Nice deck!
What about -x2 Harvest Golem - x1 Spider Tank
+x1 Enhance-o Mechano +x1 Brann Bronzebeard +x1 Micro Machine
2
Nice deck!
What about -x2 Harvest Golem - x1 Spider Tank
+x1 Enhance-o Mechano +x1 Brann Bronzebeard +x1 Micro Machine
83
Was piloting Tempo Mage when i got matched with Freeze Mage. The game dragged out and i couldn't finish him off.
He dropped Alex, brought me to 15 life, played an Ice Block on his remaining 1 hp, and emoted "Whoops". My turn, drew a card into my empty hand. Good ol' Unstable Portal.
Well, better late than never, my old friend. Cast Unstable Portal, got a Coldlight Oracle. Could it be.....? Hovered over my opponent's deck.... 2 cards remaining.
Well, i had to emote "Whoops". Goodbye, arrogant one.
5
I got da beast in my sights
18
90% win again innkeeper!
10
My moment of satisfaction :
4
21
Windoxs XP for the win!
3
I would go with the most versatile legendary. One that you could easily switch into other decks. Maybe Alexstrasza or Dr. Boom
4
I like golden legendaries with the most gold value, like golden Ysera producing only golden cards or golden sneed's old shredder spawning golden stuff.
3
"Rising out of the water above you is a massive humanoid figure shaped from the very liquid itself. The form shifts and changes, but the underlying shape remains the same — a colossal figure that vaguely resembles a humanoid, with swirling blue-green colors whirling within. Only the eyes, a pair of glowing yellow spots in the amorphous head, remain islands of stability."
Justicar Trueheart version of Hero Power
KEYWORDS AND MECHANICS
Drown (Silence and destroy a minion without Waterborn.)
Dive Down (Remove this minion from the board when targeted by a spell, At the start of your next turn it Resurfaces.)
Submerge X (When this card is Played, discard the bottom X cards of a hero's deck of your choice.)
Waterborn (This minion cannot be Drowned.)
Obvious Balance Factors
#1: Submerge X = Hard Mill. Submerge is going to appear as Submerge (1) on quiet a few cards. Only two legendary minions have Submerge (2). Only one card in the entire class has Submerge (3), Swallowing Flood, a basic card. Obviously the next concern is how many have Submerge (1), answer to that is of the 45 cards in this class only 16 cards have Submerge (1). When a hero has no cards in their deck, Submerge does nothing and functions as a failed Battlecry.
#2: Waterborn. By itself, Waterborn is not really a threat, its a keyword like Taunt that 80% of the time does nothing unless facing off against another Neptulon. How ubiquitous is Waterborn? Very, of the 23 minions only 2 minions in the entire class DON'T have Waterborn.
#3: Dive Down. Sounds fairly OP at first, as someone out there is obviously thinking that Dive Down allows the minion to heal itself... WRONG. This is purely for escape. Also Dive Down does not trigger when AOE spells are used. If the opponent targets a Dive Down minion with Mark of the Wild, the Druid's spell will fizzle and not apply its benefit to Neptulon's minion. If a minion was affected by Aquatic Haven for instance, a GvG epic spell, they will still Resurface at the start of your next turn.
#4: Drown. Aside from Neptulon's Wrath, a basic, the deck has no other means to deal direct damage. So most of the time it will be Hero Power, a few secrets that deal with with minions, or the Hero Power. So you might be asking, "what if a minion gets damaged and then drowned like with the Classic epic Greater Water Elemental?" Simple. The minion takes the damage, then is Drowned. So if it attacked a Leper Gnome, damage would be dealt and then it would be Drowned before it gets a chance to trigger its deathrattle.
#5: Unstable Corruption. This minion is a GvG epic. As you may notice, its very similar to Grim Patron. Good news! There is no way the class has to give it Charge like with Warsong Commander. There are no means to make multiple copies off of it via AoE damage like with Whirlwind or Death's Bite.
Q&A Section
Q: Why are the minions so weak?
A: The minions are weaker than class minions of other classes to make up for the fact that the deck can mill, Drown minions, and has a on-demand Hero Power to remove troublesome minions from the board. In fact I can tell you that NONE of the minions in Tidehunter have 5+ Attack. The highest attack minions in the entire class of Tidehunter is 4, three of them; two epics and one legendary.
Q: What is the standard playstyle you have in mind for when others would build this deck?
A: Control. For those wishing to branch out, Midrange or Tempo is a possibility. Aggro is frankly a bad idea with this class as although you have many cheap minions, you don't really have the same type of reach that other classes have.
Q: Why mill?
A: "Why not?" I say. Hard Mill is the only next logical conclusion when it comes to what cards and playstyles to add.
Q: Are you afraid it is too disruptive to how Hearthstone currently is?
A: No actually. If Blizzard is so worried about disruption, they should have taken out hard removal spells in general as those are in fact a form of disruption. Besides, it allows one to open up more design space and make for more interesting cards.
