So this is essentially a dragon varient list with shadowform. Its interesting, however the dragon list relies so heavily on healing your own minions you might be working against yourself here.
Im going to just recommend a different style of priest which has a similar take on using its hero power. There are lists that run auchenai+justicar for some awesome hero power usage.
Its a really cool list and it has the same concept but does it better imo.
Its more inspire focused but you can see the auchenai justicar synergy and such.
However if you do want to run this list. I think that nefarian is not too great. And should be replaced with a cabal shadow priest or something. I like that.
I also think that cabal+shrinmeister is a super good combo especially if you are going to run pain.
In addition, holy fire is much too slow for the current meta.
Finally, two senjin is not really neccessary if you are gonna have the 4 other cards so
Take out those cards that are redundant and replace them with more consistent cards.
Experiment! try out new things, but make sure to record your progress and let me know how it turns out!
I hope this helped!
If you want more help check out my stream. I can help you in real time and its must more efficient.
I stream regularly Tues-Sunday 7pm-3am PST. As well as other random times. Thanks!
Here is a deck I'm fiddling with. Basic idea is to use the Webspinners as low-cost minions and to supplement my hand. Knife Juggler can add extra damage via Unleash the Hounds/Snake Trap/Ball of Spiders. Feign Death can help to get extra cards via the Webspinners/extra dmg to hero with Leper Gnome/extra Hyenas with Savanna Highmane.
*edit- added rhino*
Open to any and all suggestions. Thanks in advance! (ps- hope to check out your stream sometime, work permitting!)
Alright so i have been kind of flirting with this type of hunter deck long before TGT. I'll go through the weird choices and why. Please keep in mind i just revived this idea in my head and built the deck, it is not even remotely finalized and i look forward to your response.
First off, the overall mech theme. This mech theme on hunter kind of draws on a zoo buffing type play style.. It does this through having many mechs, mech warper, metal tooth leaper and enhance-o-mechano. Do you run these buffed minions into face? It really depends on the board, but i would say you do. This aggro type of play compliments the control type seen in the later mana stages, as it isn't really expected. Is this powerful? It was OK in pre-TGT, however i don't really know how i feel about it right now.
Secondly, having to balance this zoo type buffing with traps and the ultimate decision to not take eagle horn. I realize horn is a sick weapon and in most variations of the deck, i do include it. Is it a mistake to not have it? Probably, but share your thoughts anyways.. To be honest, in most variations of the deck, i don't even include a single trap, instead deciding to take 2x deadly shot and 2x steamwheedle sniper. This has proven to be inconsistent. Even 1x steamwheedle can be inconsistent, however being that there is no draw present before 4 mana and even when played, Jeeves does present some tempo loss, the sniper does play into being conservative with the hand. Drawing mechs with hunter has proven to be a tricky ordeal and i would like some insight into your thoughts beyond just Jeeves. Also, with many more 2 mana minions going past 2 health and even into 4, this does reduce snipers effectiveness even when you draw him early.
The Gladiator Bow does try to play into a CW type of play with synergy from the heal bots, however overall it does so quite frivolously. It does have a nice dual function as a finisher in combination with the hero power/mech buffs and so that is why it is in.
You may notice the very strange choice of having 2x feign death with practically no death rattles. Even when i do have a chance to use them, i usually will only use one of them, saving the other for my 8 and 9 mana synergy. The general idea is to always play Foe reaper first, then if he does end up surviving, using thermaplugg, then attacking whatever board he has, to get a maximized 3x leper gnome off the attack. If they end up dying, that is ok, they will still deal damage and if they do not, that is what i end up saving my other feign death for. This combination does not present itself very often and more often than not, will generate atleast 1 dead card in my hand between the two legends plus saving 1 feign death. It is very novel, however i do think the idea is fun, with the ever-so-slightest of potential, mainly drawn from my opponent thinking i am grasping at straws this late in the game with the hunter. At this point, i usually have 1x charge of glad bow left and between board/dps done already, it should be easy to finish, even after a tree of life is played. (Anymore healing than that and the burst dps maxes usually).
I feel like the quality of mech minions i am currently running could be expanded upon. 2x flying machine has worked well in the past. So has 2x annoyotron, 1x demolisher, however i don't really know what to think about it in the current meta. Piloted Sky Golem has proven to be like, the shittiest piece of shit card and it probably will not be staying, but thoughts anyways would be nice.
BGH is also a little questionable, since if i am playing against a full control deck i may be in trouble regardless, but i prefer to be on the safer side of the meta.
So theres my obscure hunter idea. Let me know what aspects of it you think are viable, which are not and what ultimately should be cut/added, as i am having some difficulty making effective decisions on it myself, mainly around secrets, eagle horn, mech minions and late control. Thanks for reading, i look forward to your response.
Alright so i have been kind of flirting with this type of hunter deck long before TGT. I'll go through the weird choices and why. Please keep in mind i just revived this idea in my head and built the deck, it is not even remotely finalized and i look forward to your response.
First off, the overall mech theme. This mech theme on hunter kind of draws on a zoo buffing type play style.. It does this through having many mechs, mech warper, metal tooth leaper and enhance-o-mechano. Do you run these buffed minions into face? It really depends on the board, but i would say you do. This aggro type of play compliments the control type seen in the later mana stages, as it isn't really expected. Is this powerful? It was OK in pre-TGT, however i don't really know how i feel about it right now.
Secondly, having to balance this zoo type buffing with traps and the ultimate decision to not take eagle horn. I realize horn is a sick weapon and in most variations of the deck, i do include it. Is it a mistake to not have it? Probably, but share your thoughts anyways.. To be honest, in most variations of the deck, i don't even include a single trap, instead deciding to take 2x deadly shot and 2x steamwheedle sniper. This has proven to be inconsistent. Even 1x steamwheedle can be inconsistent, however being that there is no draw present before 4 mana and even when played, Jeeves does present some tempo loss, the sniper does play into being conservative with the hand. Drawing mechs with hunter has proven to be a tricky ordeal and i would like some insight into your thoughts beyond just Jeeves. Also, with many more 2 mana minions going past 2 health and even into 4, this does reduce snipers effectiveness even when you draw him early.
