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Fire Water (s16 Legend)

  • Last updated Jul 21, 2015 (Blackrock Launch)
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Wild

  • 19 Minions
  • 11 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 4240
  • Dust Needed: Loading Collection
  • Created: 7/14/2015 (Blackrock Launch)
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  • Battle Tag:

    Voltarin#1377

  • Region:

    US

  • Total Deck Rating

    394

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* "To any youngsters that may see this I in no way condone to or promote and advertise drinking it was just the inspiration behind my deck. I only promote massive pwnage of your opponents "  *

-vOLT~

                                                                                                                                                                                                                                                                                                                                              

 

 

  Introduction

 

 

 Hey guys here is a deck for you all that recently hit legend through playtesting. Try it out & lemme know what ya all think?  All feedback is welcome. Please do so in the comments down below.

Inspiration

 

Inspiration was the attempt to further show Blizzard Entertainment the unfairness of the card Grim Patron by showing its flexibility of unfairness by utilizing it in another class all together & still receiving that 60% or better win ratio across our current meta playing field.

I chose the name Fire water because if it's anything a dwarf likes to do more than fight it's drink. (Especially since these specific dwarves live in the Grim Guzzler which is infact a bar?) and Mage spells are nothing more than consisting of spells of both fire & water & given the drink is quite popular I think it fits quite nicely for this deck. So not only is it theme friendly it is highly competitive in addition for the player piloting it.

Also I enjoy using mixes of cards that aren't normally used in certain classes and make mvp's out of cards you otherwise would think better to disenchant.

"Guide coming soon. Enjoy!"

                                        -Voltarin

 

*GUIDE CURRENTLY UNDER CONSTRUCTION *

 

                       

7/16   7:30PM EST

 

 

 

Want a shortcut to become better at Hearthstone faster than anyway else and for free being coached 1 on 1 by top world renowned players?

                                 

                          *TAW*    ~The Art of Warfare

 

 

 

Here is the link where you all can join up www.taw.net Tell em Voltarin sent ya  ;)

Better yet here is a link directly to the application to join up incase you get confused navigating our site once there?

 

https://taw.net/themes/taw/user/application.aspx                           

 

                   *TAW Professional Players Coaches & Streamers*

 

 

 

I am one of their top coaches along with a long list of other multi-legendary players and deck designers.  Among the coaches most known that you all would best recognize here would be my friend and personal EU Playtester for the legend ladder, Xzirez that finished at the top of the leader boards as Rank 2 Legendary player in all of the EU realm just last season. He streams & has contributed countless +50 meta decks for you all with nearly all these decks all hitting the front page setting our meta & having a huge impact on what we play.

Next we have Dlineman  who also streams & has been on Hearthpwn's tournament players spotlight because he is a member of the professional NA team Ace Breakers is an extremely knowledgeable player all around with a well proven background of tcg's and experience as well as a coach finishing legendary ranking nearly every single season.

This known ladder player I now mention is a professional player,coach & streamer who gets legend on all 3 realms every single season since the beginning of Hearthstone and even capable of top 100 legendary raking in all realms simultaneously as well as a professional in Starcraft-2 from team XI-Gaming I give you EU's own Nightgarden. (Quite possibly the hardest grinder of all players)?!

Finally we have Mazzory who provides an entertaining stream more geared at the newer players on ladder & is highly entertaining and interactive with her stream so feel free to say "hi" she's pretty friendly  :D  o/

I now give you this opportunity to join because you get to know us all on personal casual levels and makes our community stronger and no matter how busy or professional we are we do our best to frequent the site to help anyone in need with 1 on 1 coaching for free just because you are a member no matter how extravagent the player is coaching you. We do it for the community and the players.

                                                      

                           *Respected TAW Streamers*

 

"I share my spotlight I'm not greedy" :D

 

                             Pro Streamers/Coaches

 

Voltarin             http://www.twitch.tv/epicvoltarin

Xzirez                  http://www.twitch.tv/vbsof

Dlineman         http://www.twitch.tv/dlineman7

Nightgarden   http://www.twitch.tv/nightgardentv

 

                             TAW Hearthstone Grill Streamer

 

 Mazzory            http://www.twitch.tv/mazzory

 

 

               

 

 

                             Hearthstone Breakdown

                     

                             Hearthstone = 25% RNG or Luck

                             Hearthstone = 25% Skill or Deck Piloting

                             Hearthstone = 50% Deck Creation

                             Total =100%

          

  By this formula (which is a true one by the way). You can easily see that in this game    building yields the greatest  success  rate over skill and yes even over RNGsus. (It's true).

