Hey ya'll. I just got done with a huge sprint of normal games with this list I came up with. Went from silver 1 star to Diamond 1 star with it. It has some seriously severe burst if you can link together your summons and combo things.
---------------------------------- I honestly came up with this list myself, before looking at forums. So if there is another like it, i didn't know beforehand. Most of the cards in this list are rather basic and cheap with only one pair of epics and no legendaries.
Strengths: This decks turn 4-5 damage output with the right draws (which is quite common.) is completely insane. If you're going second, a turn 1 buzzard into turn two timberwolf and release the hounds is pretty insane. Six damage and an extra card, for four total mana spanning two turns, on turn two. (Plus, makes it hard to trade favorably for your opponent with a 4-2 buzzard and a 2-1 wolf on the board.) Another combo I've come to really enjoy is the Houndmaster with the Jungle panther. Jungle panther is already ridiculously good for a 3 drop. 4 power and 2 health, with stealth protecting it from most removal you'll care about that early. Follow it with a turn 4 Houndmaster , giving it +2/+2 and taunt. That is really awesome value.
Edit; The deck also has a pretty reliable mulligan. You'll want to shuffle away early ,high casting removal. (Heck, I throw away all of my removal early.) Most of the time it'll fill your hand, or the spots , with creatures you need to preform your early combos. In all of the games I played (with selective mulligans.) I only got removal and less than ideal cards back once.
Weaknesses:
This deck, has no late game whatsoever. About turn 8ish is where you'll start feeling it. You're not out of the game yet by any means, but you start losing gas and relying on top-decks rather quickly. Decks with a lot of strong board damage will also give this deck an extremely hard time.
Matchups:
Hunter: Favored. (Hunter mirrors usually come down to who gets their hyena and removal first. This deck tends to make the hyena more valuable with cards like hound master and alphas. Giving it an edge early and mid game.)
Mage: Favored. (You have enough removal to take care of spell power creatures, and your surprise bust damage from release the hounds will take most mages off guard and give you the game.)
Warlock: Unfavored. (Warlocks can be tricky. Most of my experience ended up with them hellfiring my board, and murdering my face with huge demons. Though if they get over confident with life tap you can really punish them with steady shot and kill command. )
Preist: Unfavored. (@129471!@#$&@$)8 is all I would like to say about this match up, but I will give a rundown. It is unbearable, between lesser heal directly countering your steady shot and most of their spells taking your good creatures and removal. Preists are terrifying late game with questing adventurer combos and mind control.)
Druid: Even. (Druids are pretty evenly matched up with you. They don't have the hyena, so killing their beasts tends to profit you more. Their removal is about on par with yours, perhaps slightly behind. Though they can rush a late-game rather quickly with their insane ramp capabilities.)
Warrior: Favored. (Armor up counters steady shot, and if you get bad draws and fall behind their taunt wall you will have a hard time. Decent to god draws will make warriors weep. You can remove most of their creatures easily with deadly shot and multishot, and your surprise burst from creature combos makes their large armor values irrelevant.)
Paladin: Favored. ( Paladins can stay in the game pretty well with spells like lay on hands, holy light and avenger of kings. Luckily for us, our early game makes theirs look like they are sitting there doing nothing. Turn 1 plays with a 2 power creature, followed up by Timber wolf and unleash the hounds will secure an early lead. Removal and further creature draws will secure the rest.)
Rogue: Favored. (I haven't played against too many rogues since leaving silver/early gold, but my experience was that their removal was too risky. Most of it involved them hitting creatures, and taking damage I was planning on using to kill them anyways. Surprise burst also helps , makes their low cost combos less effective when you can charge out 11-15 damage.)
Shaman: Unfavored. (One word; Earthbind totem. Free taunt that buys time for them to go into critical mass will make you rip out your hair. They have cheap removal and board clear with overload, and have a relatively scary mid-late game with totems, windfury and big elementals.)
Hope you guys enjoy the deck if you decide to play it. Feel free to comment about your experiences or give helpful critique!
I dont like your deck. But I'll be brutal with reasoning to help you make a better deck :).
1. There is a link at the top of the page called Deckbuilder. Use it, its easier on everyone.
2. Multishot is a bad card. It NEEDS 2 targets. If you are in control, this cards usefulness will be low.
3. You think you are favoured vs a Mage, when a Mage will rip you apart. You will never keep your Hyenas or Buzzards on the table for more than 1 turn.
4. You refer to decent/god draws with all your explanations vs deck types - this game lets you only have 2 of any card, so god occurrences are low and all decks can have a quick win god draw. You want to call your deck good vs another, it means you win with a poor draw vs a non-god draw of theirs. You are on equal terms or worse against the basic Warrior deck and Rogue decks, you all depend on hinge on basically 2 creatures and your removal/weapons to keep the board clean. However Warriors have better AOE removal which I think will give them an edge over you and Rogues have more and better removal.
5. Your deck has nothing to fear. Your fear is based on superior numbers and everyone is prepared for multiples and small creatures. Play big or go home. Do no underestimate Mr Haste Rhino or other phat monsters.
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Nozdormu wins you every game where you opponent has to go to the bathroom on turn 9.
Edited the deck, swapped Multi shot out for Rhino's and the Razorfen hunters for Animal companions. So far with the new changes I'm 3-0 at Diamond one star. Pretty solid, despite the comment against it. (The matchups were - Shaman - Paladin - Hunter.)
Contemplating throwing the Black Knight in for taunt heavy matchups. Plus, y'know, he's the freaking black knight.
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Hey ya'll. I just got done with a huge sprint of normal games with this list I came up with. Went from silver 1 star to Diamond 1 star with it. It has some seriously severe burst if you can link together your summons and combo things.