The Gladiator Bow does try to play into a CW type of play with synergy from the heal bots, however overall it does so quite frivolously. It does have a nice dual function as a finisher in combination with the hero power/mech buffs and so that is why it is in.
You may notice the very strange choice of having 2x feign death with practically no death rattles. Even when i do have a chance to use them, i usually will only use one of them, saving the other for my 8 and 9 mana synergy. The general idea is to always play Foe reaper first, then if he does end up surviving, using thermaplugg, then attacking whatever board he has, to get a maximized 3x leper gnome off the attack. If they end up dying, that is ok, they will still deal damage and if they do not, that is what i end up saving my other feign death for. This combination does not present itself very often and more often than not, will generate atleast 1 dead card in my hand between the two legends plus saving 1 feign death. It is very novel, however i do think the idea is fun, with the ever-so-slightest of potential, mainly drawn from my opponent thinking i am grasping at straws this late in the game with the hunter. At this point, i usually have 1x charge of glad bow left and between board/dps done already, it should be easy to finish, even after a tree of life is played. (Anymore healing than that and the burst dps maxes usually).
I feel like the quality of mech minions i am currently running could be expanded upon. 2x flying machine has worked well in the past. So has 2x annoyotron, 1x demolisher, however i don't really know what to think about it in the current meta. Piloted Sky Golem has proven to be like, the shittiest piece of shit card and it probably will not be staying, but thoughts anyways would be nice.
BGH is also a little questionable, since if i am playing against a full control deck i may be in trouble regardless, but i prefer to be on the safer side of the meta.
So theres my obscure hunter idea. Let me know what aspects of it you think are viable, which are not and what ultimately should be cut/added, as i am having some difficulty making effective decisions on it myself, mainly around secrets, eagle horn, mech minions and late control. Thanks for reading, i look forward to your response.
Also forgot to add owls!
There is definitely a lot to take in with this deck.
People have fiddled around with the idea of mech hunter for a while and have varied success. Trump even brought the deck to a tournament once! (and lost D:) However, I think it is interesting and therefore viable.
Hunter has been very weak recently and in need of some revitalization. Im not saying that this is the savior of decks for hunters, but it does bring back some old concepts that could work in the new meta.
My first impressions:
This deck is very very cute. Which means it is fun to play when everything works exactly how you want it to on paper. Its also INSANE when everything works the exact way we want it. But unfortunately that will only happen roughly 5-10% of the matches you play, and therefore makes the deck inconsistent.
You mentioned the eagle horn bow: This weapon is NUTS: especially if you buff it once, and Gladiators bow doesnt come close to the value/damage you will be dealing with it. In addition it fills out the important 3 slot of your deck.
A lot of your removal and minions and clunky slow and inefficient. Unfortunately there is no other way to say it. There are simply better options out there currently in terms of both minions and removal.
In response to your feign death choice: The card only works in very niche sitautions, which means it will most of the time sit in your hand as a dead card and you wish you were running just about anything else.
This is just my quick overview of your rough draft of the deck.
I will list my add/cuts here:
1 bgh (need to further your game plan not defend against others) -2 steamwheedle (to slow, you are an aggro deck not a control deck), -1powershot (you want to be killing your opponent with minions
-2 arcane nullifier (you dont need taunts in an aggro deck, even with buffs, it goes against your game plan) ,-1 jeeves (only need 1) -1 gladiators longbow
--2 feign death, -1 flying machine, -2antique (you dont need heals in an aggro deck), -1enchanceo mechano (you only need one)
These changes make your deck both more aggressive and more consistent. Your goal is to tempo out your opponent and use your strong minions to maintain board control.
Tell me how it works out! Reply back with results/how each card did.
If you want more help check out my stream. I can help you in real time and its must more efficient.
I stream regularly Tues-Sunday 7pm-3am PST. As well as other random times. Thanks!
Here is a deck I'm fiddling with. Basic idea is to use the Webspinners as low-cost minions and to supplement my hand. Knife Juggler can add extra damage via Unleash the Hounds/Snake Trap/Ball of Spiders. Feign Death can help to get extra cards via the Webspinners/extra dmg to hero with Leper Gnome/extra Hyenas with Savanna Highmane.
*edit- added rhino*
Open to any and all suggestions. Thanks in advance! (ps- hope to check out your stream sometime, work permitting!)
This deck is pretty fun! I like the idea and the card choices are definitely ones that I have not seen before, however this deck needs a little more optimization in order to be more consistent and therefore more powerful (on average)
First of all!: Feign death is a cute card, and be very powerful, but also can be very dead in your hand with nothing to play it with. We have to ask ourselves, is this card statistically on average going to be worth a card slot and 2 mana? If we think of quick shot, which is deal 3 damage, and 30% of the time draw a card, thats pretty strong. I would call that 3.5-4 damage for 2 mana, because the card you draw is likely to deal more damage in the future. Now we look at feign death. How is that going to further our game plan, and ultimately deal damage to the opponent. Ill lay out some examples of realistic feign death situations. 2 webspinners on the board into feign death. That is draw 1.5 cards for two mana. I say 1.5 because they are random beasts and random beasts are weaker in the cards in your deck on average. 2 mana for 1.5 cards seems pretty weak to me, especially since you are not furthering your game plan and developing your board. You could make the argument, well I can ball of spiders into feign death, and sure then the card technically gets value, but spending 8 mana on a turn like that is MUCH to slow if you want to kill your opponent. Most other midrange decks with have stabilized and crush you with their superior cards if the game goes to long so I think its a little slow. The only situation I can see feign death being useful, is when you use it on a syvanah+leper gnome. You both death damage and get 2, 2/2s, however the likelihood of your opponent letting a leper gnome survive that long, or you having more than 1 deathrattle minion on the board for that long is very rare. Because you are a hunter, your opponent naturally wants to clear your board every single turn, and therefore it will be very hard to set up a good feign death turn. IMO, feign death is only good when used with early minions like haunted creeper, harvest golemn and made scientist where you can both develop your board, and gain value. Sorry for the long explanation but many people ask my about feign death and I just want it to be clear why I think feign death is too slow. HOWEVER: if you are set on running this card, You need to have earlier deathrattle minions, like haunted creaper (which should already be a auto include), and maybe one more early deathrattle. Unfortunately there are not any other great options besides harvest golemn which isnt that good.