  The formula is simply to be figured like this RNG means the good RNG of your opponent in addition it also means the bad RNG of the game screwing you over. (It counts as both). Anyhow weighing in at 25% it is combated by your  Skill & Deck Piloting completely equalizing the field zeroing each other out. So what matters now in this equation to bring you back into a postiive light is simply your  Deck Creation skills vs. your opponents Deck Creation abilities. and thus you have the theory explained as a whole.

 I know there are going to be some games even when building well that RNGsus is going to completely outshine your deck, but do not let this discourage you as a player for this is simply a fluke. The only thing that matters is "consistency". If something is not consistent simply ignore it and pretend it did not happen just keep a mental note of it for assessment in your later games when teching against it.

"I hope this enlightened a lot of minds today" Giving up my theories as a verteran builder to the public in exchange for a less stagnant meta and a more promising result from the players themselves and the future of this game = "worth it"

 

 

 

                                 

 

                         ~*7-CARD THEORY*~

 

 With this particular deck and pretty much any deck that exists there is a hidden rule that is present when looking at any deck and I will share that with you all now & enlighten you to the mind of the thought process of a veteran deck architect of tcg's. 

 While playtesting with Xzirez like always a couple months back designing my past deck http://www.hearthpwn.com/decks/101653-machine-hunter we stumbled upon a very important fact when deck designing and that fact is this.  Ask yourself this question next time you design a deck. "How many cards in my deck have to be changed for the deck to actually be affected to the point to where it is no longer a re-vamp of my deck,but something totally new."

 Well we have that answer. It is explained as what me & Xzirez have labeled the "7-Card Theory" With the answer being 7 obviously, but how?  How did we figure that out??  Well it's simple from the 30 point life total you start with it takes 5 cards on tempo with viable card stats played up the curve with no retaliation to erase 30 life to defeat them. No opponent of course is just going to let you beat on them for 5 consecutive turns straight with zero resistance,but on average the slower decks only made us incorporate 2 more cards to still be able to finish them off and thus you have our theory and it exists silently in all designs meaning you can interchange cards in your deck to fit your personal playstyle and adjust accordingly to the meta,

 How many cards can you change without it becoming an aggro-based deck if you was to put in all small minions? How about a control-based deck if you was to replace cards in your deck for all high cast removal spells and minions ? Well I think you all know the answer to that now don't you?   Now that you have all gotten a lot smarter in deck building I expect to see you all turn out a lot more exciting decks for the community and less only 2 viable meta decks per class which is sad and makes for a real boring and stagnant ladder climb for everyone. For divulging our secret this is all I ask of you in return. Now let the innovation begin! "You are welcome".

 Also from now on when you see deck designers claim they have "A new deck" ,but haven't changed 7 cards from someone elses build that previously existed then it is only a re-vamp of the past and not at all a new deck. It is important to have the community be able to recognize the bullshitters from the true skilled deck designers. Enlightenment is the true key to growth. Knowledge is power & I am sick & tired of designers getting credit by changing 1-3 cards in a deck that previously existed and claiming it as their own just because a new set came out. (Like seriously design something on your own damn guy is my thoughts)  I am sure it is the thoughts of many others as well I just have the balls enough to say so. It is sad because it inhibits innovation for this game we love so much & anything that inhibits innovation as a senior deck designer is my enemy. "Step it up architects".

 There is only 1 way to excuse myself or any other builder from what I had just explained above and by that I am meaning I have to prove myself to you all. I will change 7 cards constantly and give you all options to pick from all the way up the entire curve of the build as well as tell you what cards quantity to never touch so you can make other versions that are more appealing to your playstyle.

 I will practice what I preach and in all of my deck slots I will not only provide you with why I selected a certain card in each slot,but also tell if it is indeed one of the interchangeable 7 cards you can change to fit your own personal playstyle or tech against a certain deck with. In addition include my personal suggestions which are the best replacements for each card in every slot,how many and why?

