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Author Topic: Critique a Deck:  (Read 26296 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.
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

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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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

markusin

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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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markusin

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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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Kirian

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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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