Buffadin
- Last updated Apr 1, 2016 (Explorers)
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Wild
- 21 Minions
- 6 Spells
- 3 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 7880
- Dust Needed: Loading Collection
- Created: 11/14/2015 (Explorers)
- ISBPathfinder
- Registered User
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- 11
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- 53
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Battle Tag:
ezz#1234
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Region:
US
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Total Deck Rating
32
Since I first saw them, I really liked the Lightbane / Darkbane sisters design. In general a 3/4 for 3 is a good stat to cost margin and it dodges a lot of the baseline removal that costs less than or as much to cast as they do. With the release of The League of Explorers, I became increasingly interested in designing a deck to utilize them as we had Djinni of Zephyrs and Summoning Stone also introduced.
My first version of this deck came out as an aggro deck that tried using all of these effects. I then shifted to trying to play control as it fit Summoning Stone a little bit better and I wanted to see how that card functioned for me. Eventually I decided through a lot of testing that Summoning Stone was a trap as it was sort of a multi card assembly that was just decent value if I could set it up. I shifted to midrange and dropped Summoning Stone because it was a stat trap in that it dies easily and doesn't do much potentially if just slow rolled into play.
OPENING HANDS:
My standing rule for opening hands is that if it costs 5+ or is a buff its going out. My ideal cards kept tend to be 1-3 mana minions. I ideally like the minions that dont support other minions if you have the option. Argent Protector for example is a great minion but I dont really want to just drop him as a 2 drop if I can help it so its also possible to throw back minions dependent on other minions or you can if you want run them out as they are still not bad stats for the mana in a pinch.
Ideal cards in opening hands tend to be Shielded Minibot, Eydis Darkbane, Fjola Lightbane, Shade of Naxxramas, Muster for Battle, and Piloted Shredder. Ideally speaking what you are looking for is non responsive minions if you can get them. Minions like Zombie Chow, Leper Gnome, Sir Finley Mrrgglton, Worgen Infiltrator, Haunted Creeper, Knife Juggler, Loot Hoarder, and Nerubian Egg all resemble the type of minion who can be dropped into an empty board state just was well. Ideally in opening hands you are looking more for proactive minion drops and less for reactive minion drops.
Mentality of the Deck:
Ideally try to get immediate value when you go to cast a buff spell. I rarely buff a creature and go for the face as too often there is not enough value from that. Keep in mind if you buff a creature and then have it removed you just got 2 for 1ed so try to keep buffs as a combat trick to make a bad trade become a good one. We have a limit to our buffs so outside of a hand that is very buff heavy I wait for important momentum shift situations to use them. Play your creatures and control the board with what you already have primarily.
Keep in mind with buff effects that its similar in general to having a charge minion. Whats great about buff effects though is its not just a charge minion but you super charge that minion so often times you can just beat your opponents defenses they just set up where it looks like you couldn't when your opponent passed turn. It doesn't just allow us to kill opposing minions but pass back to our opponents with a much larger threat which is hard to combat if your opponent cannot completely remove your board presence.
Card Overview:
- Creatures:
- Zombie Chow - amazing vs aggro, just sort of ok everywhere else. He is great in opening hands regardless of who you are up against but when drawn later against a lot of decks he falls off. I run one still because I feel he is really good against the aggro decks. If you see a lot of aggro run a second copy or if you just want a little more early game it can be decent.
- Ironbeak Owl - I run this card as a means of countering Ice Mage's Frost Nova + Doomsayer. I could not come up with another answer for pally to really interact with that combo and its really rough because its a full wrath that stalls and steals essentially a full turn of yours otherwise. It can be handy against control decks too but generally speaking I try to find them against mage currently. I would say something like 1/5 of the decks I have been facing recently have been frost mage which is enough to justify some hate for them.
- Loot Hoarder - Generally speaking your opponent will always spend just as much mana as you did to clear this guy. They trade decently and they draw a card on death which things your deck. Its a potential buff target and it will draw removal which is great. It might seem small but he is moving you through your deck faster while giving good early game presence that doesn't fall off much later.
- Shielded Minibot - He is sort of the bread and butter early game. He has a lot of value and picks up buffs very nicely as well as being somewhat hard to remove. If you play him on curve and dont see opposition, buffing him with a Blessing of Wisdom can run you away with a game. He picks up buffs well and gives lots of early game value.
