• 0

    posted a message on Quest Tank Warrior - Faster Version

    Elise is actually really good. Better in Priest because Shadow Visions can basically duplicate the pack while it's still in your deck.

    For some reason the pack has unrealistic ratios and often gives you a bunch of legends and epics.

    Generally the value you get from the pack will be pretty high and I think it's definitely worth it.

    I've been trying to make room for it in quest warrior, but the deck is far too tight.

    The value is super high. If you can fit it into the deck without it causing any problems I'd do it.

    Posted in: Quest Tank Warrior - Faster Version
  • 0

    posted a message on Quest Tank Warrior - Faster Version

    Actually, you must be kidding, quest warrior is the only deck in the game that can consistently beat quest rogue with the quest active.

    If you aren't making it to turn 10 you are probably doing something wrong.

    In fact, with dirty rat you can often delay their ability to activate quest by pulling their bouncers or the minion they were using for quest. I've had games where it was turn 10 and they never got to activate because they got bopped by dirty rat (those are definitely rare though and not in any way common).

    You don't usually beat rogue by killing them before their quest activates, you beat rogue by running them out of resources. Hell, that's why i don't play the 5/5 adapt taunt, because only 3 options help versus quest rogue and unless you get one of them it is basically a bad card in the match up, I'd rather have a consistently good card in the match up than one that is bad half the time.

    Basically they trade into your taunts, 6 health or above is important to force double trades, then you hit them with fishes to clear the board for two mana and throw up more taunts. They are really only good for two waves and after that they run out of shit and at that time your quest is usually active, so you just rag them in the face.

    I've only lost to quest rogue once with quest warrior and that was because he got shadowstep off two mimic pods and 40ed me from hand once he cleared my taunts (I had full health, 8 armor, and two taunts). So basically short of some crazy rng swing, you should never be losing this match up.

    Posted in: Quest Tank Warrior - Faster Version
  • 0

    posted a message on Reno Jackson Handlock

    I ran into issues trying to play other Reno decks when I ran two ofs. More often than it should of it came up dead.

    I tried playing a Rogue build that used 2 flurry and 2 prep and my Bran was dead almost every time I needed him.

    The replacements that were made makes the deck stand a good chance playing mid-rangish until you fall back on standard handlock like control.

    I haven't played the deck in about a week but my win-loss was roughly 85% after 25 games at rank 5 (golden epic is good enough for me so I stopped trying to ladder with control warrior which I honestly feel is the best deck to play the last few ranks of ladder).

    Two of the losses were early on before I made the changes. I have only lost once with this current build in roughly 20 games I made the deck a bit faster right before posting it and added the Frost Giant right after posting it and it has done pretty well for me as is.

    I played a hell of a lot of tempo mage which bursted me super fast before I made the changes which is why I went the way I did with the build.

    Pretty much everything is there but some things have slight replacements. Like using Ogre over the other Watcher.

    MC Tech was underwhelming though and should be removed.

    Posted in: Reno Jackson Handlock
  • 0

    posted a message on Reno Lock [LOE]

    I went lower curve than you because you will die before you get to Reno otherwise.

    I used Ogre Brute as a replacement for the other Ancient Watcher
    I used MC Tech in the place of the missing mass removal
    I used Shadowbolt over the other Dark Bomb
    I used a Senjin over the other Belcher

    I ran stuff like Saraad that acts sort of as a pseudo taunt when you're losing or a advantage generator when you are winning.

    I played one Voidcaller with one Malganis, which if you ever Faceless that pretty much will win you the game.

    Reno alone makes Tempo Mage rage quit because they lose too many resources to you to recover after you heal. I healed for 24 against one on turn 6 a turn later they scooped.

    You wanna focus more on mid-game playing kinda mid-rangish to mitigate threats until you can recover and then you take control with a big mass removal, followed by a reno on the next turn to pretty much guarantee you're recovery.