"Pay attention fellow builders this is how a proper tech is suppose to be you might just learn something".

 

                  

 

 

~PREDICTION~

 

 

As the tournament scene becomes more & more popular and as more and more sets get released what then?  Still be able to choose between 1-4 finishers at max in a control deck while never cycling out the old ones making our options limitless yet still only have 4 freaking slots at maximum?! "How significantly boring" ,to say the least. 

This rant was also significant because now you all know the reason we have to subsidize space in our decks main skeleton just to tech and do so with the least amount of cards allowed in any tcg to build a deck from. Mark my words it will be the main trouble in the future for our game and Blizzard Entertainment better get off their ass and do something fast about it because what I am talking about here is real & over time will ruin our beloved game because who wants to play a game with limitless legendary minions to pick from,but never be able to play anymore than roughly 4?!!.

I want to bring the entire Hearthstone commmunity up to speed from the designers point of view the tribulations we will be enduring in the near future and why we have to design our decks the way we do while I am on the front page for all to see. "It's unfair I tell ya"  (almost as unfair as only giving us 1 deck slot per class"  "yuck" !    "Power to the players! We pay far too much to be screwed over by this kind of thing. Free to play sure,but how many people have you basically hooked so hard on the "pack opening process" to where that 1 person has paid for literally 25 free to player persons playing the game? & Hooked them so hard that they basically need a 12 step support group to get off from. Trust me I have seen and heard some real horror stories (and from this very site even on forum posts and it disgusts me). "We don't like your  RNG we like & respect actual SKILL. We don't like your endless CARDBACKS . We want our damn DECK SLOTSSIDEBOARDS (or at least increased DECK SIZE  at the very least & we want it now!  Lastly We don't want to have to pay for SKINS  of our favorite heroes for only cosmetic value when it should be free to do that as it adds no value to the game play functionality of a match besides maybe intimidation?"

~Voice of the players 2015~

 

The real pushers of the millenium = Blizzard Entertainment"

 

 

 

 

 

Mage cards

 

Frostbolt - Replaceable = No # to have in deck (2)

You never want to take this out of your deck for any reason what so ever. The second you do your win % instantly decreases significantly because its extreme utility. It can either be used as early removal, a clever way to freeze a really big minion with a high power when racing, or for those last few points of reach damage.

Arcane Intellect - Replaceable = No # to have in deck (2)

This is a usual culprit in cards you also want to always play 2 copies of. The reason for this is because of in control match ups 75% of the time the only thing that decides the match beyond RNG or which player out-plays the other player is which control player out-drew their opponent.

The card is double important in this specific deck because the ability to conjure up a possible Flame Leviathan providing that free mana 2 damage A.o.E followed up in combination with our Explosive Sheep + ping from our passive Mage ability Fireblast = our version of Flamestrike so draw power is extremely important in this deck and it's best not to mess with it if you can help it because that combo can put any opponent on their back no matter how big their former lead was.

Counterspell - Replaceable = Yes # to have in deck (1-2)

I know how it says you can replace one of these but truth of the matter is it just saves you in so many games if the match ups are control match ups. So the rule is this when using substitutions for this specific card. In Ranks 25-5 are considered the faster meta so if you are only running into fast decks is when it is best to trial only using one of these.

On the other side of the coin is the fact that every single control match you run into your win % is lessened by an entire 10% just from losing this one copy of the card from its roster so really watch your matches to decide what call is best, but Ranks 5-Legend and while in Legend this goes back in indeffinitely to remain effective.

Duplicate - Replaceable = Yes # to have in deck (0-2)

Yes you can replace this card but really its function in the deck as a replicator is quite important so therefore if you replace it, the deck still only functions well and like its supposed to if it is replaced by Echo of Medivh because the function still exists in the deck.

I find it worse to do this because getting the replication for free off your Mad Scientist is amazing especially when they board clear you and the ability goes off in a chain reaction and instantly copies a minion from your existing board all for free which beats the hell out of paying 4 mana for the same roughly the same effect.

Lastly the way I have the build lessens the mana curve so the deck is less clunky.  I don't recommend you change it,but you may experiment if you'd like?