- Loot Hoarder - what I like about this guy is that your opponent almost always spends the same amount of mana as you did to get rid of him and if they dont it leaves you with a minion that can be buffed or traded with. Zombie Chow is one of the few things that deals with him well and he thins your deck setting you up and giving you early game presence that is solid throughout the game.
- Deathlord - I will call this guy out specifically for a few reasons. There is a lot of removal in this game that does not directly kill this guy. Dropping him on curve vs an aggro deck can be a huge shift in momentum and midrange decks often have to rely on dropping a bigger creature to try to defeat him. Against aggro and midrange decks buffing this guy can be a huge blow out. Keep in mind what sort of tactics you are seeing though as a warrior Execute can feel like about one of the worst things ever.
- Eydis Darkbane - she is a 3/4 for 3 mana which is a good stat stick on her own. If and when you buff her she starts throwing removal around. The hardest part of her is if you drop and buff her immediately or drop her and see if she is still there next turn. She is almost always good on curve where there are few things that trade without being 2 for 1s into killing her. She is a little more questionable in the mid game where you might need to drop and pump her to make her relevant. Keep in mind with her ability that your opponent and all of their creatures are potential targets. You can use this to your advantage by killing off small chaff creatures beforehand with attacks if you dont want them to be an option of her buff target or you can just spin the wheel.
- Fjola Lightbane - similarly to her sister she is a 3/4 for 3 mana who is very good on curve. The big difference between the sisters is that I feel that Fjola is better against one large creature and Eydis tends to be better against a swarm of smaller creatures. Fjola is a better target for effects like Blessing of Might and Blessing of Wisdom where as I like Eydis more when it comes to Seal of Champions (as she doesn't default gain divine shield). If you were to ask me which of the sisters are generically more playable I think my answer is Eydis. In this deck I enjoy both in different situations though.
- Piloted Shredder - Shreadder is always fairly good value. It gives you two creatures if not silenced and has good base power. It can be removed by quite a few of the normally used removal effects but he comes with a friend. Its good value and its often messy to clean up in one go. He defines what the power curve of 4 drops looks like and should be considered when looking at 4 drop minions. Because we get two bodies out of the deal he is robust vs sweepers and helps maintain board presence to put out buffs.
- Summoning Stone - I played this creature for a very long time. What I can say about it after having it both in and out of the deck for a long while is that the problem with this creature is that it has no attack and it costs 5 to drop while incentivizing killing it. This means that you will have to have very good control of the board already when you drop it or you will have to combo it with other cards in one turn to try to get your value from it. I tried pushing it for a long time and even with the option of buffing it in the same turn I found in the end it ends up being too expensive and or too situational of a creature to really validate playing. I have resolved a lot of Lay on Hands into amazing game ending 8 drop creatures but even with that I will say that many of the times that this card has worked for me have been situations I already had the game under fairly good control. If it had picked up a little better stats I think I could say otherwise but for the mana and the body it comes with it requires a turn of comboing or it becomes somewhat of a winmore effect.
- Djinni of Zephyrs - remember with him that he is still a 4/6 and a lot of the time that is enough to draw some fairly major removal. If you drop him in and he eats a Fireball that is still fairly good as they paid almost as much as you did to remove him. As a 4/6 he can still make an easy 2 for 1 against your opponent so dont be too shy about just dropping him in and seeing if your opponent panics. You dont need to buff him immediately to get good value.
- Sludge Belcher - he is very strong against a lot of aggro and midrange tactics but a little slow in. His biggest downside is that it takes a while to get into play as a 5 drop but he does all sorts of work when he hits play assuming he doesn't eat a silence. The fact that he pops into a smaller taunter is great on death too because if they cant immediately kill the smaller taunt you get a chance to buff his small taunt and beat up on your opponent additionally. His biggest downside is that he isnt that impressive against 5/5 minions or bigger and a lot of control has decent removal for interacting with him so he is definitely an anti aggro and somewhat of a midrange tactic style of minion.[/spoiler]
- Tirion Fordring - he blocks the way quite nicely and his equipment he gives on death is extremely powerful for closing out the game. He is vulnerable to Polymorph effects as well things like Entomb but outside of those effects he tends to be a tough guy to remove. I usually dont worry too much about getting value from him outside of his normal effects but he is a very powerful finisher.
