I just came across a deck a few of my teammates have been playing. It is unique, gets some quick games, and is relatively cheap when compared to some other ladder grind decks! Let me know what you think.
Deck originally created my [DKMR] Dont Kick My Robot
One note, the Millhouse Manastorm is usually subbed for a Mukla or something else depending on what a player wants :). I have to say this is a fun deck and it just shows we as a community have not touched the service of unique decks! Personally I like two avenging wraths and I dont have enough to play control Pally so I roll with this! I am not a legend, but my friend Varranis is one :).
You make a great point, Millhouse was intended to be a "mulligan aggressive card" where you can get him out really early and draw removals or just get a huge tempo advantage. But this has been edited to show a more up to date version currently being used.
I feel like a deck has to be built around sword of justice. While I have seen aggro decks use sword of justice, I do feel like it is a weapon intended for control. The mana cost and durability is in a unique spot. Could be interesting with some charge minions! But I feel like with a low attack this weapon is not intended to help us clear the board for our damage- like for example the truesilver.
Built the same deck minus millhouse but with +1 Avenging Wrath. I'm not doing so well. How the hell did this deck get to legendary...
It's actually a pretty technical deck for how simple it appears, use your Nob Sacs to protect important minions/get a second attack off a kings'd charge or some such. I found that I had good luck if I played smart enough to always have +1 more minion on the board than the opp, or did my best to do that. Divine Favor was usually used to net ~1.5-2 cards on the first play and the 2nd would usually yield 2.5-4 depending on control or aggro opps. I didn't run it that well (around rank 8 a few days ago) but it does have surprise NO one expects a BoK,
I can provide some guidance. Let me ask you something, do you ever use blessing of kings on an arcance golem without finishing? I find sometimes it is okay to play him and keep him on the board even though my opponent gets a crystal. Not many creatures can deal with a +4/+4 Golem.
What is your biggest problem? Maybe the second blessing of kings is better for you instead of wrath? When do you find yourself putting juggler out? Provide me any feedback you can and we can help you out.
Built the same deck minus millhouse but with +1 Avenging Wrath. I'm not doing so well. How the hell did this deck get to legendary...
Hey Guffa,
I can provide some guidance. Let me ask you something, do you ever use blessing of kings on an arcance golem without finishing? I find sometimes it is okay to play him and keep him on the board even though my opponent gets a crystal. Not many creatures can deal with a +4/+4 Golem.
What is your biggest problem? Maybe the second blessing of kings is better for you instead of wrath? When do you find yourself putting juggler out? Provide me any feedback you can and we can help you out.
I can understand where you are coming from with the arcane golems. However... what if the card was combined with the buff and it read...
For 7 Mana- Arcane Golem 8/6 Charge, give opponent one mana crystal.
Wouldnt you say that is worth it? I know this is the ideal situation BUT, arcane is also an option for the blessing of might to finish off the game.
Further more, I try and keep the blessing of might on a shielded minion or if I am close to ending the game ill just stick it on anyone. I feel like you may be playin a deck a little slower than intended? Give me some feedback so we can help you out! I think Arcane Golem is almost as important as Leeroy.
I'm really liking this deck so far. Divine Favor is so, so good in an aggro deck, it's crazy. The biggest issues I've been having so far are warriors (Turn 2 axe and the occasional whirlwind is pretty rough on this deck), and the rare earth elemental. Apart from that, it's been going well, rank 8 at the moment. (Up from 12)
I guess I'm just playing the cards without giving it much thought haha (it is an aggro deck after all). But like Totemicfunk mentioned, it does require some finesse. I usually save the big hitters along with buff spell cards as finishers but that can vary from time to time. I'm not 100% sure when to play certain cards but I do like to start off with juggler/leper gnome if I draw them in the beginning. I guess I continue to play this deck and learn by trial and error! Thanks for the feedback, appreciate it!
EDIT: I was floating around rank 13 and fell to rank 18. Holy. Fucking. Shit. I do better with my crappy shaman deck with just a rag.
We have had a discussion similar to this Reginar in our own forums.
Are you currently struggling vs warriors.... and only shamans when they have an earth elemental?
Well, that's not entirely true of course, I lose to more than those two. But they do tend to be the most problematic. Shaman without earth elementals are a nuisance, with their lightning storms, lightning bolts, feral spirits and such, but that generally means they have to focus on defending while I just keep on pushing, and generally I tend to finish them off before they actually have some breathing room. The earth elemental however is just a major obstacle that is very hard to remove; once that one is down I am in a bad, bad position.
And yeah, warriors, it's just that the Fiery War Axe is very annoying as it allows them to get early control. Apart from that though, most other classes are fine. Rush hunters are not an excellent matchup with CoTH and explosive trap, and druids with druid of the claw are no fun either, but somehow it's manageable.