Ice Barrier - Replaceable = Yes # to have in deck (0-2)

This card is namely a meta call so watch your meta with a deck tracker. The card isn't too effective against a control-based meta. On the flipside though putting 2 in makes any aggresive deck almost auto-lose to you in combination with all of your decks removal that you posses.

I have 1 in because while climbing I noticed a 50/50 variant all the way down to Legend. This season seems to be an even mix so 1 is the # I went with,but as I said your meta will give you the optimal information through a deck tracker on how many to throw in as this card isn't too effective against most control decks and you are 90% always wishing you had drawn something else or got a different secret from your Mad Scientist

"Watch your match history to best decide this one"

 

Echo of Medivh - Replaceable = Yes # to have in deck (0-2)

 

This pretty much follows the same rules as for Duplicate as its role in this deck. The only difference is that this card is more potent in your utility and in your end game than Duplicate is. The reason for this is that it is a selected replication and not random but at whenever you wish to as long as you can also afford the 4 mana to do it.

Some examples of this card's utility is that you can use it in combination with an Antique Healbot to get out of lethal range against that pesky face Hunter in the future turn. You can replicate an Explosive Sheep to clear a midrange opponents board leaving him top-decking on his/her next turn.

You can use it to copy a Water Elemental to keep the perma freeze threat up on a weapon class opponent such as Warrior,Rogue,Hunter,Shaman,Paladin & eventhough not a weapon class even Druid is effected.

You can copy a Mad Scientist when rushing for a specific secret you need up in the future turns. You can copy Acolyte of Pain for evenmore draw power if your control based opponents deck is out-drawing you.

Lastly and the main reason you will be using it for is the most potent one of all which is to replicate an entire team of those inglorious bastards known as the Grim Patron giving you literally an endless army for the rest of the game.

"Ususally if you do this and the opponent has 2 or less cards in hand they auto concede to you 60% of the time just by watching this stomach turning event unfold before them unable to do anything about it".    

 It is for this reason that I usually always recommend 1 but if you do decide to replace it again the replication value is very important to this deck so only change it up for a Duplicate if you are going to experiment.

 Polymorph - Replaceable = Yes # to have in deck (0-2)

This card is our only real reaction to oue opponents huge threats to their late game ro taunts that are in our way. I say the card is replaceable but only by a card with the same casting cost that is also removal which is none other than Fireball. In this build I chose to give up the extra reach damage for 3 reasons which are

1) Taunt removal for the ability to get through to the enemies face with my board

2) I LOVE the syngergy between Polymorph & Acolyte of Pain if one is already up. "Free cards courteousy of our opponents wasted last turn was awful generous of him don't ya think"? 

3) Also it has synergy for the Sheep token left behind to instantly die from all the mass A.o.E in our deck as now the Sheep token is left as a sitting duck because of our Flame Leviathan passive,Explosive Sheep & Unstable Ghoul as well as our Mage passive Fireblast

 

Ethereal Arcanist - Replaceable = Yes # to have in deck (0-1)

This card is the card in our deck that rewards us for having more than 1 type of secret. Although it is replaceable its role in our deck is to do one of 3 things which is to either

1) Become a serious threat target for the opponent meaning they have to spend their future turn after we cast it throwing hard removal at it Or if they was ahead on the aboard they now have to exchange most to all of their board to stop it from growing.

2) Be a late game powerhouse dealing the final blow to the opponents face because usually if this thing gets to a 7/7 in its stats its GG for the opponent.

3) Be a mid-game strong transition into our endgame curve keeping our lead and our opponent on the back foot though this transition never giving up tempo. (This is usually done with a Counterspell up.

Now that you know this cards role and importance of its functions in our deck it is hard to imagine why you would want to ever play without it but it is actually replaceable as long as you do it properly. I will go over this more on what card pool is acceptable later in the guide.

 

Water Elemental - Replaceable = No # to have in deck (2)

This one follows the same path of the Frostbolt which is never touch this card as far as replacing it unless you want an instant 10% win ratio decrease. The only reasonable replacement in this slot would be the Ethereal Arcanist and to run them x2 , and only 1 Water Elemental, but with the rise of Warrior in popularity I believe it to be weaker because everyone knows that a frozen Warrior is a dead Warrior & in that match up Frostbolt + Water Elemental complimenting one another can keep that pesky Warrior frozen indeffinitely.  So bottom line until the Warrior class loses some popularity I wouldn't make this change.