----------------------------------
I honestly came up with this list myself, before looking at forums. So if there is another like it, i didn't know beforehand. Most of the cards in this list are rather basic and cheap with only one pair of epics and no legendaries.
Strengths: This decks turn 4-5 damage output with the right draws (which is quite common.) is completely insane. If you're going second, a turn 1 buzzard into turn two timberwolf and release the hounds is pretty insane. Six damage and an extra card, for four total mana spanning two turns, on turn two. (Plus, makes it hard to trade favorably for your opponent with a 4-2 buzzard and a 2-1 wolf on the board.) Another combo I've come to really enjoy is the Houndmaster with the Jungle panther. Jungle panther is already ridiculously good for a 3 drop. 4 power and 2 health, with stealth protecting it from most removal you'll care about that early. Follow it with a turn 4 Houndmaster , giving it +2/+2 and taunt. That is really awesome value.
Edit; The deck also has a pretty reliable mulligan. You'll want to shuffle away early ,high casting removal. (Heck, I throw away all of my removal early.) Most of the time it'll fill your hand, or the spots , with creatures you need to preform your early combos. In all of the games I played (with selective mulligans.) I only got removal and less than ideal cards back once.
Weaknesses:
This deck, has no late game whatsoever. About turn 8ish is where you'll start feeling it. You're not out of the game yet by any means, but you start losing gas and relying on top-decks rather quickly. Decks with a lot of strong board damage will also give this deck an extremely hard time.
Matchups:
Hunter: Favored. (Hunter mirrors usually come down to who gets their hyena and removal first. This deck tends to make the hyena more valuable with cards like hound master and alphas. Giving it an edge early and mid game.)
Mage: Favored. (You have enough removal to take care of spell power creatures, and your surprise bust damage from release the hounds will take most mages off guard and give you the game.)
Warlock: Unfavored. (Warlocks can be tricky. Most of my experience ended up with them hellfiring my board, and murdering my face with huge demons. Though if they get over confident with life tap you can really punish them with steady shot and kill command. )
Preist: Unfavored. (@129471!@#$&@$)8 is all I would like to say about this match up, but I will give a rundown. It is unbearable, between lesser heal directly countering your steady shot and most of their spells taking your good creatures and removal. Preists are terrifying late game with questing adventurer combos and mind control.)
Druid: Even. (Druids are pretty evenly matched up with you. They don't have the hyena, so killing their beasts tends to profit you more. Their removal is about on par with yours, perhaps slightly behind. Though they can rush a late-game rather quickly with their insane ramp capabilities.)
Warrior: Favored. (Armor up counters steady shot, and if you get bad draws and fall behind their taunt wall you will have a hard time. Decent to god draws will make warriors weep. You can remove most of their creatures easily with deadly shot and multishot, and your surprise burst from creature combos makes their large armor values irrelevant.)
Paladin: Favored. ( Paladins can stay in the game pretty well with spells like lay on hands, holy light and avenger of kings. Luckily for us, our early game makes theirs look like they are sitting there doing nothing. Turn 1 plays with a 2 power creature, followed up by Timber wolf and unleash the hounds will secure an early lead. Removal and further creature draws will secure the rest.)
Rogue: Favored. (I haven't played against too many rogues since leaving silver/early gold, but my experience was that their removal was too risky. Most of it involved them hitting creatures, and taking damage I was planning on using to kill them anyways. Surprise burst also helps , makes their low cost combos less effective when you can charge out 11-15 damage.)
Shaman: Unfavored. (One word; Earthbind totem. Free taunt that buys time for them to go into critical mass will make you rip out your hair. They have cheap removal and board clear with overload, and have a relatively scary mid-late game with totems, windfury and big elementals.)
Hope you guys enjoy the deck if you decide to play it. Feel free to comment about your experiences or give helpful critique!
Contemplating swapping the Razorfen Hunters for something else. If I do I'll test it and edit the post with it added in as a replacement, and why,
I dont like your deck.
But I'll be brutal with reasoning to help you make a better deck :).
1. There is a link at the top of the page called Deckbuilder. Use it, its easier on everyone.
2. Multishot is a bad card. It NEEDS 2 targets. If you are in control, this cards usefulness will be low.
3. You think you are favoured vs a Mage, when a Mage will rip you apart. You will never keep your Hyenas or Buzzards on the table for more than 1 turn.
4. You refer to decent/god draws with all your explanations vs deck types - this game lets you only have 2 of any card, so god occurrences are low and all decks can have a quick win god draw. You want to call your deck good vs another, it means you win with a poor draw vs a non-god draw of theirs. You are on equal terms or worse against the basic Warrior deck and Rogue decks, you all depend on hinge on basically 2 creatures and your removal/weapons to keep the board clean. However Warriors have better AOE removal which I think will give them an edge over you and Rogues have more and better removal.
5. Your deck has nothing to fear. Your fear is based on superior numbers and everyone is prepared for multiples and small creatures. Play big or go home. Do no underestimate Mr Haste Rhino or other phat monsters.
Nozdormu wins you every game where you opponent has to go to the bathroom on turn 9.
I appreciate the critique! I made my points based off of what I played against, and how it went mostly in the high gold and platinum rankings
Also fixed the list itself.
Edited the deck, swapped Multi shot out for Rhino's and the Razorfen hunters for Animal companions. So far with the new changes I'm 3-0 at Diamond one star. Pretty solid, despite the comment against it. (The matchups were - Shaman - Paladin - Hunter.)
Contemplating throwing the Black Knight in for taunt heavy matchups. Plus, y'know, he's the freaking black knight.