It doesn't work for shit..
- Simplexity
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Member for 10 years, 1 month, and 25 days
Last active Fri, Apr, 17 2020 15:10:31 -
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spodium posted a message on [S15] Legendary Control Sha-MANPosted in: [S15] Legendary Control Sha-MANclassic midrange. Nothing new
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cakcster posted a message on lHl - NitrodinPosted in: lHl - NitrodinWhat rank are you with this OP? Just curious. Nice guide btw!
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lHlakai posted a message on lHl - NitrodinPosted in: lHl - NitrodinAppreciated. Sorry that the deck isn't for you :( Thanks for giving it a try though.
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Anabellw0w posted a message on lHl - NitrodinPosted in: lHl - NitrodinFinding this deck to be very weak against aggro which is 90% of the meta at the moment (most of the time). Reason for this is that even after mulligan you end up with 7+ mana cards and it's all up to whether or not you can top deck your board clear before they can burn you down by turn 6 which has honestly been a bit of a problem for me. Maybe I'm just unlucky but though your guide may look pretty, I've followed it to a T and this deck just isn't working for me.
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Paragon posted a message on lHl - NitrodinPosted in: lHl - NitrodinI'm really struggling to find the mana to play 90% of the cards in this. More than half the deck is 5 mana and over. It feels like you're 100% at the mercy of your opponents curve as to whether you survive to a point in which you can even start "controlling" efficiently enough to swing the game back in your favor, because you'll always be behind at the start. If you don't snag a few good early game cards in your initial mulligan (which is hard because there aren't many) then you're kinda screwed.
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lazysoda posted a message on Simplexity's Mech Aggro [Legend]Posted in: Simplexity's Mech Aggro [Legend]How should I play against priest? They clear my board almost every turn. In addition, I always run out of cards and lose, do you think replecing doomhamer with jeeves could help?
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Snatch_Steal posted a message on Simplexity's Mech Aggro [Legend]Posted in: Simplexity's Mech Aggro [Legend]Multiple people run this deck at high ranks and legend, if you cant handle casual with it then maybe its you
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coltpr0d posted a message on Simplexity's Mech Aggro [Legend]Posted in: Simplexity's Mech Aggro [Legend]This is a great deck. The potential to draw some really, really awful starting hands is there but that's any shaman deck unfortunately.
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Se7en2 posted a message on Simplexity's Mech Aggro [Legend]Posted in: Simplexity's Mech Aggro [Legend]Registered just so I could thank you for this deck. A similar iteration of this deck (didn't have Doomhammer) took me from 18 to 12, but I couldn't get past 12. Made a few changes (-1 Earth Shock -1 Flametongue -1 Bomb Lobber -1 Loatheb +1 Lava Burst +1 Bloodlust +1 Lightening Strike + 1 Hex and I broke down and crafted a Doomhammer) and it got me past the 12 rank hump.
Much thanks for the deck, it's responsible for getting me to my best rank yet.
Cheers!
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Murloc Tinyfin
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Love the deck...tons of fun and I think Malkorok and Varian fit very well. The matchup that's I am struggling unbelievably hard against is rogue (mostly miracle). I find it hard to develop a board against them while clearing their minions as well.
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Silverback Patriarch and War Golem.
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So here's the thing. While it's clear you put a ton of effort in the visuals of the guide (and man, it looks absolutely fantastic), ultimately what I'm looking for is a competitive deck, and I find this deck a bit lacking after playing ~15 games with it tonight. Here's why:
1) It's a very, very greedy list with a pretty robust lategame, but you're omitting strong control cards like Tirion Fordring because he's riding on the back of Alexstrasza? What the fuck…am I missing something here? The exclusion of Sylvanas Windrunner is also odd in a control deck. Troggzor the Earthinator is a usuable card, but you really need to be able to protect him with your own board in a midrange deck, so really it'll be hard to get value from him outside of Rogues, Priests and Handlocks. I'd definitely prefer Tirion, Sylvanas and even Kel'Thuzad and Ysera as a better lategame package for a control deck.
2) Coghammer works better in a deck where you have early minions like Zombie Chow, Shielded Minibot or Knife Juggler. I get that the Divine Shield & Taunt are good on lategame minions as well, but by omitting so much early game, you're denying making Coghammer a good tempo play on turn 3, which is when this deck needs help the most. It's just not a good deck for it, especially not 2.
3) No Aldor Peacekeeper is a head scratcher. It's one of the best answers Paladins have to midgame threats. - skipping them just seems incorrect.
4) I love your inclusion of Madder Bomber, which is actually good in a control deck like this one and it works well with Acolyte of Pain. Some of your other midgame choices though I don't agree with. Bomb Lobber is a good card for sure, but the problem is this deck doesn't have enough single-target board control to really reliably get Lobber to hit what you want. Sure it shines in the Druid matchup and some other matchups like Priest, but this deck and Paladins in general have big board sweepers rather than potent single-target control, so Bomb Lobber seems a bit awkward. The Faceless Manipulator also doesn't seem to belong. Sure you have a lot of big targets - but if those big legendaries live a turn, you're going to be massively ahead already anyway. Your problem is trying to get a meaningful creature to stick.
Again, beautiful presentation and guide - but the deck just doesn't feel like a solid competitive option.
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It's doing well this season - almost legend with it. One new innovation I'm trying out (and seeing others at Legend) is using Fel Reaver for Bomb Lobber. I like one of each. I've also seen Rag as well for an extra finisher. You can cut 1 Flametongue Totem and/or 1 Harvest Golem.
Once I play a bit more with some changes, I'll update the list.
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Most priests don't run Holy Smite and 0 or only 1 copy of Shadow Word: Pain. Because of that, you should be able to either: 1) Ramp out a board with Mechwarper or 2) Get in a lot of early damage with Whirling Zap-o-matic. They also don't run a ton of taunts, mainly just two Sludge Belcher. This means you have the freedom to hit face without much hindrance lategame.
Try to not get completely blown out by Auchanei Soulpriest + Circle of Healing, but also don't completely hinder your board developement because of it, as it is a 2 card combo. Something as simple as playing a Harvest Golem or Annoy-o-Tron with it's Divine Shield means they can't fully clear until turn 6.
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Congrats bud, glad it's working out! How's Bloodlust performing? It's a suggestion I've been recommending for budget, but not sure in practice how it is.
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Really nice job man, thanks for the vid. I'll add it to the OP.
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Could be, I didn't really face Priest that often. 10 out of 34 games seems pretty outrageous though for Priest representation - I wouldn't count on that being the norm. I do find though that Whirling can get a ton of damage in this matchup since a lot of them skimp on the early removal. I'm not sure this deck can beat Auchanei + Circle though since Mechs aren't as sticky as Deathrattle minions.
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Aggro mirrors often are quite coin flippy (think zoo mirrors) and depend heavily on how turns 2-4 play out. Take your time on these early turns! Basically once an aggro decks gets a tempo and board advantage, it's almost impossible to lose. Really try to anticipate what they want to do and what their ideal play is for next turn and try to make the best play against that.
In aggro matchups, a good general rule is control the board at all costs unless you can threaten lethal next turn. Once you snowball a board state, you'll win easily.
In non-aggro matchups, you definitely need board through like turn 4-6, but there will come a point where they'll put down a minion that isn't worth it to kill (example would be Sylvanas or Piloted Sky Golem). Punish them for taking a turn to drop a "slow" minion and push damage and hopefully get them to a spot where you can draw burn to finish them off.