A very very tiny % of the player base can put this deck together as it's legendary heavy. But it works very well, tho you can get the same result in ranked much cheaper then this^^
Weapon, Hero Power, 2 and 3 Mana drops. If you don't get to unlucky, you flood the board enough to slow down any rush. Anyone trying to rush you with this deck, already lost. So you automatically slow down your opponent, maybe even "destroy" the idea behind his deck. If he plays control, so be it. He wastes his spells on stuff which doesn't hurt a lot, just to get punished later.
Once you reach turn 9 at least one of the "Gamebreakers" should be available.
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I played with this deck for maybe 30 or so games. I lost the majority of the games because I was overrun by opponents minions even with Truesilver Champion and having gone second.
I can attest that if you can make it to round 8 with your opponent not having more than 1 descent minion on the field and not having suffered 20+ damage you will most likely win the game. Almost all games I have won with this deck was because this unique situation panned out. I can’t see how any control/rush deck couldn’t wipe the floor with this deck.
Plus, I am very discouraged by the fact most minions in this deck want to buff other minions, because this deck is so heavy mana based I usually can’t have a minion last long enough for any of these buffs to be worth it in early/mid game. Sure I can see a turn 4 having an Argent Protector combo with a summoned minion from the Paladin Hero ability but it’s a waste because 90% of the time 1 damage won’t cut it turn 4 to help control the opponents minions (meaning most of my experience the opponent already has something on the board to knock out Argent Protector at least). And this is the case I don’t use Truesilver Champion turn 4 to most likely just try to catch up clearing the field, but that’s a waste most of the time because the next turn they bring something out better or more creatures. It just can’t keep up with control/rush decks.
I can’t tell if I am using the deck wrong because you didn’t post any strategy to follow with the deck. Just doesn’t seem like it can beat intelligent players playing control/rush.
Now that I’ve seen the video for quite some time to wrap my brain around it and testing it out it seems to work well!
Though I have still been beaten on occasion and I don’t know if it was due to poor draws or still not matching correct play, it’s a good deck though nonetheless! Definitely can win more than it loses if you play it as it should.
I think this deck is a product of the division. There probably aren't many swarm/rush decks in the Masters division because people have discovered too many answers for them (remember that Murlocs were dominating Masters for a while.) Consequently, this deck performs well because the division is dominated by mid-game or late-game decks that play right into this deck's hands.
I think this deck is a product of the division. There probably aren't many swarm/rush decks in the Masters division because people have discovered too many answers for them (remember that Murlocs were dominating Masters for a while.) Consequently, this deck performs well because the division is dominated by mid-game or late-game decks that play right into this deck's hands.
There's no difference in division at all, it's based once on MMR alone, both ranked and unranked. Rush decks are beyond abundant in any rank, they're the cheapest to make as Control is incredibly dust heavy due to their win conditions.
The deck kinda sucks now with the Twilight Drake nerfs because you have nothing to solidly carry you late game (hence, the cry for starting hand Truesilver). I run a very similar deck with the Panda bounce mechanic in mind, using Novice Engineers, kept the Aboms, one Light's Justice, and Equality to carry to late game. Works out much better than Kripp's original deck that didn't transition around the wipe-patch well. I think he removed both his Hammer of Wraths, added a Dark Iron Dwarf, two Shattered Sun Clerics, and some other minor changes I don't agree with.
Do you watch Kripp's stream alot ? Jealous of his winning streak with his pally deck ?
Try it out yourself ! so far i'm 13 win 2 losses
A very very tiny % of the player base can put this deck together as it's legendary heavy. But it works very well, tho you can get the same result in ranked much cheaper then this^^
yeah how he gets to late game?
Weapon, Hero Power, 2 and 3 Mana drops.
If you don't get to unlucky, you flood the board enough to slow down any rush. Anyone trying to rush you with this deck, already lost.
So you automatically slow down your opponent, maybe even "destroy" the idea behind his deck.
If he plays control, so be it. He wastes his spells on stuff which doesn't hurt a lot, just to get punished later.
Once you reach turn 9 at least one of the "Gamebreakers" should be available.
Please report toxic behaviour and unwanted threads, so the moderators can deal with them.
Anyone else able to give some feedback on this deck?
check out Kripp playing the deck here
http://www.twitch.tv/nl_kripp/b/469998940
starts at 39 minutes
Thank you!
I didn't try but I dont get it.
How can you hold early/midgame ?
With weapons mostly.. your goal is to get a truesilver in the starting hand.
Also you Can buff your 1/1 minions and give it divine shield. Turn 6-7 comes really fast
I will agree with Vemira,
I played with this deck for maybe 30 or so games. I lost the majority of the games because I was overrun by opponents minions even with Truesilver Champion and having gone second.
I can attest that if you can make it to round 8 with your opponent not having more than 1 descent minion on the field and not having suffered 20+ damage you will most likely win the game. Almost all games I have won with this deck was because this unique situation panned out. I can’t see how any control/rush deck couldn’t wipe the floor with this deck.
Plus, I am very discouraged by the fact most minions in this deck want to buff other minions, because this deck is so heavy mana based I usually can’t have a minion last long enough for any of these buffs to be worth it in early/mid game. Sure I can see a turn 4 having an Argent Protector combo with a summoned minion from the Paladin Hero ability but it’s a waste because 90% of the time 1 damage won’t cut it turn 4 to help control the opponents minions (meaning most of my experience the opponent already has something on the board to knock out Argent Protector at least). And this is the case I don’t use Truesilver Champion turn 4 to most likely just try to catch up clearing the field, but that’s a waste most of the time because the next turn they bring something out better or more creatures. It just can’t keep up with control/rush decks.
I can’t tell if I am using the deck wrong because you didn’t post any strategy to follow with the deck. Just doesn’t seem like it can beat intelligent players playing control/rush.
I’ll continue to play with it because it’s insanely fun when you win with Ragnaros the Firelord on the field x2 because of Faceless Manipulator.
Please post a proper strategy with this deck because I’m obviously at loss of something if it’s capable of 85% win rate.
Check it out for more strategies about the video
Get truesilver sword or lose.
85%winrate you said ? ...
Now that I’ve seen the video for quite some time to wrap my brain around it and testing it out it seems to work well!
Though I have still been beaten on occasion and I don’t know if it was due to poor draws or still not matching correct play, it’s a good deck though nonetheless! Definitely can win more than it loses if you play it as it should.
Seems nice, but too heavy on the legendaries. Guess I'll have to stick with Force's Paladin Swarm for now. ):
Its pretty good as well though.
I think this deck is a product of the division. There probably aren't many swarm/rush decks in the Masters division because people have discovered too many answers for them (remember that Murlocs were dominating Masters for a while.) Consequently, this deck performs well because the division is dominated by mid-game or late-game decks that play right into this deck's hands.
There's no difference in division at all, it's based once on MMR alone, both ranked and unranked. Rush decks are beyond abundant in any rank, they're the cheapest to make as Control is incredibly dust heavy due to their win conditions.
The deck kinda sucks now with the Twilight Drake nerfs because you have nothing to solidly carry you late game (hence, the cry for starting hand Truesilver). I run a very similar deck with the Panda bounce mechanic in mind, using Novice Engineers, kept the Aboms, one Light's Justice, and Equality to carry to late game. Works out much better than Kripp's original deck that didn't transition around the wipe-patch well. I think he removed both his Hammer of Wraths, added a Dark Iron Dwarf, two Shattered Sun Clerics, and some other minor changes I don't agree with.
Edit: Here's his old deck, for reference -
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post