- Spells / Equipment
- Blessing of Might - Its just a power buff so often times it will result in a two for one trade on your end unless you are not generating extra value from it somewhere or putting it on a minion with Divine Shield. It generates good value on minions like Shielded Minibot and Fjola Lightbane because they will generate additional value from it. Its also good with Djinni of Zephyrs where you can possibly drop the Djinni and buff another creature which will result in a 2 for 1 but you get the extra value out of the Djinni making it acceptable. In general, its not a very good buff for Summoning Stone because random one drops are mostly miserable. It becomes more viable to run more copies of this if you are going for a more aggressive approach using Echoing Ooze.
- Blessing of Wisdom - its an amazing card because at a minimum its a targeted spellcast that almost always draws you a card unless you are buffing before you can attack which sometimes comes up with the sisters but generally speaking it will be a targeted buff that will give you another card and can generate more value.
- Muster for Battle - it gives great board presence against aggro. It also gives a lot of bodies for if you need to put a buff on a creature as in a lot of cases against aggro at least one will survive the turn. Its not a card that has a ton of synergy with this deck but it gives bodies to buff, an equipment for small removal, and a decent trigger for Summoning Stone.
- Seal of Champions - this car is so much value when you can get everything to aline correctly. You can take a smaller minion and ramp them up to kill a larger minion while living through the process and having a bigger stat set afterwards as well. Deathlord, Sludge Belcher, and Eydis Darkbane are some of my favorite targets for this effect. We have a lot of somewhat small minions in deck that just kick big guys aside when you buff them with the Seal. It works really well with Djinni of Zephyrs and Summoning Stone as well. People dont really expect a Summoning Stone to pick up some power and smash into their creatures generally speaking.
- Truesilver Champion - I like it for the size of the removal I get as well as having two uses and mitigating some of the damage you are taking with its lifegain. In general its a very good general use equipment. Pally doesn't have a lot of removal so its nice having some reach with this equipment.
- Blessing of Kings - its nice that this buff gives so much power and toughness at the same time. Use it to have big beefy minions and do profitable trades. I can generally get a 3 for 2 or at least a 2 for 2 out of this effect and it usually.
- Lay on Hands - it gives some lifegain I otherwise am not running in the list currently as well as a bunch of cards to hand. It has great synergy with Summoning Stone as most of the time if you can resolve a Lay on Hands with Summoning Stone in play you will be swimming in so much value that your opponents just sort of die.
- Test Wishlist
- Clockwork Gnome - he gives spare parts and is super cheap to drop. He usually takes more mana to remove than he costs while giving us a minor use spell cast in his part. I would say just over half of the parts are good and the other three are somewhere between situational to just meh.
- Annoy-o-Tron - he protects from two attacks generally speaking and could be a good buff target. I like him with Blessing of Might quite a bit as a theory but thats a card that I normally dont like as much and only run one copy of. He might be better in a more aggro focused list.
- Nerubian Egg - it pumps well and its something people generally dont really like to deal when when it drops. It gets better though if I also run taunt enabling and or temporary buffing. It seems strong with essentially any of the pally buffs though and it could be really good with Coghammer as well. It needs a few things to really be good but I think it has potential.
- Defender of Argus - it shares some buffing across a few creatures + gives me some additional taunt. I like the amount of power and power spread as well as the capability of slightly bumping two creatures at the same time.
- Keeper of Uldaman - I like that it can be used on either side of the field so I can buff creatures or bring creatures down for removal. This card has some good interaction with the sisters but I have a lot of creatures that would still have issues with a 3/3 without buffing up. There arent a lot of creatures I would want to turn into 3/3s on my side outside of the pally recruits either.
- Murloc Knight - good value over time but I worry about dropping it early and seeing if it lasts. Its got potential but its easier to work with Piloted Shreadder generally speaking than getting the extra mana to get a value generator when I seem to have enough value generation currently.
- Antique Healbot - some of the tempo / aggro decks can catch up if you have a bad hand or they get a really good one. For me it comes down to that I dislike his size when it comes to vs control matchups. He sits in hand for a long time and has a bad set of stats when he does get played against control.
- Tuskarr Jouster - it comes in as a question similarly to the Antique Healbot. I like its stats but the uncertain lifegain seems concerning. I like this a lot more than the healbot vs control but if you are going to run the lifegain I feel its goal is for vs aggro where the healbot is more reliable.
