I tried to design a good deck designed with with cards like mana wraith and venture Co. in mind it works as a sort of control deck that shortens the number of minions your opponent can use and supplements your lack on minions by "stealing" your opponent's few on board minions.
This deck really only looses to insane turn 4 shaman murloc rush (though one holy nova, or two mana wraths on the board can cripple their hopes and dreams) and decks that oddly pack more than three silences (only got crushed by a druid who packed 6! silences).
Its a fun deck no taunt so remember to heal vs beat down deck.
Why the Venture Co. cards? I understand it fits the theme, but it's only in your detriment, and does nothing to hinder your opponent. All it accomplishes is that your few minions get harder to play, or, in the case of Ysera, unplayable. Not sure what the benefit is here of these cards, apart from their obvious cheapness.
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Venture Co. does nothing but shorten your own minions. I think you've read the tooltip wrong.
Shorten your own minions? If increase their cost by 3 is what you mean, that is pretty detrimental to casting minions. I know that some pros like them but I cant ever seem to find a place for them in my decks.
the venture cos are there to give something solid besides for the mid game;
part of the strategy is buffing them with and then forcing the opponent to waste a silence (and save myself using a silence) on it so the bigger minions can come late game un-hindered. The mana wraiths kind of function in a similar way except they're fragile basically its a delaying/slash burn cards on this tiny minion strategy.
If i need to remove the detriment I pact two zero cost silences also I'm experimenting with adding either some spell breakers or mass dispells.
The first thing I'd like to suggest is removing Shadowform. The reason for this is that, from my understanding, the change is irreversbale. And if you were thinking that Auchenai Soulpriest would be able to change it back then you're unfortunately incorrect (it only affects healing). I'd like to reccomend removing Shadowform for Thoughtsteal simply because you have no card draw potential and Thoughtsteal is a really good way to see what your opponent has in their deck and is capable of playing in future turns.
The second thing I'd like to suggest is removing Silence. The reason for this is because I'd suggest using Spellbreaker instead. You get a decently sized minion as well as a Silence and said minion is "Priest Proof". If you're wondering "what's Priest Proof?" then let me tell you. "Priest Proof" is the concept of your minion not being able to be killed by a Priest's Shadow Word: Pain and Shadow Word: Death cards as the minion has 4 Attack. Yes, it costs 4 mana to play Spellbreaker but I think it's worth the trade.
And the last thing I'd like to suggest is removing Lightspawn. the reason for this is simply because, while Lightspawncan be good, Lightspawn is way too manipulatable. What I mean by this is that if it receives any kind of damage it's Attack is also weakened, and if your opponent silences it it becomes virtually useless. Yes you can still buff it's attack with say Inner Fire but at that point you might as well just be using Lightwell. I simply feel that you have to waste too many cards and resources to make it worth while (unless you get lucky and your opponent doesn't Silence it). I'd like to suggest using Injured Blademaster in it's stead as Injured Blademaster is an awesome card for Priests to use because it has synergy with such cards Northshire Cleric and Lightwarden and is also Priest Proof.
Venture Co. does nothing but shorten your own minions. I think you've read the tooltip wrong.
Shorten your own minions? If increase their cost by 3 is what you mean, that is pretty detrimental to casting minions. I know that some pros like them but I cant ever seem to find a place for them in my decks.
Yes, that's what I meant. It slows your minion drops, and the avg cards you can play in one turn. I don't like him more than 1 of in pretty much any deck, even though he's good.
I think I might drop prophet Valen, he works like Jarruxxes he works (most of the time) only to give a final nail in a coffin which at most accelerates my win by a turn or two. What should I replace him with?
I want something maybe to expand its the decks ability I tried adding a third silence (as mass dispell) and that usually catches people off as most people only count for two silences per deck.
I've also experimented with a mind games its pretty RNG I've won some games by pulling an opponents Ysera on turn 6 (!) but I've also just drawn a void terror (was kind of hopping for a Jarraxus to see what happens).
Or maybe I should try a legendary like hogger or Leroy or maybe sylvanas (more mind control!)?
Or maybe just the vanilla utility of a blood mage thalnos?
Well. If you're looking for more mind control Sylvanas Windrunner or Mind Control Tech could be of use to you (I reccommend Sylvanas). Otherwise. Ragnaros is always a really strong late game minion or, perhaps, Nozdormu. Alextrasza is another good pick or, perhaps, Gruul. Simply scour the cards and see what you like. Glad to hear that changes worked out for you! ^.^
When designing the original deck the "gimmick" was low minions supplemented by lots of spells and cards that "steal" opponents minions cards. that "old" deck was okay causing some ragers but not a great deck. I thought about changing this deck slightly to (re) expand on that idea by maybe adding brew masters to use the shadow madness and then brew master to "steal" opposing minions. Though I am perfecting this current deck fairly sure I'm going to drop valen for Sylvanas.