I undertstand the concept of a midrange super value deathspinner deck. But it seems that other midrange/value decks do what you are trying to do better. However ill do my best to work with the web spinners here to maximize the individual worth of every single one.
First of all, timber wolf is underwhelming, running only one means its highly likely you topdeck it or play it after unleash and it not too great of a card in general post nerf. Tundra rhino is kind of ambitious. You only actually have the savannahs to charge, and relying on your webspinner minions to charge is pretty inconsistent. I reccomend cutting both these cards for two houndmasters, as you desperatly need 4 drops and they synergize very well with webspinner.
Kodorider is a little too cute here. The likelyhood you will have enough of a board/time to set up a turn 8 kodorider is unlikely, however feel free to experiment and see how it works out. I would recommend another ram wrangler for the immediate 2 minion card.
2 bows are neccessary, also one more trap is ideal (probably bear)
2 hunters mark is a lot, but experiment with it. It just seems semi-likely you will have a dead one in your hand a decent amount of the time. Or draw one in your opener with is not great.
Again, feign death is sketchy, but experiment if you want.
I love king krush. Even if its just for fun. Its both hilarious to finish your opponent with it and completely unexpected.
IN CONCLUSION, My add/cuts:
-1timber, -1tundra, -1 kodo, -1 hunters, -1 snake (1 is enough, plus having 2 different traps means you whiff less)
Here I am leaving you with the feign death in the deck as it is a cool sub theme and can be put to good use, however i highly recommend you experiment and keep it in/take it out based on its performance.
If you do take out a feign death put in another houndmaster/shredder.
I think this hsould make your deck more consistent! Play around with 1 houndmaster/1 shredder or 1 houndmaster/2 shredder or vice versa whatever works best for you! Now that I think about it. Shredder is ESSENTIAL if you are going to run feign death. So your options are take out feign death or add in shredder. Because feign death on a 2 drop plus shredder is worth it.
I hope this helped! I know it is a lot to think about but that is my two cents on the various cards and such.
If you want more help check out my stream. I can help you in real time and its must more efficient.
I stream regularly Tues-Sunday 7pm-3am PST. As well as other random times. Thanks!
Can you tell me how to improve my deck? Or it is ok to climb? My primary goal in this season to try to "master" the control warrior and reach at lest rank 9.
Mastering is a very strong term in the realm of hearthstone, it means that you play the deck perfectly in your matches. And if you are able to master any deck you can take it to legend no doubt about it. If your goal is to master the deck then your goal is also to reach legend, which I encourage! I played only 2 decks to reach legend this season, and I recommend only playing 1-2 decks and getting good at that, that is how you you are most likely to climb to legend.
Anyways, It looks like you have 2 different themes going on here, which isnt necessarily a great thing. You have a lot of the heavy control warrior elements along with a lot of dragons. I think that if you are going to play control warrior you should either lean towards the super heavy control side, or the more tempo based dragon side. If your goal is heavy control warrior there are definitaly some changes to make.
First of all, bash is amazing card in my opinion, as a frequent control warrior player I love the card and is doing much better than I could have ever hoped, however 2 is redundant. You can likely only fit in 1 in the deck, and having 2 in your hand is redundant, where 2 shield slams are not for example.
Revenge is a cool tech card to cure the cancer that is Secret paladin and hunter, and I think it is an ok card to run, however it is a tech card, and this is important to remember. If the meta changes, this card will become better or worse, if it becomes worse, it needs to be removed. In my control warrior list I only run 1 brawl like you are here, however I am personally considering two. Brawl is a great answer to all of the minion based decks running amock, and answers thing like patron. Consider 2.
Chromaggus: Not a reliable source of card draw, underwhelming. Since there is no core dragon theme, there are better options
Chillmaw: Yo only have 3 other dragons in the deck. VERY inconsistent, and I dont even like the card in dragon decks to be honest.
Harrison Jones: this card is OK in the meta and hits warrior, hunter and paladin which are three possible classes. But it is only really ok. Druids and mages are coming back in force, and this card is useless vs them. Also, it is conditional, where sometihng like slyvanas is not.
Owl: Not enough room to really run this card, but you can experiment with it if you like.
Senjin: this is probably going to be the most controversal thing about my reply. I think that senjin is simply underwhelming. And I replace it personally with piloted shredder. I know you might be thinking that sounds dumb. But it works VERY well for me. We definitally need something else to put in the 4 slot, and I think that shredder gets 2 for 1s more than senjin does. It is also better vs control and allows you to establish a unit that doesnt die to one spot removal spell. Consider it, I reccomend it, In a deck that runs brawl along with other great removal spells, I dont think you need that extra taunt.
In conclusion: my add/cuts are:
-1 chromaggus, -1chillmaw, -1 senjin, -1-owl (experiment but i reccomend taking it out for now), -1bash, -1harrison (try taking it out for slyvanas for starters, and if there are weapons classes everywhere put it back in) -1 Alextrsaza (if you dont run gromash theres almost no need for this
-+1shredder, +1 emporer (lets you speed out the ysera or other big minons), +1 shield block (only 1 is necessary to combine with shield slam)
-+1 sylvanas, + 1 ragnaros or sneeds old shredder, +1 justicar tueheart.
If you decide to keep in the harrison you can, but other replacements for it are both taskmaster and zombie chow to deal with aggro.
My add cuts push the control warrior towards a super heavy late game dominate playstyle, with incredible value. This isnt the bursty gromash, alextrasa version. Which i think is more fun because it is a harder deck to master but much more rewarding. Playing a super hard to play deck like this will increase your skills by a player tenfold.
I hoped this helped! I know my choices are a little unorthadox, but I am a legend control warrior player and I have had great success a similar list to this. Be patient, learn the deck, your win rate will begin to creep up and get more and more positive with more experience you have. (I high recommend sneeds old shredder just because it is so fucking fun to play with xD ).
Come back and let me know how it does!
If you want more help check out my stream. I can help you in real time and its must more efficient.
I stream regularly Tues-Sunday 7pm-3am PST. As well as other random times. Thanks!
I lost to an INSANE twisting neither list last night on stream at rank 1, so I am going to base my review off the deck I saw (down to the very last card.)
