Questing explorer would be reasonable to remove. In a few games, they end up mostly as dead cards. Dragoncasters are the most critical card in the deck really.
Zillax is always a good card, but a little healing/removal probably won't tip the scales for this deck. You either blow people out with big turns or you eventually lose.
I think two Elemental Allies works pretty well. It could get stuck in your hand, but as of yet, I've not had that happen. They are a sort of lubrication for the deck, keeping the card flow going nicely.
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Ya, its only just barely got enough dragons/elementals to function.
I haven't felt like taunts hold it back. You can power through one or two of druids big drops, but after that, you just run out of steam. You have to hit hard turn 6-8 and then you normally finish with Fireball over the taunts. The more I played it, the more I found Fireball is what gives the deck lethal before your opponent turns the board on you.
I don't track my games... basically, if Druid gets a great start, they steamroll you. If they don't, they get crushed. It was very hot-cold and rarely very close. This deck has the advantage in the mid-game, and they do in the late game.
I was running 60/40 but hunter started to get more popular and I got more into a 50/50 groove because this deck hates hunter. You can beat them, but usually, you don't. I was playing it up to rank 3 at the end of January, then around rank 8-6 this week. It did better for me last week.
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I've been having a good run with this deck. It's competitive and a little bit different. Share and enjoy!
The deck post has a short guide for it.
Check out my gaming blog: Downy Owlbear Designs and download free P&P games.
Or argue with me about games on Qallout, the video debate site.
Remove 1 questing explorer/dragoncaster for Zilliax?
And do you really need 2x Elemental Allies
Questing explorer would be reasonable to remove. In a few games, they end up mostly as dead cards. Dragoncasters are the most critical card in the deck really.
Zillax is always a good card, but a little healing/removal probably won't tip the scales for this deck. You either blow people out with big turns or you eventually lose.
I think two Elemental Allies works pretty well. It could get stuck in your hand, but as of yet, I've not had that happen. They are a sort of lubrication for the deck, keeping the card flow going nicely.
Check out my gaming blog: Downy Owlbear Designs and download free P&P games.
Or argue with me about games on Qallout, the video debate site.
I like it, nice overlapping of synergies. What rank has it gotten you to? How does it do vs. Druid?
Do you find you might need Ironbeak Owl or Spellbreaker to silence a spell and hero power protected minion?
I don't have any Nightmare Amalgams or Kalecgos so I likely can't make this one work.
Ya, its only just barely got enough dragons/elementals to function.
I haven't felt like taunts hold it back. You can power through one or two of druids big drops, but after that, you just run out of steam. You have to hit hard turn 6-8 and then you normally finish with Fireball over the taunts. The more I played it, the more I found Fireball is what gives the deck lethal before your opponent turns the board on you.
I don't track my games... basically, if Druid gets a great start, they steamroll you. If they don't, they get crushed. It was very hot-cold and rarely very close. This deck has the advantage in the mid-game, and they do in the late game.
I was running 60/40 but hunter started to get more popular and I got more into a 50/50 groove because this deck hates hunter. You can beat them, but usually, you don't. I was playing it up to rank 3 at the end of January, then around rank 8-6 this week. It did better for me last week.
Check out my gaming blog: Downy Owlbear Designs and download free P&P games.
Or argue with me about games on Qallout, the video debate site.