I do have to say I made some -slight- alterations to the deck, the main one being taking out an Avenging Wrath [/card] for an [card]Argent Commander. I really, really like the commander in here as it takes quite a bit of your opponents resources to keep him from hitting twice, and with a BoM he packs quite a punch for a late game finisher as well. I'm experimenting with swapping out an arcane golem for another commander, but I'm not too sure about it. The problem I have with golems is that I often find them sitting in my hand waiting for that final push (if there's no BoK around), and I end up not needing them. I'm hesitant to play them early in the game against certain opponents, as they bring druids of the claw to the field a turn earlier. A second BoK is also something I might want to fit in, they really catch your opponents off guard.
On a different topic, you mention the moment of playing jugglers. I'm wondering what you think is a good moment. Often I find myself with an opening hand consisting of, say, a juggler and a 1 drop. What would you do in this situation? I generally just play the 1 drop followed by the juggler next turn, depending on what opponent I'm up against. Coin into juggler and then the 1 drop the following turn also works, but I only do this against people who can't remove the juggler on turn 2, which is almost every single class.
I feel like a deck has to be built around sword of justice. While I have seen aggro decks use sword of justice, I do feel like it is a weapon intended for control. The mana cost and durability is in a unique spot. Could be interesting with some charge minions! But I feel like with a low attack this weapon is not intended to help us clear the board for our damage- like for example the truesilver.
The deck that I was referencing with Sword of Justice was being played by some Legendary player and it pretty much looked exactly like this except for the millhouse. It seems like its mostly used the last couple turns to get your charge minions a little more staying power
I feel like a deck has to be built around sword of justice. While I have seen aggro decks use sword of justice, I do feel like it is a weapon intended for control. The mana cost and durability is in a unique spot. Could be interesting with some charge minions! But I feel like with a low attack this weapon is not intended to help us clear the board for our damage- like for example the truesilver.
The deck that I was referencing with Sword of Justice was being played by some Legendary player and it pretty much looked exactly like this except for the millhouse. It seems like its mostly used the last couple turns to get your charge minions a little more staying power
Hm, maybe I will give it another shot. The way this deck is designed is we do not so much care about staying power (except our divine shields) because we are going to empty our hand for Divine Favor. I do see what you are saying, but SOJ would be subbed for wolfrider and I personally like the rider on turn 3 because he has to be dealt with immediately.
As if all the brainless Hunter, Warrior and Murloc Aggro decks werent enough, now we take one of the best lategame/midrange classes and try to make it aggro at all cost. I guess its fun to play classes in a different way but come on, this can not compete with the other extreme Aggro decks out there when it comes to efficiency, not even mentioning how gimmicky it is and how it relies on your opponent not having any spells when u play millhouse manastorm.
To end this with some construcitve criticism on top of all the QQ: Id take out the 2x avenging wrath as they are likely to be a dead card until turn 6 an thus hurt your divine favor, also with this sort of aggro deck you wont be clearing the opponents board too much so he will liekly have lots of creatures out at turn 6 wich makes avenging wrath a lot less efficient as it will hit multiple targets for very small amounts of damage. Id put in 1x Sword of Justice and 1x King Mukla
edit: although youre right about sword of justice mostly being a control card, isnt truesilver champion the exact same thing only that sword of justice also syngerhizes with the aggro aspect of the deck? also if you put in sword of justice i would strongly recommend a Southsea Deckhand, with 3-4 weapons in the deck I can ses this doing great work, also it becomes a 3/2 charge for 1 mana if sword of justice is in play, great value.
Hey man,
I am going to have to agree to disagree with you here. I know there is alot of hate with aggro decks at this moment. And while this deck may not be as fast as them it still does not mean it is gimmicky or fails in comparison to these decks. Not all Aggro Decks are Rush Decks where you merely swarm the board and keep hitting the face. While most of the time you will hit the champion with this deck, it has unique buffs and opportunities to strengthen your board prescence.
Argent Protector- 2 Unique Cards to the Pally Deck. A typical weakness to rush decks is AOE, low health minions. Using this support minion allows you to make it tougher on your opponent to clear your board directly :). It also sets up a buffed minion with BOK or Blessing of Might.
Noble Sacrifice- Creates a tough situation for your opponent to clear with a weapon or minion! And it makes a knife juggler much better.
Divine Favor- This is one of THE MOST UNIQUE PARTS OF THIS DECK! This card alone gives the Pally Aggro an advantage others dont have! Typically if you get a great clear vs an aggro/rush deck that might be good game. However! We can let our opponent invest all their energy into drawing/keeping cards and all we have to do is pop this bad boy!
TrueSilver Champion- The benefit of using weapons is to sacrifice your life resource to maintain the board prescence. What I love about this weapon is we lose 2 less health in order to clear a minion/taunt. The point of weapons in an aggro deck is to usually do damage and/or clear the board. That is why I prefer this weapon over SOJ because I am okay with sacrificing the health in order to get a more immediate return with my weapon!
