This:
3
This:
3
Perfectly fine ;) Hogger is very sweet tech card against aggro
For me Balck Knight always find value and allow me to not waste equality on a single taunt but if you're more comfortable this way it's ok =)
I also like the Shredders because it gives a simple turn 4 play, which you don't have at first (truesilver and consec being control tools)
1
The deck is quite viable against most of classes yet fails consistenly if the opponent finds nice AoE spell/combo. Shaman's buffed storm is really nasty and may potentially ruin the game as well as auchenai + CoH. Added two counterspells instead of frostbolts and cutted blasmage for second flamestrike since I often find goblin useless after opponent's successful board wipe.
3
I didn't make this deck, but I would suggest probably just using them for removal, especially if you have an Antonidas and some triggers in hand. If you're trying to finish them off though, you would save them.
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I don't know why this is downwoted. I have the same problem. I changed Jeeves with Arcane Intellect and it worked better.
Still having sometimes problems reaching round 8 because of deathrattle Hunter and WL rush decks.
3
I really like the shell of this deck, which seems like the interaction between spare parts and Archmage Antonidas, with some random mech synergies thrown in to boot.
Given how broken Mechwarper is, why not take that to the next level with Sorcerer's Apprentice and Unstable Portal as well? That way you can abuse mana reductions better than nearly anyone else. Having a bunch of spare parts turn into fireballs on turn 6-7 seems pretty nutty.
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For this deck do we have enough fire power to use our Fireballs and frostbolts for removal or should we save our spells for face?
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Great deck men. It works againts almost everything.
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Exactly, the only reason I want to leave Jeeves in, is because when you DO have him out, the ability to dump your hand and draw back up to 3 is insane. However, on that note, if you DO have spare parts in your hand, chances are you don't want to use them unless circumstances require it, because you want to save them for Archmage Antonidas. Hmmmmm.....
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Well if anything at least Evolve shaman makes good use of arcanosmith
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Also works with Druid of the Claw
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So many paladins and shamans now, time for harrison jones to make a come back.
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Do that with a violet teacher on board, generate full board of 1/1s, savage roar next turn
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Well spell-wise it can only be druid spells, minion wise its ANY minion yes, but class cards have a 4x~chance to appear from discover according to Ben Brode on twitter, so druid minions are more likely to appear and Druid minions are strong.
for 1 cost it seems pretty good, token druid will probably use this, its a cheap trigger for violet teacher that can generate more spells.
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Getting the warlock hero power helps so much with draw its insane
3
So i just had a turn 1 coin > ooze > innervate > mark of the wild play, getting 2 3/4 taunts.
I feel dirty.
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had a 18/18 northshire on turn 4, he tried in vain to kill her while i dealt 18 damage per turn.
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To make this even easier, use sea and molten giants, her hero power will simply give you new giants every turn.
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I knew tomb spider would be good in hunter, but its actually better than what i expected, the fact theres a 4x chance of getting class cards in discover makes it really good, i keep getting savannah's and king crush from it and theres no way my opponent can deal with 3 savannahs.
Discover is really the best mechanic blizzard has made imo, it has RNG, but it doesn't feel like stupid RNG and the fact its more likely to give class cards gives you a way to effectively gauge their usefulness in each class.
As for my test drive result, 18 matches, 13-5(72% winrate, legend rank) final score.
2-1 druid, 0-1 mage, 2-1 paladin, 2-1 priest, 3-0 rogue, 1-1 warlock and 3-0 warrior(no shaman or mirror matches)