I had a similar experience with the 1/4 summoner. Finally get him down to 7 health and I just need any minion to stick until my next turn and I'll win. Then he lays down a 42/50 lynessa with divine shield, taunt and lifesteal. Game over.
So save a silence or hard removal against that last boss for Lynessa.
This type of deck is not easy to pilot. You don't just play on curve. You often have to make difficult and risky decisions. You have to figure out when to be patient and when to blow your load.
I try to pick an interaction that sounds fun, interesting or potentially busted. Double battlecry rogue, recruit warrior, Jepetto OTK, or whatever floats your boat.
1.Add cards that support that interaction.
2.fill deck with good cards.
3. Test deck in ranked mode. Replacing underwhelming cards as you go.
Can you speak multiple languages, and type in your non-native tongue? I struggle with it, as I’m sure many do. You understand what OP is saying.
Yup. Native English speaker but I speak enough French and Spanish to fit in when I'm in other countries. Don't ask me to write in French though, it looks horrid. English is a tough language.
Warrior, shaman and Hunter have a hero card that will rotate out next year. Warrior is a flavor of the month deck with plenty of counters. Other decks will become refined enough to challenge it's power and popularity.
Token druid is just a hard counter for bomb warrior. It's very weak to other architypes. Tempo rogue is good and uses the same core cards as other rogue decks. Down the road you can switch to pirate, thief, toggwaggle or another more refined rogue deck more easily.
When they nerfed yogg they did something weird with the battlecry code. Instead of (If played >THEN> initiate battlecry) It must be simultaneous so as to end the battlecry if Yogg is transformed. Floop could possibly then read it as Malacrass (a 5/5) was "played" instead of the initial Yogg.
That's my guess on the spaghetti monster coding at least.
Well, first I think an 8 card combo plus the weapon is never going to happen. Your opponent would need to have a bunch of minions on deck too because 8 random naturalizes will probably destroy your Vargoths before one whole cycle.
Worst case scenario is your opponent draws 10 cards if the interface stops end of turn effects when the minion is killed.
Best case scenario if end of turn chain is not broken when a minion dies is your opponent draws 18 cards.
OTK fatigue is 8 cards drawn for 36 damage.
Opponent would need less than 3 cards in deck for guaranteed OTK (worst case scenario).
A miracle situation could OTK the opponent with 10 or fewer cards in deck. Exceptions are excessive armor, Amarna, or immunity secrets.
I'll reiterate however, an 8 +1 card combo would never work against a real opponent.
I played it a lot during witchwood and first month of boomsday. Over 300 games and easy climbs to legend. I remember it being good against the meta back then. It crushed warlocks, odd pally, and some druids.
I'm not sure how well it works now. I imagine priest might be able to clear all your minions (I ran 8). Hunter might be too fast too, since you really just do nothing and stall until you can start getting the big boys out on turns 6-8. It was definitely fun to pilot so maybe I'll try it again.
Breath of the Wild is probably the game I enjoyed most. Super Mario Galaxy was also really fun. For mobile, Pocket God
Is that some sort of advanced form of Pocket Pool?
You play as the God of some islanders and can either help them or attack them. I probably wouldn't like it as much now, but it was really fun to play 8 years ago when I was in middle school. There isn't another mobil game that I can remember playing when I had a computer or console available.
I have 3 more heroes to grind out to golden so that's been my goal. I also try to play fun off-meta decks for those classes. Treant druid has been barely competitive at rank 5 but it's quite fun.
Here is my even paladin deck with budget replacements. If you can win with this at rank 11 on ladder, please let me know how you do it.
### Even Paladin - Standard # Class: Paladin # Format: Standard # Year of the Raven # # 1x (2) Acidic Swamp Ooze # 2x (2) Argent Protector # 1x (2) Crystalsmith Kangor # 2x (2) Equality # 2x (2) Hydrologist # 2x (2) Wild Pyromancer # 2x (4) Blessing of Kings # 2x (4) Consecration # 2x (4) Corpsetaker # 1x (4) Saronite Chain Gang # 1x (4) Spellbreaker # 2x (4) Truesilver Champion # 2x (6) Argent Commander # 1x (6) Avenging Wrath # 1x (6) Genn Greymane # 1x (6) Mojomaster Zihi # 2x (6) Spikeridged Steed # 1x (6) Sunkeeper Tarim # 1x (6) Windfury Harpy # 1x (8) The Lich King # AAECAZ8FCrcE8gWKB5YJucECm8sCws4CzfQC/fsCwI8DCpkC3AP0Bc8Grwf2B/4Hs8ECiMcClugCAA== # # To use this deck, copy it to your clipboard and create a new deck in Hearthstone
This seems like a decent list.
I would say with the corpsetaker package, you want lifesteal. Maybe the 2 cost lizard would be good.
I'm not sure how good hydroligist, mojomaster, avenging wrath, or Saronite are.
What class are you trying to tech against with ooze? Paladin, rogue, warrior? How often do you use it well?
2x Argent commander also seems bad and unnecessary. It makes your curve a bit topheavy. What about more 2 drops instead?
If your only heal is truesilver, Kangor is kinda pointless.
Val'ynar was cool pre Saronite nerf, it's still pretty good in long gsmes though.
Even paly is all about going tall with the board and buffing smaller minions. The optimal playstyle is quite different from curve tempo, control, and agro decks. It took me a while to get used to it.