- Loatheb I like the fact that if I drop him I probably keep him through the turn. As far as the stats for the mana he is good. I keep meaning to try to make room for testing him.
- Hogger - Its 6/6 worth of P/T that generates value over time if your opponent cant kill him outright. He demands being removed quickly while generating taunters to block for you. Both he and his token would probably take pally buffs nicely.
- Toshley - The parts work well with the Lightbane / Darkbane sisters and he has a decent body with triggers that support the sisters well.
- Arch-Thief Rafaam - Its interesting to think about the powerful artifacts since you get to explore them it means pick the one you want. I like that he gives a good power / toughness minion who has a crazy good follow up turn. Its very late game but the control match has been a bit tricky for me against heavy control. Both Lantern of Power and Mirror of Doom sound like powerful effects.
Continuing to play this deck. I keep making small adjustments to just feel out the meta as well as get more familiar with cards. I did move through a few cards in testing but they didn't stick so I wont spend a lot of time on them. I went back to trying out 2x Muster for Battle but I found them to be underwhelming in this build still. It's a valuable enough card that I wanted to try it out again but in the end I am ok with not running it.
DECK CHANGE:
Seal of Champions × 1 -> Loatheb × 1 I dont always find the seal to be as useful of a buff and since adding the Argent Protectors to the deck I have found the Divine Shield it gives to be less impressive. Its still a good effect but I really dont want to see 2 in hand like ever. Loatheb is hard for a lot of control decks to remove when he hits play and he can stall wrath plays and such which is very useful to have access to.
Abusive Sergeant × 2 -> Zombie Chow x2 I love the tempo play that Abusive gives but without a much heavier 1-2 drop presence I think its harder to justify. I can drop him in on turn 1 but its been mostly underwhelming. He is a bit too easy to remove and I have noticed the loss in my early game tempo plays. I am going back for now as I cant find anything else that seems to be as good for the vs aggro / face strategies for what I am playing. I could also go back to Deathlords but I will have to think about that a bit more for now.
Sunfury Protector x2 -> Loot Hoarder x2 I am still a little undecided on this change, the Sunfury Protectors can be awkward but with bringing back the Zombie Chows it seems like I might have more support to run them again. When it comes to defense from aggro though they can be hit or miss but I like their stat line + the taunt thrown in can be useful from time to time. I like and hate the Loot Hoarders because honestly they often just get hero abilitied off on me. That said, they give some aggression while maintaining draw but with the Azure Drakes in list as well I dont know how needed they are. For now I am going back to the Loot Hoarders.
Big Game Hunter × 1 -> Shade of Naxxramas × 1 I have found that with my buffs I can mostly handle a large minion drop. I just spend too much time with BGH in hand while he is good I feel like I am better for now establishing a board. BGH combined with Abusive was super amusing to pump and kill opponents 5+ minions but even then I think I am better with something a little more proactive.
I also cannot remember where or how I got it in there but I think I added a single Ironbeak Owl back into my list. I will try to double check my list and see where I made room for that but I have been seeing some mage again and frost mage is really rough without the ironbeak.
DECK CHANGE:
Shade of Naxxramas × 1 ->Big Game Hunter × 1 I am more making this change in my list here to reflect a change I actually made when I did actually cut the Defender of Argus a while back. Having a BGH in deck is interesting in some ways because I can also do things like Abusive Sergeant on opposing creatures and then hit them up with BGH. I am somewhat mixed on the results of adding him so far but anytime in which I take down a Dr. Boom with him I tend to be fairly happy. That said, it slows down my board progression to have him so I have mixed feelings on him so far.
In other news, since cutting Zombie Chow I have found myself missing out on some of my one to two drop action. I like the Abusive Sergeant but if my opponent is any class that can ping with hero abilities I tend to not play them out on curve. Its something I will probably try to look at moving forward but we are so close to the new set now that I am not spending as much time with trying to research and improve on things with the potential of a lot of unknown cards just around the corner.
The deck has been running well. I had a few more adjustments to mention:
DECK CHANGES:
Zombie Chow x2 -> Abusive Sergeant x2 This change comes from the fact that I actually found that against control decks I have more aggression than I otherwise expected myself to have and the zombie chows end up being mostly dead cards or backwards for me so I cant really use them against control decks. I have been doing fairly good against aggro of late with the increase in my 2 drop creatures so this change has felt acceptable to me. The sargents have been useful as an additional enabler behind divine shield effects and they let me have a cheap reach effect that most of the time seems to simulate Blessing of Might but with the added value of getting a separate body out of it that opponents need to manage. What I like about this change is that depending on the opposing class matchup I can run this out on turn 1 with no worries. The difference here is that I drop a little bit of early game trading potential vs aggro for better midrange and control game I feel.
