like he might be better than a Sky Golem. (4/5 + 4/5 vs a 6/4 + a random 4)
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Re: Critique a Deck:
« Reply #60 on: January 21, 2015, 01:12:22 pm »
0

I think Sky Golem is better than Cairne. For a deathrattle minion more attack is better than more health. The normal reaction to Cairne is just to ignore it and eat 4 damage until you can remove the whole thing more efficiently. You can't really do that with Sky Golem because 6 damage is a lot. So you either get more damage or you get the deathrattle sooner.
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Re: Critique a Deck:
« Reply #61 on: January 21, 2015, 01:12:40 pm »
0

I agree that it's not token druid due to no Violet Teacher, but I also think this deck is stronger without Violet teacher. I think the arguses are fine, maybe you could take one out. I agree that Haunted Creeper would be a good addition to this deck as a 2-drop.

I also like Piloted sky golem over Cairne. It's much more threatening on board, and creates a lot more lethal threat than Cairne does. Cairne vs. Sky Golem is close, and I don't think either is bad, but I like Sky Golem a bit better here.

I think I'd definitely want 2 shades instead of one, if you're cutting cards. Maybe I'd cut 1x Argus + something else for 2 Haunted creepers. Not sure what the something else would be, though.

I also would consider cutting Dr. Boom. It's your only BGH target in a meta where every deck is running BGH. I think another legendary would be better in its place (Loatheb? Cenarius? Maybe even take it out for Haunted Creeper depending on what your bad matchups are. I guess Cenarius doesn't fit with this deck's philosophy, I feel that Loatheb would be a good fit stalling for a turn before combo though.) I think decks either want multiple BGH targets so they can't hit everything, or zero BGH targets so that your opponent can't get great value. Right now, I would imagine it's getting hit by BGH a ton.
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Re: Critique a Deck:
« Reply #62 on: January 21, 2015, 01:18:16 pm »
0

I also would consider cutting Dr. Boom. It's your only BGH target in a meta where every deck is running BGH. I think another legendary would be better in its place (Loatheb? Cenarius? Maybe even take it out for Haunted Creeper depending on what your bad matchups are. I guess Cenarius doesn't fit with this deck's philosophy, I feel that Loatheb would be a good fit stalling for a turn before combo though.) I think decks either want multiple BGH targets so they can't hit everything, or zero BGH targets so that your opponent can't get great value. Right now, I would imagine it's getting hit by BGH a ton.

But Dr. Boom is so good for Force+Roar decks, since it's 3 minions in one. It doesn't actually die that bad to BGH since most of the value is in the Boom Bots.
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Re: Critique a Deck:
« Reply #63 on: January 21, 2015, 01:22:48 pm »
0

Oh, I suppose that's true
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Re: Critique a Deck:
« Reply #64 on: January 21, 2015, 01:28:18 pm »
0

I think Sky Golem is better than Cairne. For a deathrattle minion more attack is better than more health. The normal reaction to Cairne is just to ignore it and eat 4 damage until you can remove the whole thing more efficiently. You can't really do that with Sky Golem because 6 damage is a lot. So you either get more damage or you get the deathrattle sooner.

I hadn't thought about that. You're probably right.

I think Boom is a really good choice in this deck btw.
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Re: Critique a Deck:
« Reply #65 on: January 21, 2015, 08:45:52 pm »
0

Could go with Sneed's Old Shredder, if you like piloted golems anyway.
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Re: Critique a Deck:
« Reply #66 on: January 21, 2015, 09:31:47 pm »
0

Sky Golem has an advantage over Cairne when it comes to dealing with the popular 5 health minions like Belcher, Loatheb, Shieldmaiden and Highmane.
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Re: Critique a Deck:
« Reply #67 on: January 22, 2015, 08:03:19 am »
0

Could go with Sneed's Old Shredder, if you like piloted golems anyway.

Seems to be to expensive for just one body out there. What's good about piloted stuff is that they have attack on par with best units at that price, they pay in health for their deathrattle. Sneed's pay in attack
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Re: Critique a Deck:
« Reply #68 on: January 22, 2015, 03:22:45 pm »
0

Could go with Sneed's Old Shredder, if you like piloted golems anyway.

Seems to be to expensive for just one body out there. What's good about piloted stuff is that they have attack on par with best units at that price, they pay in health for their deathrattle. Sneed's pay in attack

I feel like most times I play Sneed, his body eats two+ minions/cards/silence, then drops a second body for funsies.  He is expensive, but with ramp cards you can drop him on T5/6 for great value.