Just don't play odd warrior. It's the most polarizing deck in the meta. If you are worried about having 2 supercoliders, and you have bad odd pally matchup, use bloodrazer. More low cost taunts (stonehill, tarcreeper) and fewer high mana minions (oondasta, undertakah) will help too.
You just gotta try a build, see what cards are not helpful, and replace them with something that might be better. Don't worry about matching a net deck completely perfectly, just play some games and see what works. Good luck!
0
I had a similar experience with the 1/4 summoner. Finally get him down to 7 health and I just need any minion to stick until my next turn and I'll win. Then he lays down a 42/50 lynessa with divine shield, taunt and lifesteal. Game over.
So save a silence or hard removal against that last boss for Lynessa.
5
This type of deck is not easy to pilot. You don't just play on curve. You often have to make difficult and risky decisions. You have to figure out when to be patient and when to blow your load.
0
I try to pick an interaction that sounds fun, interesting or potentially busted. Double battlecry rogue, recruit warrior, Jepetto OTK, or whatever floats your boat.
1.Add cards that support that interaction.
2.fill deck with good cards.
3. Test deck in ranked mode. Replacing underwhelming cards as you go.
4. Usually scrap the deck and try something new.
0
Yup. Native English speaker but I speak enough French and Spanish to fit in when I'm in other countries. Don't ask me to write in French though, it looks horrid. English is a tough language.
Warrior, shaman and Hunter have a hero card that will rotate out next year. Warrior is a flavor of the month deck with plenty of counters. Other decks will become refined enough to challenge it's power and popularity.
0
I've experienced a nice vaiety of decks. Some more often than others, but there are plenty of different strategies people are experimenting with.
0
Token druid is just a hard counter for bomb warrior. It's very weak to other architypes. Tempo rogue is good and uses the same core cards as other rogue decks. Down the road you can switch to pirate, thief, toggwaggle or another more refined rogue deck more easily.
0
When they nerfed yogg they did something weird with the battlecry code. Instead of (If played >THEN> initiate battlecry) It must be simultaneous so as to end the battlecry if Yogg is transformed. Floop could possibly then read it as Malacrass (a 5/5) was "played" instead of the initial Yogg.
That's my guess on the spaghetti monster coding at least.
0
Well, first I think an 8 card combo plus the weapon is never going to happen. Your opponent would need to have a bunch of minions on deck too because 8 random naturalizes will probably destroy your Vargoths before one whole cycle.
Worst case scenario is your opponent draws 10 cards if the interface stops end of turn effects when the minion is killed.
Best case scenario if end of turn chain is not broken when a minion dies is your opponent draws 18 cards.
OTK fatigue is 8 cards drawn for 36 damage.
Opponent would need less than 3 cards in deck for guaranteed OTK (worst case scenario).
A miracle situation could OTK the opponent with 10 or fewer cards in deck. Exceptions are excessive armor, Amarna, or immunity secrets.
I'll reiterate however, an 8 +1 card combo would never work against a real opponent.
0
My deck was similar.
-2 sleepy dragons +2 gemstudded golem (good to get a wall up early without recruit)
-1 dragon hatcher +1 rotface (Super fun value generator)
-2 unidentified shields +2 direhorn hatchlings (I haven't tried the shields but I love direhorn. Shuffling more big boys into your deck is good.)
-2 slam +2 iron hide (slam is probably better, but iron hide is a good combo with geosculpter, shield slam, and reckless fury.)
-1 dead man's hand. (Good against control, useless against OTK and Agro) +1 charged devilsaur for burst.
-1 brawl +1 scourgelord Garrosh (not sure if 2 brawls are necessary, but Garrosh weapon is really good)
I'm not saying these changes are better, but that's what worked for me a while ago. I'll try it out again today and see if it still holds up.
0
I played it a lot during witchwood and first month of boomsday. Over 300 games and easy climbs to legend. I remember it being good against the meta back then. It crushed warlocks, odd pally, and some druids.
I'm not sure how well it works now. I imagine priest might be able to clear all your minions (I ran 8). Hunter might be too fast too, since you really just do nothing and stall until you can start getting the big boys out on turns 6-8. It was definitely fun to pilot so maybe I'll try it again.
0
.
2
Meh... doesn't sound as fun as pocket pool.
0
I have 3 more heroes to grind out to golden so that's been my goal. I also try to play fun off-meta decks for those classes. Treant druid has been barely competitive at rank 5 but it's quite fun.
0
This seems like a decent list.
I would say with the corpsetaker package, you want lifesteal. Maybe the 2 cost lizard would be good.
I'm not sure how good hydroligist, mojomaster, avenging wrath, or Saronite are.
What class are you trying to tech against with ooze? Paladin, rogue, warrior? How often do you use it well?
2x Argent commander also seems bad and unnecessary. It makes your curve a bit topheavy. What about more 2 drops instead?
If your only heal is truesilver, Kangor is kinda pointless.
Val'ynar was cool pre Saronite nerf, it's still pretty good in long gsmes though.
Even paly is all about going tall with the board and buffing smaller minions. The optimal playstyle is quite different from curve tempo, control, and agro decks. It took me a while to get used to it.
0
Just don't play odd warrior. It's the most polarizing deck in the meta. If you are worried about having 2 supercoliders, and you have bad odd pally matchup, use bloodrazer. More low cost taunts (stonehill, tarcreeper) and fewer high mana minions (oondasta, undertakah) will help too.
You just gotta try a build, see what cards are not helpful, and replace them with something that might be better. Don't worry about matching a net deck completely perfectly, just play some games and see what works. Good luck!