Defender of Argus -> Shade of Naxxramas the one copy of the shade I had been running has panned out quite well against removal heavy decks. What I like about it is that I get a chance to buff it before targeted removal becomes an option and on its own it adds up quite nicely. Given all of the buff options I have in deck there have been a lot of opportunities to drop these guys and buff connect opening up options for good card advantage trading. The stealth really seems to help against situations that you sometimes cant stick a minion for a turn.
I would probably update the OP info to be a little more accurate to the decklist but with a new set so close I will probably wait and see what new cards we have to look forward to before trying to hash out all of that info again.
Its probably worth mentioning that I have gone from rank 18 to 13 without any losses in ranked. I will try to keep going with this deck and see how I do. Overall I seem to have a good matchup against a lot of the meta I am encountering currently still occasionally having a little bit of a pain with control priest and sometimes control warrior.
The drakes have been doing good work for me even if I dont really benefit from the spell power in this list.
DECK CHANGE:
Loot Hoarder -> Azure Drake overall, I like the Loot Hoarders but against classes who do damage with their hero abilities I have found it to not quite be effective enough. I have added a lot more 2 drops to the deck as a whole and I feel like it justifies a little bit moving one creature up for a little more later sustain.
RECENT RESULTS ON NEW STUFF:
As it stands, I might consider moving that Defender of Argus into another Shade of Naxxramas as the shade has been doing fairly good work for me and the mana cost and effect of the Defender has not been as useful to me of late.
ANOTHER CHANGE:
Summoning Stone -> Azure Drake summoning stone is incredibly fun and while I think back on the days of the Lay on Hands into free Tirion Fordrings and such, the card is very hard to drop on curve as well as taking a lot of setup to make it do anything. I have had games where its all that matters but honestly I am trying to move to more of my cards just generically being good and if I set up sweet buffs then its just a nice kind of happenstance. Azure Drake gives me a little bit of draw while giving me a very relivant 4/4 body. That might not sound like a ton but when you combine it with the fact that I have the divine shield granting Argent Protectors in deck, it potentially can generate some good value. What I really like about this change is that Summoning Stone feels more like an 8 or 9 drop because most of my spells are in the 3-4 mana range so I feel like this speeds things up a little and makes things a little less bad when I am on the back foot.
I ended up having a fairly good winstreak. I went from lvl 18-14 with no losses in ranked. I will see if I cant get a decent rank for once using this deck. I like how its playing so far but I still have a few cards that roll about depending on their performance.
Some notes on things that I recently removed (well, more that I have been playing and not reporting / updating as much)
Cuts:
Clockwork Gnome I liked the spare part from these things but it ended up not being relevant enough too often. The spare parts were too narrow on me keeping one of the sisters in play and then dumping it on them. It was a fun interaction but it was too narrow offhand. If I had more synergy with what the spare parts did for me or with mech in general I might like these guys more.
Sir Finley Mrrgglton I honestly dont hero power a ton. Its hard to say what the objective hero power would be for this deck either as I guess it would vary depending on what my opponent is playing but I guess it might just be mage power. I didn't have enough objectives in this to really find it very useful. I could come back to visit him again potentially but right now I just could not define my objectives enough with him to run him right now. I know he is great I just feel like the pally hero power is fine for what I am doing I guess.
Ironbeak Owl I brought this in when I was facing a lot of freeze mage as it was my answer to doomsayer. I have seen a lot less of that deck and for the time being I have cut my silence effect. If a deck emerges that requires a silence I might bring it back in but its not frequent enough as is right now.
Loot Hoarder I like these guys a lot but now and then their one toughness just kind of nips me in the but. Generally speaking its a minion where my opponents will spend as much removing it as I will playing it but I have found it perhaps a little less useful more recently so I cut it back to a one of. I like him still but being fragile kind of still hurts him for me.