Getting a Tirion or Rag is great luck from the Deathrattle, but even a mediocre second legendary is usually a threat. 
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Re: Critique a Deck:
« Reply #69 on: January 23, 2015, 06:48:13 pm »
0

Mashup of the leftovers from my Miracle Rogue from before Auctioneer nerf and ideas cribbed from Dog Rogue. I've only been playing people at rank 18 since I haven't played constructed this season, but parts of this deck are fitting together a lot nicer than I thought they would. Ideas to make it better?

2x Backstab
2x Prep
2x Deadly Poison
1x Sinister Strike
1x Zombie Chow
1x Blade Flurry
2x Eviscerate
2x Sap
2x Shiv
2x Kobold Geomancer
1x Fan of Knives
1x Earthen Ring Farseer
2x SI:7 Agent
2x Violet Teacher
1x Assassin's Blade
2x Azure Drake
1x Loatheb
2x Sprint
1x Malygos

I added the Malygos/Sinister Strike because I thought it was funny. I don't want the 2nd SS because I'm not trying to make a Malygos deck here, as much as I want to. Still, I could always try to make it happen.

I don't have Thalnos or else I'd run 1 over a Kobold. Kobold + Evis to remove 5 health minions is really useful, so I'm not looking to drop any of my early spell power.

The odd stuff out is the 1x Zombie Chow, 1x Assassin's Blade, 1x Loatheb. They used to be in my Miracle deck and I haven't bothered with them since. So far they haven't disappointed me, but I'm sure there's alternatives I'm overlooking.

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Re: Critique a Deck:
« Reply #70 on: January 23, 2015, 10:27:21 pm »
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Dr Boom if you have him. he goes in every deck that isn't pure aggro, and I even see him sometimes in those decks.
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Re: Critique a Deck:
« Reply #71 on: January 24, 2015, 11:36:55 am »
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What's dog rogue? Where do people go to look at decklists with proven good results by the way? I used to know how to do that for MtG but not for this game
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Re: Critique a Deck:
« Reply #72 on: January 24, 2015, 12:46:08 pm »
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I don't know for sure what Dog Rogue is, but the most common Rogue I see around has Violet Teachers, a bunch of spells, 2 Sprints, and big legendaries (Boom, Rag, Alex). Oil+Flurry is another potential finisher.

In this deck in particular, I don't think the Kobolds are worth it. You probably want more heal to survive up to Malygos time. And you could probably stand to have another AoE spell.
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Re: Critique a Deck:
« Reply #73 on: January 24, 2015, 01:09:40 pm »
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Ew, rogue is optimal with double sprint now? If they have to play that card, the class is in a bad place, I think.
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Re: Critique a Deck:
« Reply #74 on: January 24, 2015, 01:14:11 pm »
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Ew, rogue is optimal with double sprint now? If they have to play that card, the class is in a bad place, I think.

Rogue IS in a bad place. But they run Prep+Sprint for draw. They don't just play sprint. Also I never see them with 2 Sprints, just 1.
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Re: Critique a Deck:
« Reply #75 on: January 24, 2015, 01:18:21 pm »
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Ew, rogue is optimal with double sprint now? If they have to play that card, the class is in a bad place, I think.

Rogue IS in a bad place. But they run Prep+Sprint for draw. They don't just play sprint. Also I never see them with 2 Sprints, just 1.

Single Sprint is much less of a sign of bad health than double sprint since with a single sprint you have a pretty solid chance of lining it up with either Preparation.  If you have a card that's good in general, and a card that's only good with that other card, you try to have more of the general one and a lesser amount of the dependent one. (I learned it in pokemon TCG so i always think of it as the charizard rule).

With as many sprints as preps, there's a great chance of your sprints in hand outnumbering your preps in hand.
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Re: Critique a Deck:
« Reply #76 on: January 24, 2015, 03:25:52 pm »
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Sprint is not so bad without Prep. If you draw a Prep with it, it's only 1 mana more than playing the Prep first. It's worse to not draw a Sprint in the first place.

But yeah I agree that if the class relies on double Sprint, it's not great.
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Re: Critique a Deck:
« Reply #77 on: January 24, 2015, 03:40:47 pm »
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Without Auctioneer it feels really tough to have enough card draw without 2x Sprint. I had 1x Sprint before but I wasn't drawing it often enough to use the card draw.

If you draw both Sprints, then yeah, one of them is essentially dead. If you have time to play both you're either winning already or desperately searching for answers. It's pretty rough.

