Using Majordomo Executus is asking to get yourself killed, it is by far one of the worst legendaries in the game and probably the worst possible replacement for Ragnaros the Firelord you can find. I would suggest running anything else instead of that. A cheaper option is potentially using a second Call of the Wild. In general Ragnaros the Firelord is hard to replace in this deck, especially as one of the points is trying to use Barnes to pull him out early, if you can craft him I would highly recommend that, if not another solid tempo-control legendary could possibly be suitable, but really since Ragnaros the Firelord is so essential to the deck, as both late-game control and as a finisher, I would suggest finding a different deck until you can craft him.
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Aiden_B posted a message on (Updated for ONiK) Hunter for ladderPosted in: (Updated for ONiK) Hunter for ladder -
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TheDson posted a message on (Updated for ONiK) Hunter for ladderPosted in: (Updated for ONiK) Hunter for ladderYo ma man @neilyo_hs !! Your nigga a$$ defineatly knows some sh1t about Ragna http://imgur.com/a/aAWg2 !!!!
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Boss_of_this_Gym posted a message on HCT 2016 Asia-Pacific Last Call Begins Monday - Decks, Brackets, & Info!Posted in: News -
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karaxu2 posted a message on (Updated for ONiK) Hunter for ladderPosted in: (Updated for ONiK) Hunter for ladderHit Legend Thanks to this!
Used it on Rank2 - Legend!
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TheVolkman posted a message on Oil Rogue for high legend ladderPosted in: Oil Rogue for high legend ladderOne of my packs had a golden Edwin in it, so I decided to try this deck out. I've been running it replacing Thalnos and a Shredder with two Geomancers because I don't have Thalnos, and replaced the Crusaders with Defias Ringleaders. The Ringleaders provide a similar advantage to the Crusaders in that it takes 2 hits to remove the minions (or a lucky spell), but it only costs 2 mana and has higher net attack and health. Combined with a low-cost spell card, the combo can be a pretty killer opening move, and with the coin, it means two 2-attack minions on turn 1.
This deck, and variants of it, seem to be reliant on the coin flip. If you end up going first, Edwin is useless until the late-game because you really need the coin to make him worthwhile, so mulligan him out if you draw him. You also can't get in any decent minions before the opponent can play something with Taunt or a spell that destroys them, so Oil becomes half as useful unless you happen to have a Prep, HAHA, Oil, and at least 1 Sap all on the same turn. You can also Blade Flurry away the Taunts, but remember that it uses up your precious combo cards that you may not draw in time to burst the opponent.
If you go second and draw Edwin or a Prep and an Oil or Deadly Poison and Blade Flurry (or a combination thereof) in the first 4 turns, you basically win every game. You'll control the board until your opponent has spent all of their hand trying to stay alive, and then Sprint your way to a burst by turn 7. Unless you just have bad luck, or if the opponent got really lucky and played all the Taunt minions in their deck before you get an Oil.
Mentioning Edwin again, he can easily decide the outcome of the game. If played early, you force the opponent to spend all of their turn eliminating him, even with BGH. If they can't kill him, you win. If they do kill him, they've used a turn and you've gained whatever combo you set up making Edwin. Generally, don't worry about BGH if you play him early, because you're making the opponent waste a BGH on something you didn't Oil up. Don't save massive combos for Edwin though: he's not the goal. He's a distraction. A distraction that can lead to a win if he is at least a 6/6.
Loatheb is a card you want to reserve for spell-based opponents. Its best use is being played between turns 4 and 7 by blocking the opponents ability to destroy it with a spell (Unless you're against Priest or Mage on turn 7, shadow words are cheap shots, and Mage can still freeze you), and then using Oil on it the following turn for 8 damage on the enemy hero. Its usefulness wears out after turn 7 because the opponent can still target it with spells that either reduce its attack, destroy it, or freeze it, and it's too expensive to waste mana on if you're trying to combo out a burst.
Drakes are pretty much a more expensive Thalnos. They're also big targets for the opponent, so you can use them to control the board and add some damage to the otherwise expensive (and mostly useless) Fan of Knives and draw 2 cards in a turn.
Sap is for getting rid of Taunts. The only other time you should use it is if the opponent has beefed up something to kill you quickly.
Something to keep in mind is that one Sludge Belcher is your only defense mechanism. It's quite effective, but if it's not out, your hero is taking damage. If you haven't played a great combo or Sludge Belcher by turn 8, you're probably going to lose. Waiting too long gives your opponent the opportunity to use spells and cheap minions to whittle you down to a point of no return. A simple Fireball or a charge minion will take you down before you can get the second combo you need to win.
