Heals On Wheels [ The Sequel ]
- Last updated Aug 30, 2015 (TGT Launch)
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Wild
- 16 Minions
- 14 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 3900
- Dust Needed: Loading Collection
- Created: 7/11/2014 (Live Patch 5506)
- MitigatedYourCard
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Battle Tag:
MitigateCard#1390
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Region:
N/A
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Total Deck Rating
56
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Are you not impressed by my deck bio skills?
One year later....." Yeah, you like my skills"
really fun deck :) great job
This looks like a fun deck. Unfortunately I don't have Ysera, so I think I'm going to replace it with Rag instead. ^_^
Go for it :P
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I love the deck name lol I laugh when ever I see it :P
haha thanks.
Oh man, thanks for supporting this deck guys! Always fun to have your creation go on a hot streak among the community! :D
I don't see a lot of targets for inner fire except Ysera. you've got the cultists and enforcers to buff health (or *maybe* buff health in the case of the cultists), yeah, but that seems to be way less bang for the buck for inner fire than divine spirit without cards that have a significant spread between attack and health such as gurubashi, snapjaw or mogushan (or as someone mentioned, baron rivendare). so really it seems like this deck is going to end up being heavily reliant on Ysera, ideally comboed with IF, to carry. agree with the person that said lightspawn is going to become significantly weaker with naxx, since silence will probably be more prevalent, at least for a while.
The inner fire isn't ment for 1 turn combos, with the temple enforcer and cultist buff, it will come into use a ton. Those combos that you mentioned are the reason inner fire decks don't work, it's too situational and WAY too cheesy.
the problem is that IF gets so little value with this list. I haven't run IF or DS for ages now, but I dropped IF long before I dropped DS, as DS can get much more value on its own than IF can. if you recognize it as being too situational, I don't understand running it without the situations it actually benefits most from.
there are 7 hp boosting cards in this deck, along with 5 monsters with a significant difference in hp, and IF can be used to lower a minions damage as well, I have no other way of explaining this, also, DS is only worth anything if IF is in the deck with it, otherwise it is a useless card. The value from IF is dealing damage and easily trading up.
that is absolutely and completely untrue. there are 2 creatures commonly used in IF decks that benefit just fine from DS alone in Lightspawn and Gurubashi, and its fine on other creatures on its own to allow them to survive and be healed and fight on. IF was a much easier cut when I started going beyond such decks because the best growth creatures didn't need it.
2 creatures is not enough to make DS alone ever viable, they are both silence lightning rods as well. Furthermore, you definitely don't need it to keep your minions fighting, a good defense is created through a good offense, also, the heal is notorious for its ability to keep any minion trading for value, when all things are said and done, DS has a chance to go for a couple turn win, but that type of risk is what causes demotion on the ladders, as a priest player, I learned my lesson with the DS combo alooooooong time ago.
you're arguing against your own deck here, not me. you're the one arguing for a combo, not me. you've got it backwards when you seem to think that DS is the gimmick card in the pair. IF is the gimmick. DS is just the best enabler for that gimmick. its also a better card on its own. I'm not trying to bash on your deck here, it may well be fun (most IF combos are), and I hope it proves enjoyable for you. I'm just cautioning against expecting that you've somehow revolutionized IF here. all you've done is give a net +1 (+2 cultists, -1 DS) card to enable your combo but not included any cards that benefit from IF on their own (save Ysera). that's not altogether a bad thing, as most of those cards aren't very good. but the upshot is that you remove the burst potential of IF decks while (perhaps) making it slightly less prone to falling apart if your combo gets countered or otherwise fails to materialize. I really don't think that's going to make it consistently more competitive though, sadly. But again, my aim here was not to pooh-pooh your deck, and I hope it proves to be entertaining.
I'm not arguing for the combo, the fact that there is 1 ds shows that I have left it at a minimal possibility for a win through that combo, inner fire's role in this deck isn't going to be for 50 damage 1 turn kills, the card will be used to lower attack, raise attack by 3-5, or 8 if on ysera, and to negate the silence on lightspawn. And if someone has revolutionized IF, they are the best deckbuilder in the world, because if is a hopelessly dead card, and the whole point of me posting this deck was to give those combo IF players a better deck that will have better results on the ladder. Lastly, you can give me negative/positive feedback all you like, i'm not going to get upset so you don't need to keep pseudo apologizing for it ;P. P.S. I never intended for this deck to be a game changer or the new top dog, an IF deck will always be a gimmick deck, but good luck drawing a gimmick while your opponent puts up taunts and floods the board with 2 drops, ya know? If you provide more plans then plan A, you will most likely win more games.
The main issue I see here is the light spawn. So much silence is going to be played you will be damn lucky to get this guy off unmolested. Baron Rivendare or MOG warden probably a safer play and better value you play.
baron rivendare is going to be a bottom tier card, and will probably only come to use in my deathlock deck. I understand that lightspawn is going to be extremely susceptible to silences. The amount of silences in a deck is not going to change come naxx, all lightspawn does is give the enemy something to silence, I doubt they will run every silence possible. At worst you may get hit by a 4 mass dispel. But feel free to change the deck based on what YOU are seeing, this is just a template :D.
Rivendare is silence bait, but what makes him work in this is the fact he isnt a taunt and most will silence him and then ignore him. Then you can buff him to 14 then flip and smash them. Making some one pay for ignorance is brilliant. As for the rest of the deck I really do not see all that much damage in it. And the Dark cultist feels like it was thrown in there just to for SNG. All in all this deck I dont see doing all that well will put it into Cockitrice later tonight and come back after some testing results.
There was a deck that's done that before, they used doomsayer, so if I was going for that type of play, i'd probably throw in a doomsayer since if not silenced it could actually be useful ;p. Also, dark cultist has amazing stats and an amazing deathrattle that adds +3 hp, that's why I put it in, it's a good minion and has synergy with inner fire.
"The amount of silences is a deck is not going to change come naxx"
Dude, srsly...