For more AoE, I'm thinking -1 Assassin's Blade, +1 Fan looks good. I can try to fit in a Healbot somewhere.
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ycz6

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Re: Critique a Deck:
« Reply #78 on: January 24, 2015, 05:28:13 pm »
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If you have a card that's good in general, and a card that's only good with that other card, you try to have more of the general one and a lesser amount of the dependent one. (I learned it in pokemon TCG so i always think of it as the charizard rule).
Care to explain the name?
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HiveMindEmulator

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Re: Critique a Deck:
« Reply #79 on: January 24, 2015, 05:49:03 pm »
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^I believe that in Pokemon TCG, you need to have a Charmeleon in play to play Charizard (and Charmander to play Charmeleon), so you have to run more Charmeleons than Charizards (and more Charmanders than Charmeleons).
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Titandrake

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Re: Critique a Deck:
« Reply #80 on: January 24, 2015, 08:38:34 pm »
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In practice, you don't run Charizard, you run Blastoise + Squirtle, and use Pokemon Breeder to skip having Wartortle in your deck, because Rain Dance + Water Pokemon is pretty ridiculous.
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popsofctown

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Re: Critique a Deck:
« Reply #81 on: January 25, 2015, 12:28:42 am »
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In practice, you don't run Charizard, you run Blastoise + Squirtle, and use Pokemon Breeder to skip having Wartortle in your deck, because Rain Dance + Water Pokemon is pretty ridiculous.
Pick up the gameboy color game at a old school video game store and you can explore some strategies that are far, far more degenerate than using Pokemon Breeder on a Squirtle. 
HME reported it correctly.  Having too many of a basic is better than having too many of the evolution because you can chump block with the basic.
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popsofctown

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Re: Critique a Deck:
« Reply #82 on: January 25, 2015, 12:30:45 am »
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Sprint is not so bad without Prep. If you draw a Prep with it, it's only 1 mana more than playing the Prep first. It's worse to not draw a Sprint in the first place.

But yeah I agree that if the class relies on double Sprint, it's not great.
You mean one mana more in that you probably won't find a 3-4 drop to use the prep on?
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markusin

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Re: Critique a Deck:
« Reply #83 on: February 02, 2015, 12:35:11 pm »
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So I got Bolvar a while back, and I was curious as to how good he can be. I finally came around to building a deck designed to power him up. Here's what I came up with:

2x Zombie Chow
2x Redemption
1x Equality
2x Haunted Creeper
2x Shielded Minibot
2x Annoy-o-Tron
2x Mad Scientist
1x Sword of Justice
1x Blood Knight
2x Muster For Battle
2x Harvest Golem
1x Consecration
1x Truesilver Champion
2x Piloted Shredder
1x Quartermaster
1x Bolvar Fordragon
1x Sludge Belcher
1x Piloted Sky Golem
1x Dr. Boom
1x Lay on Hands
1x Kel'Thuzad

As far as powering up Bolvar goes, this deck is mission accomplished. Once I draw Bolvar, it only takes 2 or 3 turns to get him to a strong attack stat.

Now I'd like to tweak this deck to make it better at actually winning games, toning down the Bolvar boosting as needed. I'm thinking I could Zombie Chow and maybe Harvest Golem with other stuff. Sword of Justice and Blood Knight are just for kicks right now. Looking at this deck now, I think I should squeeze in another Truesilver somehow too. I don't have Tirion, so I'm trying to make do with Kel'Thuzad.
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Twistedarcher

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Re: Critique a Deck:
« Reply #84 on: February 02, 2015, 12:43:00 pm »
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No idea if it would actually be good (probably not), but this looks like it would be fun to run Baron rivendare in. also sylvanas if you have her.
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markusin

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Re: Critique a Deck:
« Reply #85 on: February 02, 2015, 01:16:59 pm »
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No idea if it would actually be good (probably not), but this looks like it would be fun to run Baron rivendare in. also sylvanas if you have her.
Right, Sylvanas. I don't have Sylvanas.

I'm curious though, was Sylvanas always considered good when it was in it's current state (6 mana 5/5)? I could have sworn it was considered meh at some point.
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HiveMindEmulator

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Re: Critique a Deck:
« Reply #86 on: February 02, 2015, 01:34:20 pm »
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The Sylvanas nerf made her worse for Zoo, which was very popular at the time, since you don't want to curve all the way up to 6 mana, but she remained good in higher curve decks. She also got better now that everyone runs Belchers and Shredders, because she fully kills them, plus something else and gets you a token.

Regarding the deck, I think you should have a second Consecration in any Paladin deck. And your curve is low enough that Divine Favor might be better than Lay on Hands. Also I assume you don't have Tirion, because he's a slam dunk in a redemption deck.
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