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I might make a Mill Rogue deck for it. Deathlord gets double the minions out, Dancing Swords helps them draw, and Loot Hoarders are everywhere. I don't think I can stay alive long enough though.
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jeb wrote: This Brawl must be super frustrating for folks that don't have Naxx.
If this Brawl is a back-door sales pitch for Naxx, it's a damned good one. If I were Blizzard I'd do a Dragon-themed or Thaurissan-themed Brawl to push sales of Blackrock.
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Saw a cool Dragonlock deck this AM that wasn't so focused on ridiculous Malygos wins. Just a solid deck that has a Dragon theme. I think I'll give it a shot. I don't have the Giants for Handlock and I don't have the mindset for Zoo. Mind you, I don't have the Malygos for this deck, swapping in Ysera, but I don't think it comes down to "the combo" every game like some decks do.
2x Mortal Coil
1x Soulfire
2x Darkbomb
2x Imp Gang Boss
1x Hellfire
2x Imp-losion
1x Shadowflame
1x Abusive Sergeant
1x Ironbeak Owl
1x Big Game Hunter
1x Defender of Argus
2x Twilight Drake
2x Twilight Guardian
2x Antique Healbot
2x Azure Drake
2x Blackwing Corrupter
Lx Harrison Jones
Lx. Emperor Thaurissan
Lx Sylvanas Windrunner
Lx Dr. Boom
Lx Malygos
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- Jackwraith
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I was theorizing about just such a Warrior list the other day, though. Something like:
Execute x2
Fiery Win Axe x2
Bolster x1
Slam x2
Alexstrasza's Champion x2
Sparring Partner x2
Bash x2
Deathlord x2
Death's Bite x2
Defender of Argus x1
Hungry Dragon x2
Twilight Guardian x2
Brawl x1
Azure Drake x2
Blackwing Corruptor x2
Chillmaw x1
Chromaggus x1
Alexstrasza x1
Basic idea is taunt synergies plus dragon synergies plus removal = Profit! The curve is high at 2 and weak at 3 (the reason for the Deathlords, in addition to taunt synergies.) Figured Hungry was an OK risk because of the high level of removal available (weapons, Bash, Slam.) Slam is present for draw, as there's little otherwise other than Chromaggus. I'm hoping the latter will stick around for a turn or two given the high number of taunts in the decks, but I know it's not very likely. In some cases, it's about testing out various subpar TGT cards (like Champion) and seeing how they work together. I'll give it a spin tonight and see what happens.
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- They killed my Ysera (who'd pooped out two Laughing Sisters and a Dream), and played Mal'Ganis.
- I drew my last card (Implosion) and Dream'd Mal'Ganis back up and played Dr. Boom to my board of Imp Gang Boss and Dreadsteed, attacking them to 1. They had two Imps and two Steeds. I was out of direct damage at around 18 life, I'd played BGH, so I'd need that Implosion to hit Mal'Ganis HARD for a chance at this. Azure Drake in hand and some other junk.
- Mal'Ganis comes back down, spend a Power Overwhelming to kill Dr. Boom with a Dreadsteed, use the other Steed and an Imp to kill the Boombots--one of them harmlessly pings a Dreadsteed, the other hits Mal'Ganis for 4, putting it at 3 health. My board is Dreadsteed and Imp Gang Boss.
- Take a fatigue, play Azure Drake (guaranteeing 3 on Mal'Ganis from Implosion), Dreadsteed attacks for the win. Whew.