Avenging Wrath- In no way shape or form would I ever take out both, I would consider taking one out though. This card is too valuable in my opinion.
Our original guide had Millhouse. It does however go into detail about possible replacements and King Mukla is included. I did provide two different variations of the deck in this post just to give players a few options.
This deck actually does do a great job of clearing the board by the way. And we can thank Divine Shield/Truesilver for that.
for anyone looking to run this deck, i would advise taking out millhouse. he will be a disaster vs a miracle rouge. mukla would be a proper trade.
Yes, at the time I first made this deck Rogue was one of the least popular classes. I do not run Millhouse anymore mostly due to the resurgence of Rogue.
Hey Guys,
I just came across a deck a few of my teammates have been playing. It is unique, gets some quick games, and is relatively cheap when compared to some other ladder grind decks! Let me know what you think.
Deck originally created my [DKMR] Dont Kick My Robot
One note, the Millhouse Manastorm is usually subbed for a Mukla or something else depending on what a player wants :). I have to say this is a fun deck and it just shows we as a community have not touched the service of unique decks! Personally I like two avenging wraths and I dont have enough to play control Pally so I roll with this! I am not a legend, but my friend Varranis is one :).
Other [DKMR] Deck Threads:
[DKMR]Hunter - [DKMR]Warlock Tempo - [DKMR]Rogue Tempo
for anyone looking to run this deck, i would advise taking out millhouse. he will be a disaster vs a miracle rouge. mukla would be a proper trade.
Hey Slywayzz,
You make a great point, Millhouse was intended to be a "mulligan aggressive card" where you can get him out really early and draw removals or just get a huge tempo advantage. But this has been edited to show a more up to date version currently being used.
I've seen a Sword of Justice in this deck
Hey Ruffy how you doing man?
I feel like a deck has to be built around sword of justice. While I have seen aggro decks use sword of justice, I do feel like it is a weapon intended for control. The mana cost and durability is in a unique spot. Could be interesting with some charge minions! But I feel like with a low attack this weapon is not intended to help us clear the board for our damage- like for example the truesilver.
Built the same deck minus millhouse but with +1 Avenging Wrath. I'm not doing so well. How the hell did this deck get to legendary...
It's actually a pretty technical deck for how simple it appears, use your Nob Sacs to protect important minions/get a second attack off a kings'd charge or some such. I found that I had good luck if I played smart enough to always have +1 more minion on the board than the opp, or did my best to do that. Divine Favor was usually used to net ~1.5-2 cards on the first play and the 2nd would usually yield 2.5-4 depending on control or aggro opps.
I didn't run it that well (around rank 8 a few days ago) but it does have surprise NO one expects a BoK,
Hey Guffa,
I can provide some guidance. Let me ask you something, do you ever use blessing of kings on an arcance golem without finishing? I find sometimes it is okay to play him and keep him on the board even though my opponent gets a crystal. Not many creatures can deal with a +4/+4 Golem.
What is your biggest problem? Maybe the second blessing of kings is better for you instead of wrath? When do you find yourself putting juggler out? Provide me any feedback you can and we can help you out.
Thanks.
Hey Guffa,
I can provide some guidance. Let me ask you something, do you ever use blessing of kings on an arcance golem without finishing? I find sometimes it is okay to play him and keep him on the board even though my opponent gets a crystal. Not many creatures can deal with a +4/+4 Golem.
What is your biggest problem? Maybe the second blessing of kings is better for you instead of wrath? When do you find yourself putting juggler out? Provide me any feedback you can and we can help you out.
Hey Zane,
I can understand where you are coming from with the arcane golems. However... what if the card was combined with the buff and it read...
For 7 Mana- Arcane Golem 8/6 Charge, give opponent one mana crystal.
Wouldnt you say that is worth it? I know this is the ideal situation BUT, arcane is also an option for the blessing of might to finish off the game.
Further more, I try and keep the blessing of might on a shielded minion or if I am close to ending the game ill just stick it on anyone. I feel like you may be playin a deck a little slower than intended? Give me some feedback so we can help you out! I think Arcane Golem is almost as important as Leeroy.
I'm really liking this deck so far. Divine Favor is so, so good in an aggro deck, it's crazy. The biggest issues I've been having so far are warriors (Turn 2 axe and the occasional whirlwind is pretty rough on this deck), and the rare earth elemental. Apart from that, it's been going well, rank 8 at the moment. (Up from 12)
We have had a discussion similar to this Reginar in our own forums.
Are you currently struggling vs warriors.... and only shamans when they have an earth elemental?
This deck is hella fun. It will become the meta soon I think.
