The plan is to survive until you can bounce 2 horsemen to your hand, then kill them with Garrison Commander. I successfully killed the enemy with this combo around 20 times so far because i faced a lot of slow control decks in wild.
Finally someone that is tryhard this deck! I was waiting for you! Love it!
Since i want to try it out, do you think Wickerflame can be replaced? Sorry if i'm using your post to the exact opposite of your request xD Since actually i'm asking to you a suggestion!
No problem friend. Honestly Wickerflame has been essential for me since all i faced during my climb to rank 5 was a bunch of wacky slow control decks, jade druids, and a LOT of pirate warrior especially close to rank 5. I beat slower decks pretty easily, but Wickerflame and Doomsayers are very important against pirates so your win rate will surely suffer.
I am in EU though so maybe there are no pirates in wild in other regions so if you must replace Wickerflame i would put in second Acolyte maybe.
Doesn't the heropower summon a random horseman? How do you ensure you get all four for the OTK?
It summons a random horsemen that is not already on the board, it works exactly like the shaman hero power.
You summon a random horsemen, and bounce it to your hand with brewmaster. Next turn you have a 75% chance to summon a different horsemen, if you do bounce the second horsemen into your hand( if not just do it next turn). Once you have 2 different horsemen in your hand you are set, as soon as you draw Garrison Commander you just win.
Play the 2 horsemen from your hand first, then play Garrison Commander and hero power twice. It 100% works, i did it around 20 times and killed the enemy, nothing can stop it, even goes through ice block.
Bounce to your hand. Before summoning for the combo on the OTK turn drop the from your hand, play garrison commender and then HP*2.
It works like shaman HP totems it won't summon the same horseman already on board. So it's just ensuring your play order is correct and not bouncing duplicates.
Thanks! So this seems a not easy combo to put out, do you think that the 2/6 your hero power cost 1, can be usefull?
If you mean Maiden of the lake, no need to run that since it doesn't help in any way. The combo if you even wanna call it that is pretty easy to do, it just takes a long time to draw the 4 cards needed, but you do NOT need any extra mana and you don't need to hold the cards to play them all at once like in other combos, just use them as you draw them( after you have already played the death knight ofcourse).
It seems solid, don't think there are many things you can improve other than smaller meta adjustments.
The only thing I can think of would be to add Hydrologists for the possibility of discovering Getaway Kodo, which would let you achieve the OTK a little faster, though you'd probably have to make use of The Curator then to make it worthwhile.
It seems solid, don't think there are many things you can improve other than smaller meta adjustments.
The only thing I can think of would be to add Hydrologists for the possibility of discovering Getaway Kodo, which would let you achieve the OTK a little faster, though you'd probably have to make use of The Curator then to make it worthwhile.
Thanks for the suggestion, i tried the whole curator package but abandoned it because it was not as consistent in wild since there are more secrets you can discover so it is less likely to get Getaway Kodo than in standard. Instead i use basic card draw like Acolyte, Lay on Hands and Solemn Vigil which is almost always a 0-2 mana draw 2 with doomsayers and all the board clear i run.
Like i already said, this card is completely useless since i play 2 horsemen from hand and 2 from Garrison Commander hero power, which is 10 mana and you can not do it before turn 10 anyway so this discount is pointless.
Going that minion heavy, I would probabably try to jam sylvanas and n'zoth in there as a backup win condition. Also: 2nd Garrison, Forbidden Healing, and Ivory Knight should be considered.
Well, nothing to suggest really. Maybe, but I have no idea what to replace, Chillblade Champion and Corpsetaker could be versatile tools?
Anyway, I just wanted to give you a +1 because you made the OTK work without Auctionmaster Beardo.
You read my mind sir, i also tried Beardo at first but found it much harder to do since you have to hold secrets and wait for emperor, or run burgly bully which is even worse since they can just not give you coins. The brewmasters you can just play one by one when you draw them.
I also tried a version where i cut Stonehill Defender and Acolyte for Chillblade Champion and Corpsetaker, it was better vs aggro but worse vs control. If anyone wants to try my deck and is having problems with aggro i would suggest that change.
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Hello, i made it to rank 5 in wild with this deck i made, i want to take it to legend so any suggestions would be appreciated.
The plan is to survive until you can bounce 2 horsemen to your hand, then kill them with Garrison Commander. I successfully killed the enemy with this combo around 20 times so far because i faced a lot of slow control decks in wild.
Finally someone that is tryhard this deck! I was waiting for you! Love it!
Since i want to try it out, do you think Wickerflame can be replaced? Sorry if i'm using your post to the exact opposite of your request xD Since actually i'm asking to you a suggestion!
No problem friend. Honestly Wickerflame has been essential for me since all i faced during my climb to rank 5 was a bunch of wacky slow control decks, jade druids, and a LOT of pirate warrior especially close to rank 5. I beat slower decks pretty easily, but Wickerflame and Doomsayers are very important against pirates so your win rate will surely suffer.
I am in EU though so maybe there are no pirates in wild in other regions so if you must replace Wickerflame i would put in second Acolyte maybe.
Thanks! So this seems a not easy combo to put out, do you think that the 2/6 your hero power cost 1, can be usefull?
It summons a random horsemen that is not already on the board, it works exactly like the shaman hero power.
You summon a random horsemen, and bounce it to your hand with brewmaster. Next turn you have a 75% chance to summon a different horsemen, if you do bounce the second horsemen into your hand( if not just do it next turn). Once you have 2 different horsemen in your hand you are set, as soon as you draw Garrison Commander you just win.
Play the 2 horsemen from your hand first, then play Garrison Commander and hero power twice. It 100% works, i did it around 20 times and killed the enemy, nothing can stop it, even goes through ice block.
Bounce to your hand. Before summoning for the combo on the OTK turn drop the from your hand, play garrison commender and then HP*2.
It works like shaman HP totems it won't summon the same horseman already on board. So it's just ensuring your play order is correct and not bouncing duplicates.
Wallet
WarriorPaladinIt seems solid, don't think there are many things you can improve other than smaller meta adjustments.
The only thing I can think of would be to add Hydrologists for the possibility of discovering Getaway Kodo, which would let you achieve the OTK a little faster, though you'd probably have to make use of The Curator then to make it worthwhile.
Like i already said, this card is completely useless since i play 2 horsemen from hand and 2 from Garrison Commander hero power, which is 10 mana and you can not do it before turn 10 anyway so this discount is pointless.
Well, nothing to suggest really. Maybe, but I have no idea what to replace, Chillblade Champion and Corpsetaker could be versatile tools?
Anyway, I just wanted to give you a +1 because you made the OTK work without Auctionmaster Beardo.
Going that minion heavy, I would probabably try to jam sylvanas and n'zoth in there as a backup win condition. Also: 2nd Garrison, Forbidden Healing, and Ivory Knight should be considered.
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