First of all, Deathwing fuck yea. One of my favorite cards. However the worst class to play it in is warlock because you want to keep draying cards. You can potentially keep it in, but not if your run 2 twisting nethers. Only run 1 twisting if you are going to run deathwing.
First impressions: Senjin is too weak, there are better 4s.
-Alextraza doesnt fit into a deck that has jarraxus, Jarraxus is used for the same thing and alomst strictly better
-2 shadowflame, 2 hellfire is too much, definitally run 1 of each.
-Desperatly need something to play on 3/5. Imp gang boss/sludge belcher are interesting options.
My add/cuts:
-2 voidwalker (only fits in zoo decks)
-1 senjin
-1 hellfire, -1 shadowflame, -1 twisting nether (if you keep D-wing) (too much aoe just sits in your hand and you have terrible amtchups vs control
-Alextraza (redundant
+1 Molten (neccesarry)
+2 imp gang boss,
+1 sludge belcher,
+1 implosions
+1 bgh. (you need at least one big minions removal spell)
This should make the deck more consistent! This deck is super fun and I love suprise factos like D-wing and twisting nether. ITs also an interesting control/midrange fix which I think can work really well.
Let me know how it Does!
If you want more help check out my stream. I can help you in real time and its must more efficient.
I stream regularly Tues-Sunday 7pm-3am PST. As well as other random times. Thanks!
Hi! When I started playing Hearthstone long time ago, I wanted to build a control warrior deck. So I started building it, tho it had many expensive cards. I never finished the deck and now I came back to hearthstone. Oh lord the amount of new cards, decks and all these fancy solo adventures that I can't afford. I was wondering how will my unfinished old control warrior (kinda) do in this meta? And what cards should I replace.
Control warrior is naturally called the P2W deck as it has the most legendaries of any other deck in the game. So it is obviously quite difficult to build without the new super powerful legionaries, but we can make it work I think.
First of all: I see you have maexxna, which doesnt fit well into the deck, but it does mean you have naxxramus. If you have death bite it is an auto include
-Charge is not very good.
-Yser is very good
-Sylvanas is very important
-If you have ragnaros definitally run it
-Owl is meh.
-Ogre is too clunky.
-Arcanite reaper is not very good
-Gorehowl is one of my favorite cards so definitally try that out haha
I like playing warrior, iam missing an essential epic Shield Slam so ive made this deck iam currently rank 15 iam more of casual player and play for fun , i could play patron but its not that fun imo.. Need some help tweeking my deck..
Looks pretty solid actually! The shield slam is pretty important but a bash is a legitimate substitute especially versus aggro decks. Unfortunately control matchups will be a bit more difficult!
So the first things that come to mind when I looked at the list, is that healbot is at its worst in warrior you have so much "life gain" with all the armor effects, so that needs to go.
Also, owls are not great in warrior, but 1 is an ok addition imo, if you are missing some cards.
Also, control warrior is not a tempo deck, so loatheb is simply a 5/5 90% of the time, and there are much better 5s!
This list looks pretty good besides that so here are my quick add/cuts:
-1 antique, -1 owl, -1 loatheb.
+1 piloted shredder (one of my personal favorites in control warrior)
+2 shieldmaiden.
Baron geddon is also not needed! It is ok but often to slow for aggro matches. In control matches its quite weak as well. Keep it in if you think otherwise but another viable replacement in a super slow control warrior like this is sneeds old shredder which is another of my favorite cards.
In conclusion: The barron geddon cut/add is up to you based on the meta currently. Harrison jones should also be removed/kept in based on the meta.
Finally, this deck is polarized in a way. Because of its massive late game value cards, it is likely to crush late gaming matchups, but has a decent chance to get smashed by early game super aggro decks.
I hope this helped!
If you want more help message me or check out my stream. I can help you in real time and its must more efficient. I stream regularly Tues-Sunday 7pm-3am PST. As well as other random times. Check my signature for the link. Thanks!
I kept Alextraza, I tried without but I found that the effect is really important for the deck so it is good to have two ways of getting it. And you can always use Alextraza to bring down the opponent quickly :)
Removed Mal'Ganis. He usually only served as a glorified healbot. So I added another healbot instead.
Removed 1 Shadowflame. Played around a bit with implosion, an early version of the deck even had two. But for the moment I have decided that an extra hellfire is more important against aggro decks
I don't have a imp gang boss so I added some harvest golems instead for extra early pressure. And they fit ok with the boardclear/deathrattle theme.
Kept an extra twisting nether instead of a big creature removal for now. I tried Belcher before, but found him to be too slow, Sejin stayed but I removed the voidwalkers. Feels weird just to pass the first turn:) Found room for a sunfury protector. When I get an extra giant I will try it instead fo Deathwing or Alextraza.
Anyway thanks a lot for your help.
Glad you are experimenting and finding what works for you!
I still think 2 twisitng nethers with d wing is to much but if you are having success go for it!
Also the knife jugglers are significantly weaker without implosion so consider things like that. Thanks for the feedback though. If i run a twisting nether deck anytime soon ill make sure to let you know what my list looks like and how it does!
so finaly i am back with the New Warrior Control deck i made! http://www.hearthpwn.com/decks/326022-tgt-control-warrior if you guys have any idea how to improve it at some points to climb more id appreciate it very much :) or if you say from now on its just practice its ok aswell !:)
Thanks in advance
List looks very solid. There are just some cards you should play around with a bit and experiment with
For example: pay attention to how much value baron geddon gets. If its not doing its job and clearing 1-2 early minions when you play it it may be worth considering taking it out for another big threat!
2 brawls seems good in the meta right now but that could change if the meta shifts.
1 owl is an ok tech card, but can be underwhelming in a deck so dependent on value and grinding your opponent out.
Keep experimenting! Thanks for the feedback. Keep me updated!
I'm a novice player that want to master the Rogue decks. This is the deck im running and currently I'm having trouble having complete board controll, most of the time I have 2-3 minions out but past 6+mana I often get cleared and end up having no damage left in my deck as we're just trading back and forth each turn till i fatigue.
Should I keep the Deadly Poisons for leathal instead of using Daggers+Poison to clear board?