 

Flame Leviathan - Replaceable = Yes # to have in deck (1)

This card was excused as "bad" by 99% of players so most of you do not have this in your collection. I am here to tell you now that there is "No such thing as a bad card"  (Just bad builds).  Which simply means if you support a card in your build throughout its curve and include several synergies with that so called bad card it becomes your decks MVP. This card is very effective in this specific build. It isn't necessary but it is easily my 1st choice over anything I could or would even want to play as strange as that may sound to you.  The testing has been done and the highest win ratio is with it in the deck.

However if you do not own this card because you was one of those 99% I mentioned earlier that dismissed it as "bad" or simply never pulled it you can replace this best with either 2 acceptable options

1) Removal in the form of Flamestrike so that the opponent will be in top-deck mode no matter what they play because we already play so much that no deck will be able to withstand an added Flamestrike in addition to what we already have for removal.

2) The infamous Dr. Boom for the fact the he gives you the option to power curve from turn 7 into turn 8 since we also play Ragnaros the Firelord.

Also for the fact that he is a "1- man-army" should the opponent board wipe us which catches us up quite nicely in most spots.

Lastly for the syngery of his Boom Bots he provides and complimets our Explosive Sheep & even our Echo of Medivh which punishes them to the fullest extent for ignoring our Boom Bots.

 

 

 

 *Guide still under construction 4:45pm EST 7/17/2015*

 

 

Neutral Cards

 

Explosive Sheep - Replaceable = No # to have in deck (2)

This is a really versatile card in our deck. It's role is like a Zombie Chow+ in which they never recieve their life back from at any point in the game. The + part because not only does the opponent never get their life back but also provides a Consecration - like effect if you are pressured by early aggressive decks. In combination with your draw power (and there is quite a bit for this reason) to conjure up Flame Leviathan now gives you the ability to produce a Flamestrike effect for the same mana cost usually earlier than turn 7 which will make those midrange decks remember your archetype as well as agressive ones.

You also can simply hold 2 of this card in hand and explode them both for the same effect at 6 mana because our deck is designed to take a beating because of our Ice Barrier & our Antique Healbot + replication effects from Duplicate & Echo of Medivh.

When it blows never really hurts you as much as it will the opponent because our deck is designed the way it is for this reason.

Lastly this deck is a minion so the combination with our replication effects Duplicate & Echo of Medivh are always present.

For all of these reasons stating you don't want to touch this card as it will upset the rhythm of our deck.

 

Mad Scientist - Replaceable = No # to have in deck (2)

This cards role in our deck is to do 2 things. 1) Provides us an early drop to fend off early damage to keep tempo and trade with the opponent effectively so that we don't fall behind. 2) Provides us 3 mana for free in the form of one of our secrets at random.

Whatever secret this lovely specimen pops up for us usually determines the role on which we take whether we are the aggressor or the defender. Example should a Counterspell come up as our secret usually means we take on the aggressive role because now we just simply drop one of our 4 drops Ethereal Arcanist or Water Elemental and then we end our turn.

On their turn we watch them cast a removal spell on what we cast then panic when our Counterspell goes off and proceed to trade their entire board into our minion if they was ahead on board or just attack our face in total confusion (Which is fine because all the resilience we play designs us to go blow for blow). 

It is also for this reason when making the deck that I chose to include Counterspell x2 to double the chance that our Mad Scientist fishes out the aggressive role of our match rather than the defensive role.

Should he pop up the Duplicate we technically now have choice on what what role we want to take on. We usually still prefer to take on the role of the aggressor if one of those aforementioned 4 drops is in hand. Make your choice depending on the class and archetype of your opponent as long as cards in you hand how many is in the opponents hand and current board status.

If he pops up our Ice Barrier then we choose the defensive route and just keep the board clear as much as possible playing cards such as Antique Healbot, Sludge Belcher and even Polymorph if the card is a massive threat to us. Anything to buy us time. In the background you should be trying to acquire cards as fast as you can. When on the back foot always try to out draw the opponent especially with an Explosive Sheep in hand because of our Flame Leviathan combo with it.