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- Jackwraith
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TGT has been pretty underwhelming from a competitive standpoint. Certainly, Paladin Secret decks have taken over the meta and Dragon Priest is making a strong showing, but that's about it for decks that are really shaped around TGT cards. Tempo Mage has made a resurgence, but not because of new Mage cards, but rather because it's good against Secret Paladin. Ben Brode mentioned in an interview the other day that one of the chief concerns from a design standpoint is power creep. They don't want to have to keep making more and more powerful cards in order to shake the meta and/or get people excited. But they do have to make cards that get people interested enough to buy them and I think they've done that with things like Murloc Knight. He singled out Mysterious Challenger in particular as a really powerful card that was necessary to get people playing Paladin secrets, rather than buffing all of the secrets individually. I think that's a hallmark of good design, actually. You take one card that's unremarkable in itself, but when combined with other subpar cards, becomes a powerful tool. That's exactly what didn't happen with Shaman. Thunder Bluff Valiant seems good, but the fact is that it's too slow and is essentially a 7 mana 3/6 that doesn't enable the kind of game-changing effect that Challenger does. You play your Valiant and hit the button and your one or two totems still left on turn 7 get +2 attack. Next turn, your opponent employs the vast majority of AoE in the game and clears your board and you're left with a wounded 3/6 (maybe.) That's assuming that you had any totems left or that your opponent, a Face Hunter, even cares that they exist, since you haven't managed to roll Stoneclaw once and the others are irrelevant to that game.
That's a similar state for other decks. Patron gained nothing from TGT. Control Warrior gained Varian as an alternative and Bash as an alternative, neither transformative. Face Hunter got nothing (thankfully...) Tempo Mage can use Frost Giant, but it's far from essential. I have 3 Priest decks in ready rotation. All of them use 2-4 TGT cards total (Flash Heal, Holy Champion, Justicar Trueheart.) Not different cards, but 2-4 actual cards (i.e. 2 copies of Flash Heal may make up the 2 TGT cards in the deck.) The game is still entertaining, but it's not even close to the rush that I got when GvG came out and every class changed in huge ways. Granted, that was the first big expansion for the game, so of course things would markedly change. But when you compare TGT to GvG in the same way that BRM is compared to Naxx, the last few months have had high expectations that didn't really pan out. I think I'm going to be spending more of my dwindling game time on other things.
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I am severely tired of Paladin decks.
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But rogue has a lot of good ways to clear and wipe whatever pops out. I don't even use healbot. Coldlights, deathlords, iceholwl, kel thuzad are about it.
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@Jackwraith--I think it's still too early for TGT verdicts. The meta is still shifting. I think that Secretkeeper sees play in a viable deck is pretty amazing. I think Dragon builds are officially a thing, with Dragon Mage getting a lot of time from Kibler, and Dragon Priest seeing attention from everyone. I saw a Dragon Rogue on Massan's stream that looked amazing. Eloise piloted that Dragon Warlock deck to legend without much trouble and she's a Druid player. What's been a boon for me, personally, is the game has slowed down. I am seeing WAY less Smorc/Zoo than in seasons past and my goofy ideas can have more of a shot.
Shaman decks that rely on Overload will always be jank. It can't be trusted. I have shifted gears to late-game there with 28 points of healing and looking for swingy tricks with Reincarnated everything. I have played a Totem Shaman to couple of wins, but it's still late-game focused. And don't mock Healing Totem! It is the only one that actually negates Mage/Rogue hero powers.
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One of my Priest decks is Eloise's classic control model. I liked the way she tried to really emphasize the versatility of Flash Heal. I've been using a tempo variant of sorts and knocking around with Justicar Trueheart, as well. I don't see the slowdown that you mention. In my limited playing time, I still see probably 60-70% aggro. Of course, "limited playing time" also means hovering in the mid-teens on the ladder, as that stuff dies out in the higher ranks.
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Because this one is Shaman! Come on, Shaman rules. That's why you keep playing it. It makes the game super interesting. You, as pilot, need to know how to work with what you get, and what you get isn't always ideal. While it's true that I never wish for a Silver Hand Recruit, I do wish for the others about equally. Even from the Totemic--if you can get out double Healing Totems things can get pretty sick. There's a ton of nuance in knowing when to Rockbiter them for the kill on some weenie, or leaving them out to get juiced, or praying, please-god-let-Spell-Totem-drop-so-my-Crackle-is-statistically-less-shitty. If you talk while you play, there isn't a more conversational Hero than Thrall. Every turn can be a "Come on, baby, one time one TIMMMMMMM--damn it."but why would you play that in a class afflicted by RNG and when there are so many better classes to play that style with (Handlock, Freeze Mage, etc.)?
We play Shaman not because it's easiest class to win with, we play because it's the hardest class to win with.
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