It all depends on the situation and the deck you are playing against. Some matchups are races in a way (like combo druid) where you can combo out your opponent with oil+minon+flurry in one turn and your opponent can force savage you in one turn.
Im mainly playing it as i got Blingtron in a pack and wanted to see how much fun i could have with it.
Any thoughts on improving/balancing? My main issue is Draw (unless i can get Gadgetzan out turn 7-8.
Blingtron is a fun card, but is not too amazing in rogue, as you have the dagger up and it gives your opponent a weapon. However if you run all the buffs it could potentially be really strong! its just rng based of course.
I dont think you need a healbot in an aggro deck thats for sure. But other than that the list looks fairly solid. I would definitely recommend 2 buccaneers cause they are so good!
-Basically just -1 healbot +1 bucanner
Your deck naturally deosnt have much card draw because it is an aggro mech deck.Keep experimenting!
The deck definitaly looks playable.
I hoped this helped!
If you want more information or want to discuss things further I will have much more time to reply with people when I stream! I stream tues-sunday at 7-12 pst.
There are many different types of control warrior lists.
Mine is a unique variation.
http://imgur.com/efCZ8oP
Let me know what you think!
Check out my stream on Twitch: http://www.twitch.tv/apple_sauceman/profile
Monday, Wednesday, Friday-Sunday 9:00am-2:00pm! PST
Twitter: https://twitter.com/Apple_Sauceman
Hi,i'm trying make shadowform work in a dragon priest.
What you guys think?Help me refine!
So this is essentially a dragon varient list with shadowform. Its interesting, however the dragon list relies so heavily on healing your own minions you might be working against yourself here.
Im going to just recommend a different style of priest which has a similar take on using its hero power. There are lists that run auchenai+justicar for some awesome hero power usage.
Its a really cool list and it has the same concept but does it better imo.
http://www.hearthpwn.com/decks/322775-inspire-priest-tgt-full-guide
Its more inspire focused but you can see the auchenai justicar synergy and such.
However if you do want to run this list. I think that nefarian is not too great. And should be replaced with a cabal shadow priest or something. I like that.
I also think that cabal+shrinmeister is a super good combo especially if you are going to run pain.
In addition, holy fire is much too slow for the current meta.
Finally, two senjin is not really neccessary if you are gonna have the 4 other cards so
Take out those cards that are redundant and replace them with more consistent cards.
Experiment! try out new things, but make sure to record your progress and let me know how it turns out!
I hope this helped!
If you want more help check out my stream. I can help you in real time and its must more efficient.
I stream regularly Tues-Sunday 7pm-3am PST. As well as other random times. Thanks!
Check out my stream on Twitch: http://www.twitch.tv/apple_sauceman/profile
Monday, Wednesday, Friday-Sunday 9:00am-2:00pm! PST
Twitter: https://twitter.com/Apple_Sauceman
Hello! Thank you for making this great thread. :3
Here is a deck I'm fiddling with. Basic idea is to use the Webspinners as low-cost minions and to supplement my hand. Knife Juggler can add extra damage via Unleash the Hounds/Snake Trap/Ball of Spiders. Feign Death can help to get extra cards via the Webspinners/extra dmg to hero with Leper Gnome/extra Hyenas with Savanna Highmane.
*edit- added rhino*
Open to any and all suggestions. Thanks in advance! (ps- hope to check out your stream sometime, work permitting!)
Alright so i have been kind of flirting with this type of hunter deck long before TGT. I'll go through the weird choices and why. Please keep in mind i just revived this idea in my head and built the deck, it is not even remotely finalized and i look forward to your response.
First off, the overall mech theme. This mech theme on hunter kind of draws on a zoo buffing type play style.. It does this through having many mechs, mech warper, metal tooth leaper and enhance-o-mechano. Do you run these buffed minions into face? It really depends on the board, but i would say you do. This aggro type of play compliments the control type seen in the later mana stages, as it isn't really expected. Is this powerful? It was OK in pre-TGT, however i don't really know how i feel about it right now.
Secondly, having to balance this zoo type buffing with traps and the ultimate decision to not take eagle horn. I realize horn is a sick weapon and in most variations of the deck, i do include it. Is it a mistake to not have it? Probably, but share your thoughts anyways.. To be honest, in most variations of the deck, i don't even include a single trap, instead deciding to take 2x deadly shot and 2x steamwheedle sniper. This has proven to be inconsistent. Even 1x steamwheedle can be inconsistent, however being that there is no draw present before 4 mana and even when played, Jeeves does present some tempo loss, the sniper does play into being conservative with the hand. Drawing mechs with hunter has proven to be a tricky ordeal and i would like some insight into your thoughts beyond just Jeeves. Also, with many more 2 mana minions going past 2 health and even into 4, this does reduce snipers effectiveness even when you draw him early.
The Gladiator Bow does try to play into a CW type of play with synergy from the heal bots, however overall it does so quite frivolously. It does have a nice dual function as a finisher in combination with the hero power/mech buffs and so that is why it is in.
You may notice the very strange choice of having 2x feign death with practically no death rattles. Even when i do have a chance to use them, i usually will only use one of them, saving the other for my 8 and 9 mana synergy. The general idea is to always play Foe reaper first, then if he does end up surviving, using thermaplugg, then attacking whatever board he has, to get a maximized 3x leper gnome off the attack. If they end up dying, that is ok, they will still deal damage and if they do not, that is what i end up saving my other feign death for. This combination does not present itself very often and more often than not, will generate atleast 1 dead card in my hand between the two legends plus saving 1 feign death. It is very novel, however i do think the idea is fun, with the ever-so-slightest of potential, mainly drawn from my opponent thinking i am grasping at straws this late in the game with the hunter. At this point, i usually have 1x charge of glad bow left and between board/dps done already, it should be easy to finish, even after a tree of life is played. (Anymore healing than that and the burst dps maxes usually).
I feel like the quality of mech minions i am currently running could be expanded upon. 2x flying machine has worked well in the past. So has 2x annoyotron, 1x demolisher, however i don't really know what to think about it in the current meta. Piloted Sky Golem has proven to be like, the shittiest piece of shit card and it probably will not be staying, but thoughts anyways would be nice.
