Uther of the Ebon Blade is a super cool card. One of the things I really like about it is you can use all of your minions for board control if you can guarantee The Four Horsemen combo.
This is a thread for potential combos. My favourite Wild one so far:
Wouldn't it be better to just run a bunch of secrets? Also better reduce the cost of your 1 mana spells before Skulking Geist gets played. That card honestly has become even more meta-defining now that this shit is here.
YOu may be overthinking it, once you play the hero card you can just go full control and drop some treads plus your hero power and wait until they can't clear one and then go off next turn with Action Master Beardo and an ocasional coin from Bully, you don't need to make it happen as much as it poses the inevitability to your opponents and eventually you use that to just destroy them, Paladin is great as a control class, so just play Control until they can't clear you abuse the weapon and the value from the hero power and the new win condition and just go long game, there is not really the need to go exodia to win.
When people review the card they are too focused on the flashy "Win the game" condition. This DK isn't about an OTK, it's about the long fatigue game. The fact that you can randomly win the game is great, the reason why to play the card is so you can get the amazing weapon and a stronger hero power. You don't need to put bad cards in your deck to make this work.
I play mainly wild, I'll consider Garrison Commander as a one-of, but other than that, I'm not adding any bad cards to my deck.
Depending on how much mana it cost to play a horseman, I think the easiest way to pull of the otk if you want to commit to that would be to use cards like getaway kodo and youthful brewmaster to get 3-4 horsemen in hand then play them all on the same turn.
When people review the card they are too focused on the flashy "Win the game" condition. This DK isn't about an OTK, it's about the long fatigue game. The fact that you can randomly win the game is great, the reason why to play the card is so you can get the amazing weapon and a stronger hero power. You don't need to put bad cards in your deck to make this work.
I play mainly wild, I'll consider Garrison Commander as a one-of, but other than that, I'm not adding any bad cards to my deck.
Yeah I agree. The gimmick version trying to pull of the OTK combo will lose far more than a well built Control Paladin with Uther tossed in.
Just play Beardo and Bully and wait until your opponent can't clear one, go off and win, in other words, play the long control game and use the extra win condition just as that, as an extra win condition.
Playing other kind of cards won't do good because you are not hoping for the dream, so anything non consistent won´t make the cut and too make a "fancy" combo the control paladin deck needs to be diluted by a lot.
Depending on how much mana it cost to play a horseman, I think the easiest way to pull of the otk if you want to commit to that would be to use cards like getaway kodo and youthful brewmaster to get 3-4 horsemen in hand then play them all on the same turn.
Hmm. Interesting. Might be a problem though if The Four Horsemen arrive randomly like Shaman's totems?
I think the safest way would be to use Brewmaster to get the horsmen in hand. You only need to have two of them in hand and a garrison commander. As they are token 2/2 they will normally cost 2 mana. Meaning you can do : Play from hand + play from hand + garrison + hero power two times.
In standard you only need to have one horseman survive end of turn and you can win too. Playing for the full Beardo combo will probably dilute your deck a little too much
I think the safest way would be to use Brewmaster to get the horsmen in hand. You only need to have two of them in hand and a garrison commander. As they are token 2/2 they will normally cost 2 mana. Meaning you can do : Play from hand + play from hand + garrison + hero power two times.
In standard you only need to have one horseman survive end of turn and you can win too. Playing for the full Beardo combo will probably dilute your deck a little too much
They work like Shaman totems. They're random, but if you have one of them on the board already and you hero power, you won't get the same one. (source)
and
[Heroes that are immune] could be destroyed. Immunity only prevents damage taken and targeting. (source)
so, it seems the best strategy against any opponent at any health total may in fact be the one Alkoviak suggested:
This is actually great because while it does require multiple turns to set up with the pandas, it requires only 3 cards in your deck dedicated to the combo (2 x Youthful Brewmaster, 1 x Garrison Commander) - and no ticks from Emperor Thaurissan.
They work like Shaman totems. They're random, but if you have one of them on the board already and you hero power, you won't get the same one. (source)
and
[Heroes that are immune] could be destroyed. Immunity only prevents damage taken and targeting. (source)
so, it seems the best strategy against any opponent at any health total may in fact be the one Alkoviak suggested:
This is actually great because while it does require multiple turns to set up with the pandas, it requires only 3 cards in your deck dedicated to the combo (2 x Youthful Brewmaster, 1 x Garrison Commander) - and no ticks from Emperor Thaurissan.
Sounds like the most solid way to pull it off to me.
Rollback Post to RevisionRollBack
I'm here to kick ass and play cards, and I'm all out of ass.
This is actually great because while it does require multiple turns to set up with the pandas, it requires only 3 cards in your deck dedicated to the combo (2 x Youthful Brewmaster, 1 x Garrison Commander) - and no ticks from Emperor Thaurissan.
