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    posted a message on Enrage Warrior - help, please !

    Hi, this is my first attempt of posting a deck that I somehow polished for a few weeks ! First of all, the list:

    Naxx Enrage Deck
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    Minion (18) Ability (7) Weapon (5)
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    I know that once it got nerfed many other Warsong cute shenanigans were tried before. Sure, there's something in Wargong Commander which make every new player such as me to desperately try some way to pull of a decent list with it (I actually started playing some months after it got nerfed by the way). Unfortunately, most of the attempts get simply wrecked by real competitive decks. The problem is that people usually focus on unlikely scenarios of OTK combos with huge, buffed and charged Worgens (or Raiders) in detriment of a whole cast of early/mid game plays, enablers, draw engine and so on.

    My point with this deck is, despite of having powerful goldfish scenarios, to have a well synergic list which can hold it's own even without seeing a Worgen or Commander throughout the whole game. Cards such as Frosting Berserker or Amani Berserker are good for trading and/or baiting removal for upcoming Warsong + Worgen/Raider shenanigans, but can do the job on their own just as fine (while also could get the charge from Warsong Commander). Unstable Ghoul and Death's Bite on top of being enablers aren't thrash without the combo pieces too.

    Actually, I'd run 6+ Unstable Ghouls if I could, this and Death's Bite made the archetype much more viable. Maybe not outright competitive, but surely way stronger than previous attempts of enrage shenanigans. They are both enablers for our wincons and draw engine but at the same time they give board presence/removal. 

    With Battle Rage and Acolyte the list doesn't lack in card advantage neither, which makes Warsong Commander + Raging Worgen + Inner Rage (or also Warsong Commander + Bloodsail Raider + Gorehowl) combo a real thing, or simply generate CA enough for us to overwhelm the opponent with other nasty plays such as any weapon followed by free Dread Corsair, etc.

     As a side note, the current meta being too minion-based, with control and midrange lists relying more on taunters and deathrattle shenanigans in place of cheap efficient removal spells it may be possible in some match ups to safely make the Warsong/Worgen a 2 turns combo instead of a 1 turn 6 mana combo, mostly by protecting Warsong Commander behind our own taunters or previously cleaning the board with our weapons/removal or trading efficiently. 

    Still concerning opposing taunters, there's always the possibility of adding some silence effects if needed, the first slot I'd open for it is the Inner Rage one, since the list already has plenty of reliable enrage enablers and the +2 boost although good usually is win more. 

     Feedback is appreciated, english isn't my native language so apologize if it's poorly written as well !

    Posted in: Warrior
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    posted a message on Midrange Secret Mage - how to improve ?!

    Hello guys ! That's my first thread here at Hearthpwn, and I'd like to discuss my laster Secret Mage with you and see how I can improve the deck list, strategy and etc .. 

    So here is the list:

    Midrange Secret
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    Minion (17) Ability (13)
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    Mostly of the choices are typical picks for any Mage/Secret deck (Fireballs, Scientists, etc), but there are some issues.

    I don't like to run minions as 1 of's (besides legendaries for obvious reasons), but there are some dudes which seems a bit off the place:

    - Kirin Tor Mage, having the perfect curve in hand (Mana Wyrm, Coin, Kirin Tor Mage, Secret and maybe a Ethereal Arcanist if one can live the dream) is very powerful, but it's too awkward having 2 or more KTM's in hand (by Duplication) with no Secret to benefit from it. I mean, 4 power for 3 mana is nice on its own, but the 3 toughness is underwhelming. 

    - Ethereal Arcanist, I really love this guy. This plus Ice Block in any match besides Hunter will grant you a very hard to kill wincon. The opponent needs to either spend valuable spot removal on it (Hex, Polymorph), or make poor trades with their own minions since it's very hard to compete against a turn 4 (maybe 3) 5/5 dude. Still, just as KTM, sometimes we simply get a bunch of 4 mana 3/3's and it seems so wrong. 

    - Water Elemental, one of the best minions on the mana curve, but it seems a bit off in non Freeze/Damage dedicated lists. I don't like running 1 of minions but it seems wrong to cut all of them as well .. 

     Besides the minions issues. I'd like suggestion in the Secret package. Too many ?! Wrong choices ?! Besides Antonidas I have all mage cards so there isn't budget restrictions. 

     Thanks for the attention !

    Posted in: Mage
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