BGH is also a little questionable, since if i am playing against a full control deck i may be in trouble regardless, but i prefer to be on the safer side of the meta.
So theres my obscure hunter idea. Let me know what aspects of it you think are viable, which are not and what ultimately should be cut/added, as i am having some difficulty making effective decisions on it myself, mainly around secrets, eagle horn, mech minions and late control. Thanks for reading, i look forward to your response.
Also forgot to add owls!
There is definitely a lot to take in with this deck.
People have fiddled around with the idea of mech hunter for a while and have varied success. Trump even brought the deck to a tournament once! (and lost D:) However, I think it is interesting and therefore viable.
Hunter has been very weak recently and in need of some revitalization. Im not saying that this is the savior of decks for hunters, but it does bring back some old concepts that could work in the new meta.
My first impressions:
This deck is very very cute. Which means it is fun to play when everything works exactly how you want it to on paper. Its also INSANE when everything works the exact way we want it. But unfortunately that will only happen roughly 5-10% of the matches you play, and therefore makes the deck inconsistent.
You mentioned the eagle horn bow: This weapon is NUTS: especially if you buff it once, and Gladiators bow doesnt come close to the value/damage you will be dealing with it. In addition it fills out the important 3 slot of your deck.
A lot of your removal and minions and clunky slow and inefficient. Unfortunately there is no other way to say it. There are simply better options out there currently in terms of both minions and removal.
In response to your feign death choice: The card only works in very niche sitautions, which means it will most of the time sit in your hand as a dead card and you wish you were running just about anything else.
This is just my quick overview of your rough draft of the deck.
I will list my add/cuts here:
1 bgh (need to further your game plan not defend against others) -2 steamwheedle (to slow, you are an aggro deck not a control deck), -1powershot (you want to be killing your opponent with minions
-2 arcane nullifier (you dont need taunts in an aggro deck, even with buffs, it goes against your game plan) ,-1 jeeves (only need 1) -1 gladiators longbow
--2 feign death, -1 flying machine, -2antique (you dont need heals in an aggro deck), -1enchanceo mechano (you only need one)
+2 eagle horn bow, +1 spider tank, +2 mechanical yeti, +2 cogmaster, +2 mad scientist, +1 freezing trap, +1dr. boom, +2 clockwork gnome.
These changes make your deck both more aggressive and more consistent. Your goal is to tempo out your opponent and use your strong minions to maintain board control.
Tell me how it works out! Reply back with results/how each card did.
If you want more help check out my stream. I can help you in real time and its must more efficient.
I stream regularly Tues-Sunday 7pm-3am PST. As well as other random times. Thanks!
Check out my stream on Twitch: http://www.twitch.tv/apple_sauceman/profile
Monday, Wednesday, Friday-Sunday 9:00am-2:00pm! PST
Twitter: https://twitter.com/Apple_Sauceman
This deck is pretty fun! I like the idea and the card choices are definitely ones that I have not seen before, however this deck needs a little more optimization in order to be more consistent and therefore more powerful (on average)
First of all!: Feign death is a cute card, and be very powerful, but also can be very dead in your hand with nothing to play it with. We have to ask ourselves, is this card statistically on average going to be worth a card slot and 2 mana? If we think of quick shot, which is deal 3 damage, and 30% of the time draw a card, thats pretty strong. I would call that 3.5-4 damage for 2 mana, because the card you draw is likely to deal more damage in the future. Now we look at feign death. How is that going to further our game plan, and ultimately deal damage to the opponent. Ill lay out some examples of realistic feign death situations. 2 webspinners on the board into feign death. That is draw 1.5 cards for two mana. I say 1.5 because they are random beasts and random beasts are weaker in the cards in your deck on average. 2 mana for 1.5 cards seems pretty weak to me, especially since you are not furthering your game plan and developing your board. You could make the argument, well I can ball of spiders into feign death, and sure then the card technically gets value, but spending 8 mana on a turn like that is MUCH to slow if you want to kill your opponent. Most other midrange decks with have stabilized and crush you with their superior cards if the game goes to long so I think its a little slow. The only situation I can see feign death being useful, is when you use it on a syvanah+leper gnome. You both death damage and get 2, 2/2s, however the likelihood of your opponent letting a leper gnome survive that long, or you having more than 1 deathrattle minion on the board for that long is very rare. Because you are a hunter, your opponent naturally wants to clear your board every single turn, and therefore it will be very hard to set up a good feign death turn. IMO, feign death is only good when used with early minions like haunted creeper, harvest golemn and made scientist where you can both develop your board, and gain value. Sorry for the long explanation but many people ask my about feign death and I just want it to be clear why I think feign death is too slow. HOWEVER: if you are set on running this card, You need to have earlier deathrattle minions, like haunted creaper (which should already be a auto include), and maybe one more early deathrattle. Unfortunately there are not any other great options besides harvest golemn which isnt that good.
I undertstand the concept of a midrange super value deathspinner deck. But it seems that other midrange/value decks do what you are trying to do better. However ill do my best to work with the web spinners here to maximize the individual worth of every single one.
First of all, timber wolf is underwhelming, running only one means its highly likely you topdeck it or play it after unleash and it not too great of a card in general post nerf. Tundra rhino is kind of ambitious. You only actually have the savannahs to charge, and relying on your webspinner minions to charge is pretty inconsistent. I reccomend cutting both these cards for two houndmasters, as you desperatly need 4 drops and they synergize very well with webspinner.
Kodorider is a little too cute here. The likelyhood you will have enough of a board/time to set up a turn 8 kodorider is unlikely, however feel free to experiment and see how it works out. I would recommend another ram wrangler for the immediate 2 minion card.
2 bows are neccessary, also one more trap is ideal (probably bear)
2 hunters mark is a lot, but experiment with it. It just seems semi-likely you will have a dead one in your hand a decent amount of the time. Or draw one in your opener with is not great.
Again, feign death is sketchy, but experiment if you want.
I love king krush. Even if its just for fun. Its both hilarious to finish your opponent with it and completely unexpected.
IN CONCLUSION, My add/cuts:
-1timber, -1tundra, -1 kodo, -1 hunters, -1 snake (1 is enough, plus having 2 different traps means you whiff less)
+1bow, +2 haunted creeper, +1 freezing, +1 hound master.