Hey all I ask is you remember who provided it to you! TEAM DKMR!!!!
I guess I'm just playing the cards without giving it much thought haha (it is an aggro deck after all). But like Totemicfunk mentioned, it does require some finesse. I usually save the big hitters along with buff spell cards as finishers but that can vary from time to time. I'm not 100% sure when to play certain cards but I do like to start off with juggler/leper gnome if I draw them in the beginning. I guess I continue to play this deck and learn by trial and error! Thanks for the feedback, appreciate it!
EDIT: I was floating around rank 13 and fell to rank 18. Holy. Fucking. Shit. I do better with my crappy shaman deck with just a rag.
Well, that's not entirely true of course, I lose to more than those two. But they do tend to be the most problematic. Shaman without earth elementals are a nuisance, with their lightning storms, lightning bolts, feral spirits and such, but that generally means they have to focus on defending while I just keep on pushing, and generally I tend to finish them off before they actually have some breathing room. The earth elemental however is just a major obstacle that is very hard to remove; once that one is down I am in a bad, bad position.
And yeah, warriors, it's just that the Fiery War Axe is very annoying as it allows them to get early control. Apart from that though, most other classes are fine. Rush hunters are not an excellent matchup with CoTH and explosive trap, and druids with druid of the claw are no fun either, but somehow it's manageable.
I do have to say I made some -slight- alterations to the deck, the main one being taking out an Avenging Wrath [/card] for an [card]Argent Commander. I really, really like the commander in here as it takes quite a bit of your opponents resources to keep him from hitting twice, and with a BoM he packs quite a punch for a late game finisher as well. I'm experimenting with swapping out an arcane golem for another commander, but I'm not too sure about it. The problem I have with golems is that I often find them sitting in my hand waiting for that final push (if there's no BoK around), and I end up not needing them. I'm hesitant to play them early in the game against certain opponents, as they bring druids of the claw to the field a turn earlier. A second BoK is also something I might want to fit in, they really catch your opponents off guard.
On a different topic, you mention the moment of playing jugglers. I'm wondering what you think is a good moment. Often I find myself with an opening hand consisting of, say, a juggler and a 1 drop. What would you do in this situation? I generally just play the 1 drop followed by the juggler next turn, depending on what opponent I'm up against. Coin into juggler and then the 1 drop the following turn also works, but I only do this against people who can't remove the juggler on turn 2, which is almost every single class.
The deck that I was referencing with Sword of Justice was being played by some Legendary player and it pretty much looked exactly like this except for the millhouse. It seems like its mostly used the last couple turns to get your charge minions a little more staying power
Hm, maybe I will give it another shot. The way this deck is designed is we do not so much care about staying power (except our divine shields) because we are going to empty our hand for Divine Favor. I do see what you are saying, but SOJ would be subbed for wolfrider and I personally like the rider on turn 3 because he has to be dealt with immediately.
Hey man,
I am going to have to agree to disagree with you here. I know there is alot of hate with aggro decks at this moment. And while this deck may not be as fast as them it still does not mean it is gimmicky or fails in comparison to these decks. Not all Aggro Decks are Rush Decks where you merely swarm the board and keep hitting the face. While most of the time you will hit the champion with this deck, it has unique buffs and opportunities to strengthen your board prescence.
Argent Protector- 2 Unique Cards to the Pally Deck. A typical weakness to rush decks is AOE, low health minions. Using this support minion allows you to make it tougher on your opponent to clear your board directly :). It also sets up a buffed minion with BOK or Blessing of Might.
Noble Sacrifice- Creates a tough situation for your opponent to clear with a weapon or minion! And it makes a knife juggler much better.
Divine Favor- This is one of THE MOST UNIQUE PARTS OF THIS DECK! This card alone gives the Pally Aggro an advantage others dont have! Typically if you get a great clear vs an aggro/rush deck that might be good game. However! We can let our opponent invest all their energy into drawing/keeping cards and all we have to do is pop this bad boy!
TrueSilver Champion- The benefit of using weapons is to sacrifice your life resource to maintain the board prescence. What I love about this weapon is we lose 2 less health in order to clear a minion/taunt. The point of weapons in an aggro deck is to usually do damage and/or clear the board. That is why I prefer this weapon over SOJ because I am okay with sacrificing the health in order to get a more immediate return with my weapon!
Avenging Wrath- In no way shape or form would I ever take out both, I would consider taking one out though. This card is too valuable in my opinion.
Our original guide had Millhouse. It does however go into detail about possible replacements and King Mukla is included. I did provide two different variations of the deck in this post just to give players a few options.
This deck actually does do a great job of clearing the board by the way. And we can thank Divine Shield/Truesilver for that.
Yes, at the time I first made this deck Rogue was one of the least popular classes. I do not run Millhouse anymore mostly due to the resurgence of Rogue.
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