    Posted in: Reno Lock [LOE]
  • 7

    posted a message on Avast! Pirate/Weaponpower Rogue

    I disagree with the Jeeves drop and the Blade Flurry drop. Blade Flurry can help clear taunts with minimal damage to your minions while also dealing damage at the same time. Rogue has the ability to burst better than just about any other class. Drawing 3 off of Jeeves can be the difference between drawing lethal or losing because you ran out of cards.

    I do agree that SI:7 does seem a little weak in this deck though. With how aggressive you want to be you don't want to have to wait to combo with him to get a decent usage out of him. I think I'll probably keep him in, but I'm mulliganing him away unless I have coin. Perhaps to avoid drawing a second copy off the mulligan I should cut him down to one copy. That way I draw him later on when he is useful.

    Posted in: Avast! Pirate/Weaponpower Rogue
  • 0

    posted a message on Avast! Pirate/Weaponpower Rogue

    It is working fine for me thus far, I'm currently 5-2. My two losses were to the same Priest player. He was literally just playing as much removal and AoE as he could. Pyros and Novas wrecked me and when I played Jeeves he dropped double Smite to limit my comeback ability. His RNG was incredible though. Turn 3 Thoughtsteal for Bloodsail and Cannon and the Cannon hits and kills my Barber on turn 4.  Another time he yolo Pyromancer + Shield into topdecked Nova. Despite the ridiculous RNG and removal I still had him a turn away from lethal each game. I don't worry to much about those games though, there wasn't really anything I could have done about them.

    Posted in: Avast! Pirate/Weaponpower Rogue
  • 3

    posted a message on Avast! Pirate/Weaponpower Rogue

    Funny because I destroy Control Warrior with this deck all the time. I actually haven't lost to Control Warrior with it. I was starting to think it was my best match up.

    Posted in: Avast! Pirate/Weaponpower Rogue
  • 5

    posted a message on Avast! Pirate/Weaponpower Rogue

    Believe me, you don't want to make that change. I'd change something else before I'd drop a Jeeves from this deck. The deck relies on Jeeves to back it up since there is no other card draw and the deck is wide open to AoE. Jeeves is what gives you a chance in the late game.

    Posted in: Avast! Pirate/Weaponpower Rogue
  • 0

    posted a message on Did everybody except me just get significantly better at this game?

    I have every meta deck except Control Warrior and Freeze Mage, people are going to gather good cards whether they need to get packs or expansions because no one wants to lose. I think the bigger problem is what Naxx did for the pace of the game. Undertaker, Webspinner, and Mad Scientist sped up the game by a lot. We also got Sludge Belcher and Loatheb sure, but Belcher comes too slowly and Loatheb actually can be used to lock control decks out of a turn.

    Posted in: General Discussion
  • 0

    posted a message on Did everybody except me just get significantly better at this game?

    I'm struggling this season for the first time ever. I think it's because I can't really find something I want to play and I'm sick of playing Zoo because it's just too linear. There are some skills involved with playing Zoo, but they are really pretty basic skills that any good Hearthstone player should be able to handle. I've tried pretty much everything, but the second I switch decks I tend to run into counters. I played Hunter and all I'd find were other Hunters, Priests, and Warriors. I played Zoo and I played other Zoos, Priests, and Warriors. I had moderate success with Aggro Mage, but it is too risky to ladder with because I feel like the last two turns with the deck really come down to drawing the right cards to kill the opponent, because they always seem to stabilize right before the deck can kill. I've had success with Handlock, but the Hunter match up feels nearly unwinnable. You would literally need to draw well while Hunter draws poorly and gets bad RNG. With enough Hunters around I'm afraid to run Handlock long term. Aggro Mage is likely just as hard to beat as Hunter. Zoo on the other hand is actually somewhat easy to beat. I think I've lost one game to Zoo since I started playing Handlock. I really like Miracle, but this is definitely not the time to ladder with it since it can't really beat Zoo and Hunter consistently. I think the safest deck to play would probably be Control Paladin or Control Warrior as they have some really good early anti-aggro options and get progressively better the longer the game goes. I used to like Ramp Druid but the deck has gotten way to slow for the current Undertaker decks. I didn't mention it but there is a lot of Freeze Mage. However, I feel like a lot of people playing it aren't very good as I have rarely lost to it. It likely jumped in popularity following hyp3d's success with the deck. The meta is in such a weird place right now though, it's about 45% Hunter, 25% Hunter/Zoo-Counters, 20% Zoo, 10% random decks (mostly various face aggro or aggro tempo decks).