Here I am leaving you with the feign death in the deck as it is a cool sub theme and can be put to good use, however i highly recommend you experiment and keep it in/take it out based on its performance.
If you do take out a feign death put in another houndmaster/shredder.
I think this hsould make your deck more consistent! Play around with 1 houndmaster/1 shredder or 1 houndmaster/2 shredder or vice versa whatever works best for you! Now that I think about it. Shredder is ESSENTIAL if you are going to run feign death. So your options are take out feign death or add in shredder. Because feign death on a 2 drop plus shredder is worth it.
I hope this helped! I know it is a lot to think about but that is my two cents on the various cards and such.
If you want more help check out my stream. I can help you in real time and its must more efficient.
I stream regularly Tues-Sunday 7pm-3am PST. As well as other random times. Thanks!
Check out my stream on Twitch: http://www.twitch.tv/apple_sauceman/profile
Monday, Wednesday, Friday-Sunday 9:00am-2:00pm! PST
Twitter: https://twitter.com/Apple_Sauceman
Mastering is a very strong term in the realm of hearthstone, it means that you play the deck perfectly in your matches. And if you are able to master any deck you can take it to legend no doubt about it. If your goal is to master the deck then your goal is also to reach legend, which I encourage! I played only 2 decks to reach legend this season, and I recommend only playing 1-2 decks and getting good at that, that is how you you are most likely to climb to legend.
Anyways, It looks like you have 2 different themes going on here, which isnt necessarily a great thing. You have a lot of the heavy control warrior elements along with a lot of dragons. I think that if you are going to play control warrior you should either lean towards the super heavy control side, or the more tempo based dragon side. If your goal is heavy control warrior there are definitaly some changes to make.
First of all, bash is amazing card in my opinion, as a frequent control warrior player I love the card and is doing much better than I could have ever hoped, however 2 is redundant. You can likely only fit in 1 in the deck, and having 2 in your hand is redundant, where 2 shield slams are not for example.
Revenge is a cool tech card to cure the cancer that is Secret paladin and hunter, and I think it is an ok card to run, however it is a tech card, and this is important to remember. If the meta changes, this card will become better or worse, if it becomes worse, it needs to be removed. In my control warrior list I only run 1 brawl like you are here, however I am personally considering two. Brawl is a great answer to all of the minion based decks running amock, and answers thing like patron. Consider 2.
Chromaggus: Not a reliable source of card draw, underwhelming. Since there is no core dragon theme, there are better options
Chillmaw: Yo only have 3 other dragons in the deck. VERY inconsistent, and I dont even like the card in dragon decks to be honest.
Harrison Jones: this card is OK in the meta and hits warrior, hunter and paladin which are three possible classes. But it is only really ok. Druids and mages are coming back in force, and this card is useless vs them. Also, it is conditional, where sometihng like slyvanas is not.
Owl: Not enough room to really run this card, but you can experiment with it if you like.
Senjin: this is probably going to be the most controversal thing about my reply. I think that senjin is simply underwhelming. And I replace it personally with piloted shredder. I know you might be thinking that sounds dumb. But it works VERY well for me. We definitally need something else to put in the 4 slot, and I think that shredder gets 2 for 1s more than senjin does. It is also better vs control and allows you to establish a unit that doesnt die to one spot removal spell. Consider it, I reccomend it, In a deck that runs brawl along with other great removal spells, I dont think you need that extra taunt.
In conclusion: my add/cuts are:
-1 chromaggus, -1chillmaw, -1 senjin, -1-owl (experiment but i reccomend taking it out for now), -1bash, -1harrison (try taking it out for slyvanas for starters, and if there are weapons classes everywhere put it back in) -1 Alextrsaza (if you dont run gromash theres almost no need for this
-+1shredder, +1 emporer (lets you speed out the ysera or other big minons), +1 shield block (only 1 is necessary to combine with shield slam)
-+1 sylvanas, + 1 ragnaros or sneeds old shredder, +1 justicar tueheart.
If you decide to keep in the harrison you can, but other replacements for it are both taskmaster and zombie chow to deal with aggro.
My add cuts push the control warrior towards a super heavy late game dominate playstyle, with incredible value. This isnt the bursty gromash, alextrasa version. Which i think is more fun because it is a harder deck to master but much more rewarding. Playing a super hard to play deck like this will increase your skills by a player tenfold.
I hoped this helped! I know my choices are a little unorthadox, but I am a legend control warrior player and I have had great success a similar list to this. Be patient, learn the deck, your win rate will begin to creep up and get more and more positive with more experience you have. (I high recommend sneeds old shredder just because it is so fucking fun to play with xD ).
Come back and let me know how it does!
If you want more help check out my stream. I can help you in real time and its must more efficient.
I stream regularly Tues-Sunday 7pm-3am PST. As well as other random times. Thanks!
Check out my stream on Twitch: http://www.twitch.tv/apple_sauceman/profile
Monday, Wednesday, Friday-Sunday 9:00am-2:00pm! PST
Twitter: https://twitter.com/Apple_Sauceman
I lost to an INSANE twisting neither list last night on stream at rank 1, so I am going to base my review off the deck I saw (down to the very last card.)
First of all, Deathwing fuck yea. One of my favorite cards. However the worst class to play it in is warlock because you want to keep draying cards. You can potentially keep it in, but not if your run 2 twisting nethers. Only run 1 twisting if you are going to run deathwing.
First impressions: Senjin is too weak, there are better 4s.
-Alextraza doesnt fit into a deck that has jarraxus, Jarraxus is used for the same thing and alomst strictly better
-2 shadowflame, 2 hellfire is too much, definitally run 1 of each.
-Desperatly need something to play on 3/5. Imp gang boss/sludge belcher are interesting options.
My add/cuts:
-2 voidwalker (only fits in zoo decks)
-1 senjin
-1 hellfire, -1 shadowflame, -1 twisting nether (if you keep D-wing) (too much aoe just sits in your hand and you have terrible amtchups vs control
-Alextraza (redundant
+1 Molten (neccesarry)
+2 imp gang boss,
+1 sludge belcher,
+1 implosions
+1 bgh. (you need at least one big minions removal spell)
This should make the deck more consistent! This deck is super fun and I love suprise factos like D-wing and twisting nether. ITs also an interesting control/midrange fix which I think can work really well.