Deathlord I love this guy against fast aggro. Like if you run into face hunter and have these its absolutely golden. That said, I have run into way too many mages and pallys who have dealt with him far too easily of late. Those control / tempo decks are a huge pain in my ass and when you turn 3/4 flip a Grommash off an execute I just hate myself.
Keeper of Uldaman Its been just kind of ok. Its easier to just run shreaders and so I am back to them.
Sludge Belcher great against aggro but its not been great against control and I have had more issues against control of late which is why I put him down for now. I am also trying the minions that buff other minions with taunt so we will see what I like more.
Hogger I keep feeling like he should be great but somehow he always gets answered way too easily. We have a lot more sweepers in the game now and between spot removal and sweepers he just never gets me where I want and expect him to get me. What he does should be great for a deck like this but I will just kind of put him away for now.
Toshley similarly with the Clockwork Gnomes I found the spare parts not adding up quite enough for me. Stat wise he is awkward too so meh.
New Cards / Returning Cards:
Zombie Chow - its not new per say but I think its where I want to be for fighting back against early game tempo and aggro. It sucks against classic control but it sets me up to control the early game which is important for this deck.
Argent Protector - I didnt try this guy for a long time but I put him in recently and his value has been insane. Generally speaking when you have some board presence he lets you just run away with it as you drop a 2 drop and then just have a piloted shreadder just remove a 4 toughness without trading and still netting a 2/2 body out of this for 2. In a nut shell this guy seems to be good removal. The value of this two drop is just really solid.
Sunfury Protector playing with some taunt. I dont know if its these or if I need to look at Defender of Argus. I have played with the defenders before but this is the first time I have played with the Sunfury Protectors so I guess time will tell.
Shade of Naxxramas what I like about this guy is that it comes in stealthed and naturally gets stronger. It picks up divine shield very well and or pumps if need be or it sits back and just gets buff. The downside of this minion is that it gets less powerful as you draw it later but its still a minion who cant be targeted when you drop it that will be a 3/3 for 3 the next turn. I think it has a lot of potential so I will be testing it moving forward.
Piloted Shredder back to just good value. It just stacks up well and so I put them back in as a value generator.
Summoning Stone I go back and forth on this card because it requires set up. Its potential for great value but it gets targeted like crazy and rarely is arround the following turn. Its good if I am ahead and bad when behind. Because of this its possible that I cut it as its often an 8 or 9 drop because its so tricky to drop. I am back to running one but that is kind of debatable as to how good it is.
Dr. Boom he is back. He just has crazy value.
POSSIBLE LIST:
Azure Drake - I like the 4/4 for 5 that draws me a card. The spell power is kind of a blank in this list but its a decent body with draw which is rare.
Blessing of Might with the addition of more divine shield it makes a cheap pump possibly more viable. I am still very on the fence on it but its possible that because of the addition of the Argent Protectors that this could be more viable again.
Acolyte of Pain I have been kind of questioning if I can make use of these guys. I suspect that I can not divine shield them and draw off of a divine shield dropping which is why I have not really run them. It means that Blessing of Kings would be the buff I would need to use to make them good at drawing / trading. But its possible with the addition of the taunt givers that this could be useful.
Harvest Golem robust creature who pops out another creature on death. What I like is that against control he is challenging to remove efficiently. He also picks up a lot of my buffs effectively but it kind of bums me out that the token has one toughness base so the token wont pick up my Seal of Champions as well.
Loatheb - always a good card. He screws with opponents plays and makes it hard to spot remove him.
Emperor Thaurissan It depends a bit on if I want to run Summoning Stone as he does not work very well with summoning stone I found out as it goes off of what you pay for the spells which is kind of unfortunate.
Maexxna - Ok hear me out, I just added a bunch of adjacent creature gets taunt and target creature gets divine shield effects to my list. What I like about this minion is that it has the built in trading with high defense. Its tough to kill as a fireball does not kill it alone. I am really digging deep here when I say all of this as its not very aggressive but it makes it hard to keep a board state and not remove it.
Trying out some new things just to try out some new things. Some of it comes down to wanting to test and experience how some cards work as well as to try to have cards that are generically good without needing a second card to be good.
DECK CHANGES:
-1 Zombie Chow - I have felt like my aggro matchup is.... alright where it is right now with my current creature setup. I wanted to get some better value out of this drop as there have been several midrange / control matchups that I have been less keen on the chow of late. I like this guys still and he might come back but for now I want to give Sir Finley Mrrgglton a little more testing.
