C'thun Paladin that uses divine shields+taunts+heals to keep your hero, and key mobs alive till C'thun is ready to go. It can also summon C'thun twice, once at turn 6 using Naga Sea Witch, and another time at turn 9 or 10 if it dies.
Then my C'thun Warlock deck which is the same idea as the Paladin one above, except that it also is a Reno Jackson deck. Able to summon C'thun by turn 6 and 10, but also able to heal off all damage done by turn 6 if needed.
C'thun Paladin that uses divine shields+taunts+heals to keep your hero, and key mobs alive till C'thun is ready to go. It can also summon C'thun twice, once at turn 6, and another time at turn 9 or 10 if it dies.
So... No. You cannot summon C'Thun on turn 6. That is not what Ancient Harbinger does. Also, Doomcaller, is pretty garbage. It is only good if A: Your C'Thun is dead. B: You need to play C'Thun twice in a game to win and C: You haven't already lost terribly.
C'thun Paladin that uses divine shields+taunts+heals to keep your hero, and key mobs alive till C'thun is ready to go. It can also summon C'thun twice, once at turn 6, and another time at turn 9 or 10 if it dies.
So... No. You cannot summon C'Thun on turn 6. That is not what Ancient Harbinger does. Also, Doomcaller, is pretty garbage. It is only good if A: Your C'Thun is dead. B: You need to play C'Thun twice in a game to win and C: You haven't already lost terribly.
Naga Sea Witch makes cards cost 5. Shouldn't that allow C'thun to be summoned on turn 6?
I seem to have gone a rather different direction from a lot of C'Thun Druid decks with my build - I'm gonna say that's possibly not a good thing, but we'll see!
(...) My main concern on it would be card draw, but it would have to be tested first obviously^^
I have the same problem with all C'Thun decks i try to build (except for Warlock C'Thun decks of course). You need to fill up your deck with so many "useless" cards, that "only" buff C'Thun, often resulting in a lack of card draw and/or removal (maybe I'm just to dumb to build these decks good enough) .
Also for someone like me, who likes fun decks with crazy and uncompetitive Combos, these decks seem kinda boring to me. Maybe I'm mistaken, can't really tell right now.
What I'm gonna play, after i finished my quests for the free packs in Standard, is a Fatigue C'Thun Warrior. I also made one with more C'Thun-buff minions, which is probably better than this one, but I really like the flavor of this one. C'Thun will be at approximately 16 Attack, not too strong, but should be good enough. Coldlight Oracle solved my card draw problem, helps me fatigue my opponent and increases the chance of him drawing the mine/s from Iron Juggernaut. I guess Youthful Brewmaster should be used to bounce Brann Bronzebeard back to your hand after you've played him together with a minion, so you keep the possibility to use him with Ancient Shieldbearer, Coldlight Oracle or Twin Emperor Vek'lor depending on what you need. Should be doable because just 2 of the cards need to be hit by Emperor Thaurissan (3+7+2).
Damn, I'm pretty excited to try out this deck and all the new cards from the Old Gods Set. I hope Control decks will work in Wild and won't be destroyed by Secret Pally and Shaman with Evolve.
So, what are you going to create to make the
CThulhuC'Thun take over the world?The two C'Thun decks I'm going to be seriously looking at once WotOG goes live are:
The silly side of me paired C'Thun with Reno Jackson resulting in:
So, what decks are YOU going to use?
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this is my try
[]D [] []V[] []D
C'thun Paladin that uses divine shields+taunts+heals to keep your hero, and key mobs alive till C'thun is ready to go.
It can also summon C'thun twice, once at turn 6 using Naga Sea Witch, and another time at turn 9 or 10 if it dies.
Then my C'thun Warlock deck which is the same idea as the Paladin one above, except that it also is a Reno Jackson deck. Able to summon C'thun by turn 6 and 10, but also able to heal off all damage done by turn 6 if needed.
Some great ideas. The Reno C'Thun Druid deck looksreally good on paper.
I'm really worried about this deck since druid can really ramp fast, I'm scared this deck will be completely unstoppable.
I've got a Combo deck which might work...in Theorie ;)
I'll see how it will do for real...
Here are mine!
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I seem to have gone a rather different direction from a lot of C'Thun Druid decks with my build - I'm gonna say that's possibly not a good thing, but we'll see!
You can find me here! Good luck everyone!
One of the decks.
'There is nothing more deceptive than an obvious fact'
Sherlock Holmes
Maybe I'm mistaken, can't really tell right now.
Coldlight Oracle solved my card draw problem, helps me fatigue my opponent and increases the chance of him drawing the mine/s from Iron Juggernaut.
I guess Youthful Brewmaster should be used to bounce Brann Bronzebeard back to your hand after you've played him together with a minion, so you keep the possibility to use him with Ancient Shieldbearer, Coldlight Oracle or Twin Emperor Vek'lor depending on what you need. Should be doable because just 2 of the cards need to be hit by Emperor Thaurissan (3+7+2).
Not sure if this is any good but
This deck is a tempo - aggro deck with C'Thun as a finisher.
Main Idea
- Tempo play-style : play cards every turn to gain board control.
- Strong finisher : C'Thun
Built these decks as part of a challenge I took up with my friends, detailed here:
http://www.hearthpwn.com/forums/hearthstone-general/general-deck-building/134654-deck-building-my-daily-challenge
Here is the deck i'm currently working on. I could use some of your help to try to improve it. I detailed it in the guide section.
Here's my C'thun priest :)
Here's my C'thun deck i've been working on. I'm not sure if it's good