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    posted a message on Deck Discussion/Advice - Rush Rogue deck

    Funny enough, I pulled the one Drake out and replaced it with one Arcane Golem. I've drawn it six times, used it 5 times and it was a kill condition 4 of those times. So far I'm impressed and wondering if there's value of putting one more in. In one game, it was immediately destroyed for no benefit, but those are the breaks. 

    One reason why I still favour NE over Shiv is because NE still deals one damage like shiv, is permanent, and can be a target for cold blood on a turn three. Shiv just cycles a card in hand slowing me down and not generating anything on the board. If I replaced the NE's with anything, I would maybe swap one for the other Leper Gnome. 

    Thanks a bunch for your feedback. 

    Posted in: Rogue
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    posted a message on Deck Discussion/Advice - Rush Rogue deck

    I have a deck that's been running very very well for me in constructed. However, I want to put it up here to see if there's room for improvements. I have a lot of questions about potential replacement ideas so I thought I'd see if the community would bounce ideas with me.

    http://www.hearthpwn.com/decks/26693-facerush-rogue

    Facerush Rogue
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    Minion (23) Ability (5) Weapon (2)
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    This is what I'm running right now. I can usually keep board advantage during the first 5 turns with SI:7's, Perdition's Blade, Eviscerate etc helping out, but for the most part, if I can get to your face, I usually go for it knowing that if I can even get close, odds of drawing a kill condition are high. 

    I frequently get into situations where I get an early opening to the face and can double cold blood off combo for +8 in a shot. After seeing how frequent this actually happens, I decided to try adding two Raging Wargen's. It's pretty scary. 

    But now to some questions:

    the one off leper gnome is a guaranteed 2 to the face. 2 to the face for free is very nice in a deck like this. However I'm wondering if I should be looking at some other 1 drop cards instead like worsen infiltrator or look at iron beak owls to break a taunt that's blocking me. 

    Furthermore, I took out the dark iron dwarfs for the wargen's, the lone Azure drake is there for one more draw and a mid game pusher, but theres probably ALOT better options for me to use that slot with. Another Argent Commander, Armani Berserker , Arcane Golem even?  Or neutralize it for more smaller drops like Abusive Seargent/Wargen infiltrator etc. 

    I'm starting to lose a bit of love for Harvest Golem also. It's a good value for it's cost, but it's also slow. Could that be something else that is replaced with more efficiency/speed/power?

    I already have great success with this deck and don't want to alter a whole lot (this already took a lot of games to streamline it to this point so far), and since I'm running almost 75% win rate in constructed un ranked (grinding for gold my friends. Sorry.) I don't want to slow it down. (miracle rogue and control don't do it for me. Maybe I played too much Shinobi as a kid)

    One last note, it's glaringly obvious this deck is missing one or two key legendaries. Sadly, I don't have either. If I had to pick one, Leeroy would be in this stack in a heartbeat. Van-Cleef I would have to consider but may even still pass on since it's a bit chunky and slower. 

     

    Anyways, hit me up with some knowledge. I have my helmet on and eagerly waiting!

    Posted in: Rogue
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    posted a message on [POLL!] Which pseudo-OTK deck will become more prominent?

    Just wondering how much thought others have put into these two builds that have already been circulating. I have two on paper that I've theory crafted. I question both of their longevity, but you never know! Might work....

    Just don't tell anyone or we'll see Oozes all day and night this weekend. 

    Posted in: Warrior
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    posted a message on Changes to the warsong commander and charge

    Exactly, you can't take your time as much as Molten OTK could since it only used two cards to basically set up, one of which you cast for free (commander + molten, then brewmaster whatever you got). 

    There's still an ample amount of minion mitigation available to warriors that can help you stall out while you wait for your draws, then you equip your gore howl and pray to Gretzky it doesn't get shattered. If it doesn't, then you're ok. It's a lot more fragile than Molten, but them are the breaks after nurf-bats come out. 

    Posted in: Warrior
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    posted a message on Changes to the warsong commander and charge

    In regards to the OP's initial post, he's on the right path if he's still interested in OTK's or 2TK's. 

    Bloodsail Raider + Gorehowl + Warsong Commander with a youthful brewmaster or two and you have kill condition damage at hand. You are reliant on getting the Gorehowl equipped and pass a turn before you drop the rest, but it's still there if you can keep the weapon up for one turn. 

     

    Raider 9/3, if you have both in hand drop both for 18 damage, (4 mana)

    Youthful brewmaster - 3 damage, (4 mana + 2 = 6)

    still have 4 mana, so you can drop the raider again AND brewmaster it again if you have another in hand. 

    It's situational, but interesting. 

    Posted in: Warrior
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    posted a message on Giants post patch deck discussions

    So, I've been thinking about how bad warriors are going to eat it this week with the patch, but I love the three giants so much that I had to find them some new homes. Blizzard has effectively taken away any ability (that I can come up with) to drop a giant and smash with it on the same turn. No more charge. So here are some alternatives I've come up with. 