For all of these reasons never touch the quantity or take Mad Scientist out of our deck.

 

Unstable Ghoul - Replaceable = Yes # to have in deck (0-1)

This cards function in our deck is to compliment the Mad Scientist against early aggro decks as an explimentary early mulligan choice to proc more card draw from our Acolyte of Pain much how our Warrior counter-part does. Add to the board A.o.E damage effect via bothExplosive Sheep & also Flame Leviathan making the estimated universal out put board damage 3 instead of 2 (which in certain cases sometimes matters). Lastly the effect this card has is to + 1 and proc another Grim Patron late game to seal the deal with our opponents.

Although very utilitous it is in-fact able to be cut because all of our draw power makes this fact to be true. Just make sure the card you put in its place serves a real purpose with the rhythm of this deck.

 

Acolyte of Pain - Replaceable = Yes # to have in deck (1-2)

The role of this small minion is simply either to ward off small early board presence while out drawing our opponent in the background. His other function is to draw a form of mid to heavy removal because the opponent doesn't wish us to attain the card draw advantage over them. (Usually a control player in this case). 

The beauty of this card is unless silenced we simply do not care which method they use on it because it puts a dilemma on them either way. This card also has extremely good synergies with our A.o.E board removals of both our Explosive Sheep as well as our Flame Leviathan. It also additionally has a great syngergy with Unstable Ghoul like the Warrior decks use him for. (The two are like partners in crime). Since this card is also a minion it can be Echo of Medivh and works wonderfully with our passive Fireblast

 Although it does all of this great stuff for us it is able to be cut from 2 to 1 in quantity without destrying the rhythm of our deck, but I wouldn't ever recommend taking both out.

 

Antique Healbot - Replaceable = No # to have in deck (1-2)

This lil guys name should be "platelet" because he's a mech and that's exactly what he does is stop the bleeding in a big type of way. He doesn't die from our Explosive Sheep or Flame Leviathan so he's still around to do some further trading to assist in a complete board wipe.

He has really great synergy with our Duplicate secret should the opponent be dumb enough to actually kill off this minion first. Any aggro-based deck will fizzle out completely after this is cast for the second time. In combination with our Ice Barrier our Mage hero becomes pretty much un-killable unless their board is severely threatening and last,but not least he's a minion so he is able to be replicated in yet another way from our Echo of Medivh further strengening the utility of our deck.

In closing there is one copy in the original deck and possibly a second could be played for even further BM and higher surviveability against a high aggressive meta. So record all of your match history to know what's best.

 

Azure Drake - Replaceable = Yes # to have in deck (0-1)

Easily the most replaceable card in our entire deck.  Other than adding to the draw synergy of our Flame Leviathan & his base 4/4 body stats, his + 1 spell power to make our Frostbolts 4 damage & his effictiveness against Priest in that match up he is just kind of "there".

So if you have any ideas for this deck on how to re-vamp it to your liking or tech in something against the meta of which you are facing I highly suggest that this card is where you start.

 

Grim Patron - Replaceable = No # to have in deck (2)

This specific deck is designed to revolve around this card as our most reliable finisher. A lot of the times it is not needed, but in the matches of higher curve midrange deck & control decks where their idea is to "out-value" their opponent you are going to be glad you have this card in your arsenal because replicating this card more than twice or getting it killed off by the opponent with your Duplicate up giving you 2 more in hand or procing the effect 2-3 times then using Echo of Medivh. Should any of the above mentioned happen and end your turn your opponents response is usually conceeding to you in utter salt mode.

Since there are so many synergies and our deck revolves around this card as our finsiher and the fact that we stomp our Warrior counter-part into the ground and are extremely favored in that match up because we play similar cards and can even drop ours before them with no worries it would be a bad idea to adjust the quantity or remove it from our deck. 

 

Sludge Belcher - Replaceable = Yes # to have in deck (1-2)

This card is our wall that lets of live against huge threats should we fail to draw one of our 2 copies of  Polymorph. It is also there to soak up the remaining last ditch effort of an aggressive deck putting the final nail in their coffin thus putting them into top deck mode. It is then when we start becoming the aggressor and take the game from them,but first we must survive before we can take on this role and this card allows us to do that. In combination with Unstable Ghoul , Ice Barrier & Antique Healbot we aren't dying anytime soon so we are an aggressive decks worst nightmare for this reason.