Q: Can the cards when utilized in a deck OTK someone?
A: Nope. I carefully crafted each card to prevent OTKs.
Q: Why Control of all archetypes?
A: Because I remember what was originally stated about Hunter and its conception. Hunter is Control. Yet it backfired in the designer's faces and it turned out Hunter was better suited to Aggro or Midrange. Control is simply not an option for Hunter. So I set out and made sure that Tidehunter would not function properly as an Aggro deck when compared to other Classes.
Q: What else is going for the class?
A: Elemental tribal. Yes Elemental is a tribal type with Support like it should actually be in Hearthstone and what people have been waiting on for Blizzard to do.
Q: Your entry is fairly new, how long did it take you to make it by chance?
A: 2 1/2 days.
Q: Why no Murloc tribal support like how Neptulon actually is in the game?
A: Because Neptulon is the Elemental Lord of Water and although he may have the support of Murlocs by their worship, but that is like saying Thrall is about only Fire Elemental; It covers only a single facet of him and doesn't do him any real justice.
Q: So it possible to build Murloc tribal with Neptulon as the hero? If so how effective?
A: Yes you certainly can. Its got Secrets that punish people who try to attack you/swarm you. Its definitely got card draw going for it. Its also got means of protecting your Murlocs with Aquatic Haven, GvG epic. Its also got plenty of control elements to maintain control of the board.
Q: Why a water-themed Hero?
A: I will come clean, I actually am quiet a fan of this aspect. I can even trace my roots back to when I used to play Yu-gi-oh as just a wee-one in Elementary School when it first came out. I was quiet happy with a Aqua Tribal deck I had. Although the other elements like Earth or Fire are interesting as well, none peak my interest quiet like Water. So I often defaulted to it if a game or TV Show featured it.
Avatar the Last Airbender? Water Bending.
Dungeons & Dragons? Pirate character with water-themed spells.
Magic the Gathering? The color Blue.
etc
etc
Q: Why water exactly? What benefits would it have?
A: Water is naturally a very controlling element. It can destroy all in its path. It is also a adaptive and a slippery element that squeeze through cracks. Water is also known for being refreshing and commonly depicted as rejuvenating.
Q: What does this deck aim to punish or counter?
A: Decks that over excess in Card Draw.
BASIC (10/10)
CLASSIC (14/14)
CURSE OF NAXXRAMAS (1/1)
GOBLINS VS GNOMES (8/8)
BLACK ROCK MOUNTAIN (2/2)
THE GRAND TOURNAMENT (9/9)
I would greatly appreciate the comments and criticism for my idea.
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1
This is going to sound ridiculous, but I was using Darkspeaker in a Warlock deck for the following cards:
Dragon Egg for many 2-1 tokens, plus the opponent doesn't expect the sudden 3-6 with charge.
Imp Gang Boss for basically the same reasons above, but they already perceive Gang Boss as a threat so less of a surprise.
And, for maximum silliness, Grim Patron. Yes. In a Warlock deck. Activate with things like Demonfire, Mortal Coil, and Tentacle of N'Zoth.
Run 2 Sea Giant for all the tokens and extra Patrons.
I don't think it's competitive but it's really fun.
12
I don't post often on this site, but I just have to say this deck is disgusting. I just killed a priest on turn four with coin and he had played at least three minions.
It's absolutely key that you ditch the Abusive Sergeants and replace with Heroic Strike. You need the extra hero attack power to blast through taunts which will put your minions in danger. Trading minions into taunts can lose you the game, that's what all these weapons are for.
I'm normally a control player, so if you normally play control too and you're not having luck with the deck, stop trading your minions by default and just go face. It's going to be painful as hell at first and your body will scream at you to stop, but if you use your head and make strategic trades instead of every trade you will unlock the spirit of the deck.
Trade to keep your key minions alive next turn. Trade if you think your opponent is going to take the board from you via AOE so you can cash in (turn 7 Flamestrike, turn 5 Holy Nova, turn 4 Swipe, etc). Your opponent will use their coin if they have one to wipe your board, so make sure you're paying attention.
Currently 6-0 from rank 14 => 10. The highest rank I ever got was 9 and that was during secret paladin's debut.
8
Shoo baby lemme hit the slots CASINO STYLE
3
The Gorehowl is brutal. If your opponent doesn't have an answer to it, you can generate serious board control with it.
I would know. I lost to that card multiple times Q.Q
Don't be like me. Tech an Acidic Swamp Ooze or Harrison Jones.
2
That's much smarter, thanks for the tip!
2
Fun deck, SirFunchalot!
I'm trying a variant out with one Echo of Medivh and two Molten Giants. This combo is really fun and easy to do if you use the secrets after your health is low to get the giants for free. Make sure to use the giants before you proc Majordomo because they will become dead cards after you turn into Rag. Summoning four giants and a Sylvanas in one turn is just so satisfying.