Not sure how it runs now as I haven't played since the expansion, it should be decently successful against Druid since they can't deal with large minions. Pretty standard list, though I used to run Elise as a second win condition. maybe as a replacement for an acolyte.
I beat it with agro murloc paladin. Just kept her board clear and was chipping away. Was heading towards a win then she did some random legendary thing and played Sulfuras. Turned her into rag which destroyed the armor and ended it that turn.
What about Lurker - Shadowstep combo ? To me it has a LOT of potencial
4 mana + 2 cards for a hard removal, its pretty bad.
On topic, if you include Vanish, Doomsayer might be also a good idea. The combo can help you stalling and both cards could be useful on their own.
Doomsayer could be good, but may be too much spell dilution if you're going miracle style. Not many spots to fit in other cards if you're adding vanish, giants and gangup to a miracle list.
Playing around with this a bit, suggestions above for vanish, yogg and Gadgetzan make it a really fun deck. Needs to be optimized but it's got nice cycle until you have giants and then vanish into giants is very powerful to take board. And Yogg for a game you're losing. Unfortunately like so many rogue decks, healing is an issue.
This guy keeps turning into antonidas and prophet velen on turn 4-5 xD.
I got Confessor Paletress the first 3 times I used evolve on it, thought it was bugged and was always upset that I had used hero power before casting evolve.
This is the only nerf I have a problem with, seems like overkill considering it's like paying 1 more mana for ironforge rifleman with +1 damage or 1 more for Owl with +1 health. Class cards should be stronger than neutrals so making it a 2/3 would have been far more fair but they never seem OK with subtle nerfs, always decide to just kill the card entirely.
I also want more joust cards, but I think that the reward for joust should be bigger, since it requires a somewhat specific deck build and winning jousts happens more seldom than often...
I actually think it would be better to go in the opposite direction, make the joust reward smaller and the base card better. A card like master jouster is unplayable because you need a taunt when you play it and if you lose the joust you probably lose the game. Instead it should be a 5/6 with taunt and winning the joust gives divine shield. Tuskarr Jouster should heal for 3 and if it wins joust it heals for 7.
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Battletag: Malrock#1349Region: NATrade Only?: Yes. You go first.0
Battletag: Malrock#1349Region: NATrade Only?: Yes, you go first0
Battletag: Malrock#1349Region: NATrade only?: Yes, You go first.0
Battletag: Malrock#1349Region: NATrade only? Yes, you go first.0
Battletag: Malrock#1349Region: NATrade Only?: Yes, you go first0
Battletag: Malrock#1349Region: NATrade only: Yes, you go first.Done
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Not sure how it runs now as I haven't played since the expansion, it should be decently successful against Druid since they can't deal with large minions. Pretty standard list, though I used to run Elise as a second win condition. maybe as a replacement for an acolyte.
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I beat it with agro murloc paladin. Just kept her board clear and was chipping away. Was heading towards a win then she did some random legendary thing and played Sulfuras. Turned her into rag which destroyed the armor and ended it that turn.
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Battletag: Malrock#1349Region: USTrade Only: Yes, you firstDone
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Playing around with this a bit, suggestions above for vanish, yogg and Gadgetzan make it a really fun deck. Needs to be optimized but it's got nice cycle until you have giants and then vanish into giants is very powerful to take board. And Yogg for a game you're losing. Unfortunately like so many rogue decks, healing is an issue.
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This is the only nerf I have a problem with, seems like overkill considering it's like paying 1 more mana for ironforge rifleman with +1 damage or 1 more for Owl with +1 health. Class cards should be stronger than neutrals so making it a 2/3 would have been far more fair but they never seem OK with subtle nerfs, always decide to just kill the card entirely.
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