Furthermore if this card gets replicated by Duplicate or Echo of Medivh then just like the aggressive decks even now the midrange have to give in to our strong defense mechanisms and now prepare their ass for our onslaught of Water Elementals, Ethereal Arcanist , Azure Drake , Emperor Thaurissan , Flame Leviathan , Ragnaros the Firelord or mass replications of Grim Patron provided there was an earlier Emperor Thaurissan to get max value of copies in 1 turn.

The value of this card is extreme in this deck but eventhough this fact 1 is still replaceable,but if you do make sure it something that has the same effect like a 2nd Antique Healbot.

Other than that I wouldn't change it out for anything else. And even that change only improves some match ups. As which is best is determined by the meta you are facing. Never take out both copies of this card though for any reason or expect a lot of losses.

 

Emperor Thaurissan - Replaceable = No # to have in deck (1)

This is the card in our deck that lets us call ourselves a "combo" deck rather than just an ordinary control deck. It allows us to be able to do 2-3 and sometimes even 4 different things in 1 turn and somehow usually involving setting up a strong board in combination with our Grim Patron whom is backed by aCounterspell for our finish.

Also what this guy does is set up an extremely powerful transition from mid to late game. Everytime his ability goes off its like taking a turn and a half. Usually entering into the late game before our opponent winds up in defeat for them and a victory for us so he is very powerful in here and provides a vast amount of tempo for us.

Last to mention should we be behind on board this guy enables us to cause more than 1 huge defense mechanism in our deck to be activated. If this happens you can easily make a "swing turn" happen.  (A swing turn by definition in tcg's is a potent turn that not only undid the entire last turn of your opponent, but additionally you are now in favor of the match in question). 

Against a highly aggressive Hunter deck for example where it is close to end game and they have used up all their cards and you are at death's doorstep you can easily put up an Ice Barrier in combination with an Antique Healbot or a Sludge Belcher all in the same turn which pretty much not only brings you life total back up but now you put that aggressive opponent out of reach of killing you and presented a board of your own which usually results in a concession from said aggressive deck.

It is for all of these above reasons that you should never take this guy from our deck because you give up too much tempo if you do. This guy should be named "Mr. Tempo". not Emperor Thaurissan.

 

Ragnaros the Firelord - Replaceable = No # to have in deck (1)

This card has 5 different functions in our deck and all are very important (Well at least 4 of em are) ?  lol 

1) He is to be our "finisher" in assistance with our Grim Patron replication combo.

2) He is to be our savior in a 50/50 as a last resort to remove our opponents "Finisher" from their board should we happen to not have one of our copies of Polymorph in hand.

3) He is to be our personal "sniper" when the enemy is at 8 or less health and surrounded by a board of taunts and losing the board race so we still have an "out" (An out by TCG terminology is by deffinition of still being able to overcome a situation by pulling a certain card when in a state of peril and game loss to get you out of said situation).  so that we are able to win games when we are very far behind and hand no business otherwise winning. He's our "Ace in the hole" for this reason thus directly effecting our overall win ratio %

4) He is there as a possible "Power curve" minion to snowball us hard and further punish the opponent for having little to no board in combination with Emperor Thaurissan on turn 6 into our Ragnaros the Firelord on turn 7.

5) He is there to further uphold the name of our deck. Him and our Flame Leviathan are the only reasons we can keep our theme name for our deck "Fire Water"  You see without the presence of these 2 cards the name of the deck would be "Water Water" and that doesn't sound too appealing at all for a competitve deck name now does it?  Finally I don't think you can mention "Fire"  at all in your deck's title if you do not include this card. Hell he is  the "FIRE Lord"  afterall isn't he?  It'd be blasphemous not to contain him given our deck name one would think?

This build is exactly the type of deck Ragnaros the Firelord was made for so go ahead and honor that by sticking him in your deck. You can replace him but I don't recommend it and don't expect the same great win ratio %

The way this deck plays out kind of reminds me how a blue/red Magic build plays out.  :D  "Where the hell are my Volcanic Islands"?!   :P