    Here's what I've come up with so far. I'd love some feedback. This is all theory crafting so far since patch isn't out yet. 

    Shaman Giants: 

    http://www.hearthpwn.com/decks/25754-d3s0t0

    d3s0t0
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    Hunter Giants aka, "The Mariner"

    http://www.hearthpwn.com/decks/25755-the-mariner

    The Mariner
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    Minion (14) Ability (15) Weapon (1)
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    The hunter one seems way gimmicky, but has so much synergy through the deck it's hard not to think that it might actually be fun to play. What do you brainiacs think?

    Posted in: General Deck Building
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    posted a message on d3s0t0

    Another variation can be to narrow the giant type to one (instead of both of them) and instead include Faceless Manipulators.

    Twilight Drakes can also be debated if you're going for the Mountain Giants. If going mountain giants, it would be advised to swap in looters and azure drakes for a bit of extra card pull. 

    Posted in: d3s0t0
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    posted a message on Argent Commander post nerf - Still being ran in everything?

    With the mage saturation aside, what is everyone's opinions on the 'must have' status of Argent Commander?

     

    I'm in the mindset currently where I might take advantage of the free dust reversal for it and cash in on two other rares at the expensive of what is still a fairly strong neutral minion. Running with it the last day and a half I'm almost always still trading two for one with it mid-game which is amazing, that one defence drop I find is actually quite large now. 

    Has anyone shifted away from running it in the vast majority of their decks now or what? 

    Just curious as to what's happening with it. Thanks!

    Posted in: Card Discussion
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    posted a message on Looking for feedback on a constructed paladin deck.

    @Foo18, at the time of the original post, I only had one Peacekeeper. Oddly enough, I pulled 2nd one last night and replaced the swordsmith with it before checking back here. Hah. Guess that means I'm on the right path...

     

    Wild Pyromancer I don't have any copies of yet, but also, I think it generates too much wiping on my minion side also. After checking the card out however, I have some neat ideas with it if I get lucky to stumble on some. 

     

     

    Posted in: Paladin
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    posted a message on Looking for feedback on a constructed paladin deck.

    The deck is as follows:

    http://www.hearthpwn.com/decks/20527-knighthood-1-0-paladin-knife-juggler

    Knighthood 1.0 - Paladin Knife Juggler
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    Minion (19) Ability (8) Weapon (3)
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    Essentially I wanted to use high efficient minions and also try to generate some synergies with knife juggler and imp master, Paladin hero ability and swords of justice etc while maintaing board advantage and some aggro pressure.

    My minion trading skills are still very green so if people have some input or comments on how to round this out, polish it up or smoothen it out, please let me know! Thanks. :)

     

    Furthermore, I'm not dead set on sticking with paladin if need be, but stuck with it since I already had a couple paladin rares/epics unlocked such as the Swords of Justice and the Aldor Peacekeepers. 

     

    Posted in: Paladin
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    posted a message on Building a solid foundation with a lucky pack of cards.

    While the game is still in beta, I'm attempting to do what I can to collect gold to earn packs without investing actual currency. Before yesterday, I think I had opened 8 packs or so from all the beginner rewards (unlock all heroes, win 100 games, a couple daily's etc)

    Yesterday, I opened a free pack that luckily had a golden legendary in it. (tinkmaster overspark). My very first thought was "This breaks down to 16 rares." And since 16 rares has a hell of a lot more value to developing a core for a deck than one golden legendary (golden is arbitrary, it just increases it's dust value), it's a no brainer for me at this point. 

    Since my current goals are to grind for gold, instead of grind for rank (which I don't care about right now), I'd like some input on how to get the best bang for my buck and set myself up with a good foundation for grinding. 

     

    Here's what I've currently pulled prior to my golden legendary:

     A bit of a mix. 
     So for 1600 dust (1695 I guess since you get 95 dust for your first disenchant), what would you craft to set yourself up for some good daily grinding and win grinding?
     I had two thoughts:
    1) Build the Murloc collection.
    2) Build the popular core rare's that are saturating the meta. (and with good reason.)
     
    Reason behind 1: The Murloc collection from scratch I think costs 1500 dust or so. I already have a tide caller so that saves me 100. Since grinding daily's and win gold is about speed, murloc decks either win or lose fast so my games per hour would be high. You can typically build a decent murloc rush deck with most of the heroes (some being better than others) but in general, it should be good enough to rip through some unranked games for gold earning. 
     
    Reason behind 2: Core rare cards that are essentially corner stones in a number of decks include Defender of Argus, Knife Juggler, Argent Commander, Azure Drakes, etc etc. There's some popular class specific rares that some would say are 'must have's' like pyroblasts or the shaman AOE's but they're a lesser priority at the moment. Plugging the commonly used high quality neutral rares into a number of decks may also help the gold earning and can also be used in more competitive decks as I slowly earn packs and epics and such. 
     
    With all of this in mind, what are your thoughts, suggestions and input on the matter? Anything helps! 
     
    Thanks a bunch!
    Posted in: General Deck Building
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