-1 Muster for Battle - honestly, the three 1/1s seem to be getting countered too easily currently. I have also been seeing some opposing Harrison Jones and thats like the worst feeling ever when they smash a 1/3 weapon and draw 3 cards. I am seeing too many answers that too easily handle muster right now and too few decks I like this card against right now.
-1 Piloted Shredder I like the card fine I just wanted to try out the Keeper of Uldaman which this was the only thing I could think of to try the swap with. It should give me a fairly good feeling of where I stand between the two cards as I can play the what if this was a shreader game when I play it. I am not convinced that this is a good change but I want to test it as I think it has the potential to be good.
-2 Summoning Stone there were some games where the stone seemed to win me games but there is an issue that its a card that forces me to try to dump my spells when I have it and it requires the right board and hand setup to work. I like the card but for now I want to try a few more cards that are just always good and see where that goes instead of the stone which can 0 for 1 trade on me. The stone is also generally bad against aggro and tempo style of decks which is not a good feeling. I love the card but for now I am going to put it away and see what else works.
+1 Sir Finley Mrrgglton If we fall behind, the pally hero ability is kind of lackluster. I still like it in general but I think Sir Finley gives a good one drop with the option to get a better hero ability for a given matchup. Offhand the removal based hero powers as well as the heal power seem fairly decent for this deck. I want to test a little more with him as I only briefly tested him early on.
+1 Coghammer The hammer from the muster had questionable usefulness. I like the increased size of this equipment as well as its ability to divine shield / taunt one of my minions. I tried it before back when I was running 2x Muster for Battle and 2x Truesilver Champion × 2 but it was a little overboard on the equipment count back then. I figure I can give it a second try now since I am dropping some musters given their performance lately.
+1 Keeper of Uldaman trying out a copy in place of the Piloted Shreadder. I like the versatility of offense or defense on it. I have been seeing a good bit of warlock lately though and cutting one of their 8/8s more than in half sounds appealing.
+1 Hogger it adds a little bit against aggro or control. I like that it splits over two bodies immediately and threatens to generate value per turn while staying in play.
+1 Toshley Size wise he is a decent minion for the mana and the spare parts have good synergy with the lightbane / darkbane sisters. I think its a decent synergy card while having good stats to stand alone if and when need be.
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So, thats sort of a lot of changes to mash through in one shot but its in part to test more cards and try to be a little less central on a concept that snowballs poorly when behind. I think the spare parts are good synergy with what are already good cards and keeping to just six buff based hero cards is hopefully going to work out.
I have some additional deck changes. On top of that I redid the OP and I have more details on the deck and my card choices there. I havent done a lot of testing with these changes yet but it looks interesting so far. I will see where these changes lead me as this is still my primarily used deck currently.
DECK CHANGES:
-1 Blessing of Might - of my buffs, its generally the most situational as to what its going to do for me. I figure with the gnomes coming in I will still have a spellcast trigger but it will shift me from a card that is mostly bad early game to a card that is better early and less conditional to drop. I dont mind having one of these in list but at the same time it would be nice to have something a little more generically good instead of so situational.
-1 Ironbeak Owl - I went from seeing frost mage about 1 in 4 games to seeing very little of it. Depending on if that number goes back up I will consider bringing the second copy back in. I still like these against several matchups but right now I feel like its about half of matchups that I want to see them and then I only want to see them one at a time where I have sometimes ended up with two in hand early game which hurts.
-1 Sludge Belcher - I go back and forth on him. He is good but I feel like 2 of him is a little heavy for this deck right now.
+2 Clockwork Gnome - They add to my early game and actually help me against aggro because it gives me more early game presence. Their parts work great with the buff sisters as well. I cant really stand behind them yet but I did a small bit of testing last night and they seemed promising so far. I will continue to test them and see where it goes.
+1 Defender of Argus - I like how this gives me kind of a lot of power plus taunting in one shot. The small power buff can actually be a turn arround in what otherwise would be a bad trade. It is potentially 4/5 worth of stats spread out with a dual taunt as well. I want to see what he does for me as it stands. I think the addition of more early drops will also serve this guy as I could potentially buff those guys to connect and trade better.