Let me know how it Does!
If you want more help check out my stream. I can help you in real time and its must more efficient.
I stream regularly Tues-Sunday 7pm-3am PST. As well as other random times. Thanks!
Check out my stream on Twitch: http://www.twitch.tv/apple_sauceman/profile
Monday, Wednesday, Friday-Sunday 9:00am-2:00pm! PST
Twitter: https://twitter.com/Apple_Sauceman
Control warrior is naturally called the P2W deck as it has the most legendaries of any other deck in the game. So it is obviously quite difficult to build without the new super powerful legionaries, but we can make it work I think.
First of all: I see you have maexxna, which doesnt fit well into the deck, but it does mean you have naxxramus. If you have death bite it is an auto include
-Charge is not very good.
-Yser is very good
-Sylvanas is very important
-If you have ragnaros definitally run it
-Owl is meh.
-Ogre is too clunky.
-Arcanite reaper is not very good
-Gorehowl is one of my favorite cards so definitally try that out haha
My quick add/cuts:
-1Maexxna, -1owl, -1 boulderfist, -1 charge, -1 aranite reaper,
+1 ysera, +1 slyvanas, +1 ragnoros. You said you didnt have any of the new cards, so if you have these they are very important!
+2 armorsmith. In the classic set plus essentially to dealing with aggressive decks.
All the cards I included should be from the core set, and they definitely trump all of the cards that we are taking out.
I hope this helps! Sorry for the short response im very busy,
If you want more help message me or check out my stream. I can help you in real time and its must more efficient.
I stream regularly Tues-Sunday 7pm-3am PST. As well as other random times. Thanks!
Check out my stream on Twitch: http://www.twitch.tv/apple_sauceman/profile
Monday, Wednesday, Friday-Sunday 9:00am-2:00pm! PST
Twitter: https://twitter.com/Apple_Sauceman
Your feedback is invaluable thank you SO much. I can't wait to try it! *^_^*
Check out my stream on Twitch: http://www.twitch.tv/apple_sauceman/profile
Monday, Wednesday, Friday-Sunday 9:00am-2:00pm! PST
Twitter: https://twitter.com/Apple_Sauceman
Glad you are experimenting and finding what works for you!
I still think 2 twisitng nethers with d wing is to much but if you are having success go for it!
Also the knife jugglers are significantly weaker without implosion so consider things like that. Thanks for the feedback though. If i run a twisting nether deck anytime soon ill make sure to let you know what my list looks like and how it does!
Check out my stream on Twitch: http://www.twitch.tv/apple_sauceman/profile
Monday, Wednesday, Friday-Sunday 9:00am-2:00pm! PST
Twitter: https://twitter.com/Apple_Sauceman
List looks very solid. There are just some cards you should play around with a bit and experiment with
For example: pay attention to how much value baron geddon gets. If its not doing its job and clearing 1-2 early minions when you play it it may be worth considering taking it out for another big threat!
2 brawls seems good in the meta right now but that could change if the meta shifts.
1 owl is an ok tech card, but can be underwhelming in a deck so dependent on value and grinding your opponent out.
Keep experimenting! Thanks for the feedback. Keep me updated!
Check out my stream on Twitch: http://www.twitch.tv/apple_sauceman/profile
Monday, Wednesday, Friday-Sunday 9:00am-2:00pm! PST
Twitter: https://twitter.com/Apple_Sauceman
how to get out of shit tier?
Check out my Custom Undead Expansion!
...Or my Custom Elemental Expansion!
Play one deck, get good at it, play it some more,
Then play it some more, then get better at it,
Then get legend.
Check out my stream on Twitch: http://www.twitch.tv/apple_sauceman/profile
Monday, Wednesday, Friday-Sunday 9:00am-2:00pm! PST
Twitter: https://twitter.com/Apple_Sauceman
It all depends on the situation and the deck you are playing against. Some matchups are races in a way (like combo druid) where you can combo out your opponent with oil+minon+flurry in one turn and your opponent can force savage you in one turn.
This decklist varies greatly from normal control rogue which relies on efficiant, sticky, and value orriented minions. If you want a solid STANDARD oil rogue list I recommend this varient: http://www.hearthstonetopdecks.com/decks/ryzens-season-13-oil-rogue/
Ryzen is one of the best oil rogue players and you can switch out the sludge belchers for a violet teacher+1 deckhand if you lile.
That list is imo the best list and if you want good results you want to run those specific cards.
Check out my stream on Twitch: http://www.twitch.tv/apple_sauceman/profile
Monday, Wednesday, Friday-Sunday 9:00am-2:00pm! PST
Twitter: https://twitter.com/Apple_Sauceman
Hi,
Not that im aiming for legend or anything just want a bit of advice on possible ideas to develop this deck.
Im mainly playing it as i got Blingtron in a pack and wanted to see how much fun i could have with it.
Any thoughts on improving/balancing? My main issue is Draw (unless i can get Gadgetzan out turn 7-8.
>>>Check out my Latest Card Design Competition Entry<<<
Sneeds is super fun.
An owl is ok.
Check out my stream on Twitch: http://www.twitch.tv/apple_sauceman/profile
Monday, Wednesday, Friday-Sunday 9:00am-2:00pm! PST
Twitter: https://twitter.com/Apple_Sauceman
Blingtron is a fun card, but is not too amazing in rogue, as you have the dagger up and it gives your opponent a weapon. However if you run all the buffs it could potentially be really strong! its just rng based of course.
I dont think you need a healbot in an aggro deck thats for sure. But other than that the list looks fairly solid. I would definitely recommend 2 buccaneers cause they are so good!
-Basically just -1 healbot +1 bucanner
Your deck naturally deosnt have much card draw because it is an aggro mech deck.Keep experimenting!
The deck definitaly looks playable.
I hoped this helped!
If you want more information or want to discuss things further I will have much more time to reply with people when I stream! I stream tues-sunday at 7-12 pst.
Check out my stream on Twitch: http://www.twitch.tv/apple_sauceman/profile
Monday, Wednesday, Friday-Sunday 9:00am-2:00pm! PST
Twitter: https://twitter.com/Apple_Sauceman