    Posted in: General Discussion
  • 0

    posted a message on Laddering with Zoo(w/o undertaker)or Handlock (w/o jarraxxus)

    I would just build control warrior if i had those legendaries. If you draw okay you should beat Zoo and it has a decent match up against most other decks. Just mulligan hard for Fiery War Axe if you are facing Zoo.

    Posted in: General Discussion
  • 0

    posted a message on Double Tirion or not?

    Hogger is basically a worse Sludge Belcher, in my opinion. The main body itself is a psychological taunt in that you have to remove it or it will make new 2/2 taunts. It's basically the equivalent of a 6/6 for 6. Whether it is more valuable than at vanilla 4/7 for 5 is debatable because of taunt, but I could understand why one would pick Hogger over Fuegen. I probably would have gone with the 4/7 myself though.

    Posted in: The Arena
  • 0

    posted a message on 3000 Play Mode wins and I've never found a golden legendary

    727 play mode wins and I've bought packs at times too. 3 sets of 7 packs, 1 set of 15 packs, and 5 sets of 2 packs. So I have about as many packs opened as if I played twice as long as I have (which is basically a month and a half). Haven't seen a golden Legend opened. My friend has bought 40 packs and 20 packs twice and hasn't seen one either. The pull rates must be insane.

    Posted in: General Discussion
  • 0

    posted a message on Did everybody except me just get significantly better at this game?

    I'm gonna +1 for it feeling a little tougher this time around. I figure it must be due to people getting a late start this season. I usually don't have a problem getting near Legend each season off of a win streak and then just chilling where my win streak lands me. This season I can barely get one started and my friends that just started playing (though we've played other competitive CCGs together for over a decade) are struggling much more than I did when I first started. I think it's safe to say it'll take a few more days than normal. As it is, I'm playing people at my skill level around rank 15, which is weird, because I don't even struggle against players until I'm at least below rank 10. It took me a while to grind 2 levels today (like 2 hours >.>), where it'd normally take me 4 games. Just give it some time and the people that belong in Legend will get there. I may actually grind out Legend this season if my friend wants to try for it. I just usually don't care to waste the time.

    Posted in: General Discussion
  • 1

    posted a message on Hunter are immune to nerfs.

    I was telling people Hunter was still going to be good as well. They have a lot of tools and that did not change. They lost a draw engine that caused occasional hiccups in their curve, but now they are curved better. I feel like the deck itself is a little more consistent because of it, but it doesn't have as much longevity as it did pre-nerf. The main problem is Undertaker as it can provide incredibly powerful starts and with Webspinner and the ability to run Mad Scientist, they have even more deathrattle targets than most classes. Undertaker coin into Webspinner or Leper Gnome is just such a huge tempo play for turn one. It's gotten to the point where every class is experimenting with Undertaker because they can't afford to open that slowly against it. Even without Undertaker they have the interactions between Mad Scientist and the bow are pretty incredible. Savanah Highmane is pretty close to being on par with Cairne as a rare that you can run two copies of. All the Animal Companions are good for their cost. Unleash the Hounds interacts well with several cards though the flavor of the month is Knife Juggler. Hunter just has such strong tools that it's hard to deal with at times. Plus, due to their hero power, they are completely okay with ignoring you entirely and just going for the face forcing you to make trades while they push in damage.

    Posted in: General Discussion
  • To post a comment, please login or register a new account.