So, I'm trying something similar recently but I wasn't getting good results. I'll link the deck below. I saw your deck and I do think your approach is better but I don't know about using Summoning stones. I tried another version of your deck adapted because I don't own Tirion or Lay on Hands. Can you tell me how to replace lay on hands and Tirion? I am using Sunwalker and Defender of Argus. The thing about summoning stone is that it's a dead card most of the time, so it's not working for me.
Thanks man. Here's some changes that I made trying to fulfill Tirion and Lay on Hands. I would love to hear your feedback. Congrats on the deckbuilding! This deck works properly.
I like it, Keep in mind with the Wild Pyromancer that it can backfire on our Divine Shield and our 1/1 summons. I think its still potentially decent against aggro tactics but I can really see a potential for backfire with that card too. I guess just keep an eye on him for now as I see him as a potential problematic card as well. An extra Zombie Chow or Muster for Battle can also sever as very good fodder vs aggro if you are looking for more anti aggro tactics.
I am also not entirely sure where I stand with Defender of Argus to be honest. It seems like it has a little bit of friction with the deck in general and with your additions of taunt minions you might be better off with some other card. Keep an eye on him I guess is where I am right now. It might be worth it to just have a second [card]Piloted Shredder[/card]. I dont know about him right now I guess is where I am offhand.
Through lots of testing I have watched the meta shift more to a control Meta in the last few weeks so I have compensated a few changes based on my experience with the deck. I did a few additional changes but I didn't like where they went which included trying out a single Coghammer which ended up being too heavy handed on equipment with the Truesilver Champion / Muster for Battle / Tirion Fordring already in list.
Some things I noticed:
Zombie Chow is really bad against decks that aren't aggro.
Muster for Battle is easy for a lot of control decks to deal with. Warrior, Mage, and Druid all seem to have a fairly easy time with this. In general I feel like it has been doing less for me of late with the increase in control but its still good against aggro who tend to play less sweepers.
Deathlord while the potential for backfire is bad against control they still often have to play two cards to get rid of him outside of Polymorph / Assassinate effects. Against some decks like Warrior control it tends to be worse because of their low threat count. I did have a situation where I enabled a Barron Geddon because of a deathlord. Overall though he is a powerhouse against aggro and midrange tactics so it comes down a little bit to what I encounter.
Sludge Belcher oddly, its not that good against control decks. They tend to have a lot of 5+ power minions. Its really there for aggro creature matchups. While its nice it suffers from a control heavy meta and becomes less good. Deathlord is about equil in power vs aggro but costs a lot less to drop often giving me better results than the belcher.
CHANGES:
1 Sludge Belcher -> 1Nexus-Champion Saraad: I am swapping a 5 drop for a 5 drop. The p/t change isnt much as even though Saraad has one more power it doesnt have the death trigger. As it is, I feel that Saraad gives me a little better staying power into a control matchup. Its unlikely that I get much for buff spells from it but the spells I get from it still interact well with Summoning Stone regardless.
1 Zombie Chow -> 1 Piloted Shredder: The chow is quite good vs aggro tactics but I am seeing less of that in general. I think the chow is an amazing card vs aggro but its miserable vs control. Aggro still exists but as it stands I am just encountering a lot more control than I am aggro which is why I am moving to a more midrange value based card. Shreader isnt terrible vs aggro but its a bit slow. I still feel that my aggro matchup is good enough to get me by with this change but Shreader gives me a robust vs removal target which might mean keeping it through a turn in case I need a buff.
Quick Update,
I wasn't happy with Dragonkin Sorcerers in my list so I did some testing with alternatives. I did a few games with Aldor Peacekeeper in the list instead but I also found it a bit lacking for what I needed. I have found my control and midrange matchups to be favorable so far but was missing something for aggro matchups. I ended up adding Deathlord and being surprised by his effect in the deck. Lots of decks have a hard time removing him right away when dropped on curve. He has a high toughness so without using a Polymorph type effect a lot of the decks I have faced have a hard time removing him right away and often resort to higher powered minions to do it over more than one turn. Due to this he is very powerful with things like Blessing of Kings and [card]Seal of Champions[/card]. He has done a lot of work so far and really keeps some of the heat off of my important key minions in deck as well.
LIST UPDATE:
-2 Dragonkin Sorcerer
+2 Deathlord
With these changes I have definitely noticed a very high winrate so far with the deck. I have mostly played casual games and on the higher parts of the ladder though as I usually don't grind ranked games much. I will see if I can get more ladder games and get more results further down the ladder.