Sounds like the most solid way to pull it off to me.
EXPANSION HYPE! :)
What's really cool about this combo is that it is only a matter of time before we see another control class (Shaman maybe?) in a Trolden video doing it on ladder with Sideshow Spelleater and beating the Paladin to the punch! :) Now *that* will be amazing.
Cool. I had the Youthful Brewmaster idea. Pleased to see it confirmed here. Randomly get 2 unique ones in hand, then garrison commander (2), replay 2 horsemen from hand (4), then 2x2 for button presses (4).
Hi Hearthpwners,
Uther of the Ebon Blade is a super cool card. One of the things I really like about it is you can use all of your minions for board control if you can guarantee The Four Horsemen combo.
This is a thread for potential combos. My favourite Wild one so far:
During the course of the game, Play Mukla, Tyrant of the Vale. Keep the Bananas in your hand.
Once you are holding either Auctionmaster Beardo or Garrison Commander, drop Emperor Thaurissan.
Play Uther of the Ebon Blade.
Play Fencing Coach. Don't hit your hero power.
Execute the combo: Garrison Commander, The Four Horsemen, The Four Horsemen, Auctionmaster Beardo, Bananas, The Four Horsemen, Bananas, The Four Horsemen.
Anyone else have a better combo?
Wouldn't it be better to just run a bunch of secrets? Also better reduce the cost of your 1 mana spells before Skulking Geist gets played. That card honestly has become even more meta-defining now that this shit is here.
the forgotten epics
Junkbot Frost Giant Luckydo Buccaneer Sea Reaver Darkspeaker Mini-Mage Blubber Baron Captain's Parrot Magnataur Alpha
I don't know - that's why I created this thread :)
YOu may be overthinking it, once you play the hero card you can just go full control and drop some treads plus your hero power and wait until they can't clear one and then go off next turn with Action Master Beardo and an ocasional coin from Bully, you don't need to make it happen as much as it poses the inevitability to your opponents and eventually you use that to just destroy them, Paladin is great as a control class, so just play Control until they can't clear you abuse the weapon and the value from the hero power and the new win condition and just go long game, there is not really the need to go exodia to win.
the forgotten epics
Junkbot Frost Giant Luckydo Buccaneer Sea Reaver Darkspeaker Mini-Mage Blubber Baron Captain's Parrot Magnataur Alpha
When people review the card they are too focused on the flashy "Win the game" condition. This DK isn't about an OTK, it's about the long fatigue game. The fact that you can randomly win the game is great, the reason why to play the card is so you can get the amazing weapon and a stronger hero power. You don't need to put bad cards in your deck to make this work.
I play mainly wild, I'll consider Garrison Commander as a one-of, but other than that, I'm not adding any bad cards to my deck.
Depending on how much mana it cost to play a horseman, I think the easiest way to pull of the otk if you want to commit to that would be to use cards like getaway kodo and youthful brewmaster to get 3-4 horsemen in hand then play them all on the same turn.
Just play Beardo and Bully and wait until your opponent can't clear one, go off and win, in other words, play the long control game and use the extra win condition just as that, as an extra win condition.
Playing other kind of cards won't do good because you are not hoping for the dream, so anything non consistent won´t make the cut and too make a "fancy" combo the control paladin deck needs to be diluted by a lot.
Fencing Coach at any point beforehand, Emperor Thaurissan to set up... Then Garrison Commander, hero power for 0, hero power for 2, Auctionmaster Beardo, 0 cost spell, hero power, hero power. Possibly another 1 or 0 cost spell is necessary here.
I think the safest way would be to use Brewmaster to get the horsmen in hand. You only need to have two of them in hand and a garrison commander. As they are token 2/2 they will normally cost 2 mana. Meaning you can do : Play from hand + play from hand + garrison + hero power two times.
In standard you only need to have one horseman survive end of turn and you can win too. Playing for the full Beardo combo will probably dilute your deck a little too much
Well, it has now been confirmed by puffinplays on reddit:
and
so, it seems the best strategy against any opponent at any health total may in fact be the one Alkoviak suggested:
2 x Youthful Brewmasters to bounce 2 x unique Horsemen into your hand. Then your final turn becomes: 2 x Horsemen played from hand, Garrison Commander, hero power twice to gain all of The Four Horsemen.
This is actually great because while it does require multiple turns to set up with the pandas, it requires only 3 cards in your deck dedicated to the combo (2 x Youthful Brewmaster, 1 x Garrison Commander) - and no ticks from Emperor Thaurissan.
I'm here to kick ass and play cards, and I'm all out of ass.
Bully beardo combo easy to pull off if nobody notices your plan.
Cool. I had the Youthful Brewmaster idea. Pleased to see it confirmed here. Randomly get 2 unique ones in hand, then garrison commander (2), replay 2 horsemen from hand (4), then 2x2 for button presses (4).