Your comments and enthusiasm to make this deck work are great! :)
We're all aware that this deck is far from being super strong, but it's worth it for the rare occasions when we play the Purified Shard against an opponent with full health and a big board. :)
Claw Machine sounds like an interesting option as it will remove a threat from the board and potentially draw you one of the cards (7, 8 or even 5) to progress the quest.
On rare (and super lucky occasions) it can help you by drawing the Purified Shard and allowing you to play it the same turn, provided you have at least 11 health left.
So I'd say you're fine without it and can easily replace it with any other nice 8-cost. I've put some in order of quality how I see for this deck:
I've crafted Mindrender Illucia to test it out and realized it was a big mistake.
There's no scenario in which this is a good card for the deck: 1. If you play it on turn 3 (since you need a 3-drop), you get no value and the opponent could punish you by stealing your 4 or 5 drop. 2. If you play it on any turn 4-8, you get minimum value and lose tempo for your other cards that need to be played in order. 3. If you play it turn 9 or 10, you should be finding your Purified Shard instead and not give a chance for an opponent to get it. 4. You won't get a chance to steal any other quest reward minion, as every other class will complete the quest and play their big minion in the same turn.
I'm replacing her with either Robes of Protection or Death's Head Cultist depending on if I run into more spell-oriented opponents or minion-oriented opponents.
The deck is fun but I have the biggest problem with the 7-cost card. There is almost never a target for the Elekk Mount. I'll try replacing it with Mutanus the Devourer.
I'd recommend swapping out Potion of Illusion for just about anything. Sure, when it works it can cause chaos. But you have only 5 minions in your deck. 2 of which are 9 and 10 mana. If they don't get removed, it's game over anyway so no need to potion them. The remaining 3 minions are very likely to get removed before you get a chance to play the potion. If you play it on the same turn, you'll need 9 mana which will probably be needed for some other tempo plays.
The other suspect is Ring Toss. There are only 3 cards that can activate the corrupt effect. I'd rather have a card I need than a chance to hopefully discover the adequate secret.
This deck isn't pure RNG as I thought it would be. After having abysmal results in the beginning, this deck took me on an almost perfect streak from rank 16 to rank 10, with losing only one game do to terribly unlucky draw (no Arcane Intelects or Oracle).
Although it still requires some luck with Spellslinger and Cabalist's Tome, planning ahead with Etheral Conjurer is critical.
Here are two videos: Vs. Handlock - Could have won in a more normal way, but I decided for chaos... :) Vs. Aggro (Shaman and Warlock) - Didn't get a chance to play Yogg against the Shaman.
This deck looks like so much fun and i want it to work with all of my heart. It just doesn't let me.
I either die to aggro before turn 10 or I'm down to 10 or less cards in my deck and can't find Yogg-Saron due to very limited card draw. I think the deck really needs some more effective board clears. It's hard to target all of those pesky 1/1 soldiers, murlocs or beasts. And they are the ones that get you in the end.
I've played about 10 matches and won only one and that was thanks to Flamewalkers.
Takes a while for each win, but it's highly enjoyable if that's your style. I found that armor is a much safer solution than spell cost, as you don't want to speed up your opponent too much. I've also removed one Nortshire Cleric and added a Sir Finley Mrgglton. This can get you additional armor or damage against other fatigue decks.
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Double post. Sorry.
2
Royal Librarian is a nice option as it has almost the same effect as The Nameless One with the addition of being tradeable.
2
Your comments and enthusiasm to make this deck work are great! :)
We're all aware that this deck is far from being super strong, but it's worth it for the rare occasions when we play the Purified Shard against an opponent with full health and a big board. :)
Claw Machine sounds like an interesting option as it will remove a threat from the board and potentially draw you one of the cards (7, 8 or even 5) to progress the quest.
2
On rare (and super lucky occasions) it can help you by drawing the Purified Shard and allowing you to play it the same turn, provided you have at least 11 health left.
So I'd say you're fine without it and can easily replace it with any other nice 8-cost. I've put some in order of quality how I see for this deck:
1. Mo'arg Forgefiend
2. Natalie Seline
3. Plagued Protodrake
4. Primordial Protector
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I've crafted Mindrender Illucia to test it out and realized it was a big mistake.
There's no scenario in which this is a good card for the deck:
1. If you play it on turn 3 (since you need a 3-drop), you get no value and the opponent could punish you by stealing your 4 or 5 drop.
2. If you play it on any turn 4-8, you get minimum value and lose tempo for your other cards that need to be played in order.
3. If you play it turn 9 or 10, you should be finding your Purified Shard instead and not give a chance for an opponent to get it.
4. You won't get a chance to steal any other quest reward minion, as every other class will complete the quest and play their big minion in the same turn.
I'm replacing her with either Robes of Protection or Death's Head Cultist depending on if I run into more spell-oriented opponents or minion-oriented opponents.
4
The deck is fun but I have the biggest problem with the 7-cost card.
There is almost never a target for the Elekk Mount. I'll try replacing it with Mutanus the Devourer.
3
I'd recommend swapping out Potion of Illusion for just about anything.
Sure, when it works it can cause chaos. But you have only 5 minions in your deck. 2 of which are 9 and 10 mana. If they don't get removed, it's game over anyway so no need to potion them.
The remaining 3 minions are very likely to get removed before you get a chance to play the potion. If you play it on the same turn, you'll need 9 mana which will probably be needed for some other tempo plays.
The other suspect is Ring Toss. There are only 3 cards that can activate the corrupt effect. I'd rather have a card I need than a chance to hopefully discover the adequate secret.
0
Secret Paladins with Oh My Yogg are no picnic either...
2
I'm struggling with Rogue weapons.
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I'm still on the fence whether to put Thalnos, Azure Drake or Mind Control Tech...
2
I have to comment again...
This deck isn't pure RNG as I thought it would be.
After having abysmal results in the beginning, this deck took me on an almost perfect streak from rank 16 to rank 10, with losing only one game do to terribly unlucky draw (no Arcane Intelects or Oracle).
Although it still requires some luck with Spellslinger and Cabalist's Tome, planning ahead with Etheral Conjurer is critical.
I'll try to push some more ranks today. :)
1
After being terribly unlucky in the morning, I actually managed to get into a nice streak later in the day.
The only changes (keeping in mind the author's updates) to the deck are Coldlight Oracle and Mind Control Tech in place of Brann Bronzebeard and Ancient Mage.
Here are two videos:
Vs. Handlock - Could have won in a more normal way, but I decided for chaos... :)
Vs. Aggro (Shaman and Warlock) - Didn't get a chance to play Yogg against the Shaman.
1
This deck looks like so much fun and i want it to work with all of my heart.
It just doesn't let me.
I either die to aggro before turn 10 or I'm down to 10 or less cards in my deck and can't find Yogg-Saron due to very limited card draw.
I think the deck really needs some more effective board clears. It's hard to target all of those pesky 1/1 soldiers, murlocs or beasts. And they are the ones that get you in the end.
I've played about 10 matches and won only one and that was thanks to Flamewalkers.
4
Nice control deck. :)
Takes a while for each win, but it's highly enjoyable if that's your style.
I found that armor is a much safer solution than spell cost, as you don't want to speed up your opponent too much.
I've also removed one Nortshire Cleric and added a Sir Finley Mrgglton. This can get you additional armor or damage against other fatigue decks.
0
MVP in this week's Tavern Brawl!