This deck is fantastic, if you go second. Otherwise it is very luck dependent. Prep makes the deck work. Very frequently, if I haven't drawn Prep by turn 6, I lose. The combos are just too expensive without it, or I run out of cards to combo with and need a cheap Sprint to add cards to my hand. I win about 40% of the games I go first on and 75% of the games I go second on. I most frequently lose to Freeze Mages, and Control Priests seem to do better than I'd expect against this deck. Maybe I need more practice. I definitely need Thalnos.
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joonjoon819 posted a message on (Updated for ONiK) Hunter for ladderPosted in: (Updated for ONiK) Hunter for ladderYou need a lot of drawing skill and roulette skill(Animal Companion) to play this deck, which are quite possibly the hardest skills to train in this game.
Also, this deck requires you to have a very high APM just like Starcraft, because you have to hit face as quickly as you can for the shortest matches possible.
In short, this deck is arguably the most skil-dependent deck of all TCGs. Playing Control Warrior or Fatigue Mage for instance, is like child's play compared to Face Hunter.
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katyperryxo posted a message on (Updated for ONiK) Hunter for ladderJust came back to the game end of feb,
deck modifications: -1 haunted creeper, -1 abusive sarg +1 freezing trap +1 ironbark owl,
ended on a 12 game winning streak followed by a 20 game 40% stretch, then another 9 game winning streak.
match win %
mage - 55%, druid - 45%, hunter - 70%, paladin - 65%, rogue - 55%, warlock - 65%, priest - 70%, shaman - 72%, warrior - 40% (data taken from last few days of february season too, so skewed towards this season run) -
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Naiman posted a message on [Spark] Deadly Tactics (S12)Posted in: [Spark] Deadly Tactics (S12)omfg.... so innovative... so basically putting every single deathrattle minion + random traps + baron + KT...
so what's the purpose of the deck? meta is completely different.... even the mana curve is bad....
just /facepalm....
imho... perfect deck if u plan to never hit legend :)
p.s. http://www.hearthpwn.com/decks/203484-xzirez-legend-s12-110-win-rate this deck fits the current meta and it's interesting.... this is the deck I'm currently testing... it needs few improvements tho....
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NuklearMayhem posted a message on Mech Mage Season 10 Legend #31 NAPosted in: Mech Mage Season 10 Legend #31 NALiking the deck sir. You state it above in your write-up about your opinions on card draw, but that's my only gripe. Can't have everything. I'm of two minds on Unstable Portal and really depends what it gave me the last game. Pulling Vol'jin was really nice, Murloc Tidecaller not so much. Haven't had many opportunities to use it with Mana Wyrm or Archmage Antonidas. I mostly use it as a way to use my mana fully on turn or if no other play.
A lot of people are trying to replace Piloted Sky Golem with either a tech card or a different but similar body. This I view is a mistake, for 1 it's a mech the synergies are obvious in the deck for 2 it's really sticky. You should be largely in control of the board by turn 6 but this is the turn where a control deck can and should turn the table on you if they can. For the Piloted Sky Golem it's super difficult for any control deck to deal 4 damage to the front half and then deal with the average 4 health body that comes out. Lacking draw in the deck forcing your opponent to 2 for 1 himself is invaluable.
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sleepinghk posted a message on (Updated for ONiK) Hunter for ladderPosted in: (Updated for ONiK) Hunter for ladderThank you for such a decent deck!
Face Hunter is still viable in late Jan at Asian Server, I finally hit legend, my first time! Though I made small modifications:
-1 Clockwork Gnome
-2 Loot Hoarder
-2 Animal Companion+2 Abusive Sergeant
+2 Knife Juggler
+1 Unleash the HoundsProof of Legend:
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http://us.battle.net/hearthstone/en/blog/20303037/hearthstone®-september-2016-standard-ranked-play-season-final-rankings-10-7-2016
you can find my name here, #44
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keep it up my dawg
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2nd cotw
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this deck beats control warrior 80% of the time
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Baron Geddon is better than Sylvanas.
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Nothing can replace Thalnos. Loot Hoarder sucks, just use something else like Shiv or 2nd FoK or Farseer. Your other replacements seem fine.
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I'm playing the updated version and hit legend #7 on NA. I don't feel it's the right time to share my decklist yet. I'll probably update by the end of this season.
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Edwin is good but 6/6 is enough. 8/8 gets BGH'd instantly.
Violet gives you an extremely strong board, which sometimes is your win condition against druid, zoo, mech mage and stuff.
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Will update after all 5 wings are released.
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Freezing trap is good in tournaments.