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I tried to design a good deck designed with with cards like mana wraith and venture Co. in mind it works as a sort of control deck that shortens the number of minions your opponent can use and supplements your lack on minions by "stealing" your opponent's few on board minions.
This deck really only looses to insane turn 4 shaman murloc rush (though one holy nova, or two mana wraths on the board can cripple their hopes and dreams) and decks that oddly pack more than three silences (only got crushed by a druid who packed 6! silences).
Its a fun deck no taunt so remember to heal vs beat down deck.
thoughts ideas, edits etc
please and thank you
Why the Venture Co. cards? I understand it fits the theme, but it's only in your detriment, and does nothing to hinder your opponent. All it accomplishes is that your few minions get harder to play, or, in the case of Ysera, unplayable. Not sure what the benefit is here of these cards, apart from their obvious cheapness.
If you see a bad post on the forum use the report function under it, so I or someone else of the moderation team can take care of it!
Venture Co. does nothing but shorten your own minions. I think you've read the tooltip wrong.
Shorten your own minions? If increase their cost by 3 is what you mean, that is pretty detrimental to casting minions. I know that some pros like them but I cant ever seem to find a place for them in my decks.
the venture cos are there to give something solid besides for the mid game;
part of the strategy is buffing them with and then forcing the opponent to waste a silence (and save myself using a silence) on it so the bigger minions can come late game un-hindered. The mana wraiths kind of function in a similar way except they're fragile basically its a delaying/slash burn cards on this tiny minion strategy.
If i need to remove the detriment I pact two zero cost silences also I'm experimenting with adding either some spell breakers or mass dispells.
thoughts?
maybe I'll swap out the venture cos for some basic taunt; or maybe sylvanas?
The first thing I'd like to suggest is removing Shadowform. The reason for this is that, from my understanding, the change is irreversbale. And if you were thinking that Auchenai Soulpriest would be able to change it back then you're unfortunately incorrect (it only affects healing). I'd like to reccomend removing Shadowform for Thoughtsteal simply because you have no card draw potential and Thoughtsteal is a really good way to see what your opponent has in their deck and is capable of playing in future turns.
The second thing I'd like to suggest is removing Silence. The reason for this is because I'd suggest using Spellbreaker instead. You get a decently sized minion as well as a Silence and said minion is "Priest Proof". If you're wondering "what's Priest Proof?" then let me tell you. "Priest Proof" is the concept of your minion not being able to be killed by a Priest's Shadow Word: Pain and Shadow Word: Death cards as the minion has 4 Attack. Yes, it costs 4 mana to play Spellbreaker but I think it's worth the trade.
And the last thing I'd like to suggest is removing Lightspawn. the reason for this is simply because, while Lightspawn can be good, Lightspawn is way too manipulatable. What I mean by this is that if it receives any kind of damage it's Attack is also weakened, and if your opponent silences it it becomes virtually useless. Yes you can still buff it's attack with say Inner Fire but at that point you might as well just be using Lightwell. I simply feel that you have to waste too many cards and resources to make it worth while (unless you get lucky and your opponent doesn't Silence it). I'd like to suggest using Injured Blademaster in it's stead as Injured Blademaster is an awesome card for Priests to use because it has synergy with such cards Northshire Cleric and Lightwarden and is also Priest Proof.
I hope this helps you out. Have a good one! ^.^
version 2.0
Lookin' good! :D How does it play?
Yes, that's what I meant. It slows your minion drops, and the avg cards you can play in one turn. I don't like him more than 1 of in pretty much any deck, even though he's good.
Version 2.0 plays amazing.
I think I might drop prophet Valen, he works like Jarruxxes he works (most of the time) only to give a final nail in a coffin which at most accelerates my win by a turn or two. What should I replace him with?
I want something maybe to expand its the decks ability I tried adding a third silence (as mass dispell) and that usually catches people off as most people only count for two silences per deck.
I've also experimented with a mind games its pretty RNG I've won some games by pulling an opponents Ysera on turn 6 (!) but I've also just drawn a void terror (was kind of hopping for a Jarraxus to see what happens).
Or maybe I should try a legendary like hogger or Leroy or maybe sylvanas (more mind control!)?
Or maybe just the vanilla utility of a blood mage thalnos?
thoughts ideas?
please and thank you
The deck plays pretty amazing (though I'm having second thoughts with Velen)
To be honest though I'm most proud of the of my game where I learned of the double mana wraith rush with a turn my 5 rage quite.
@itsafriendly
Well. If you're looking for more mind control Sylvanas Windrunner or Mind Control Tech could be of use to you (I reccommend Sylvanas). Otherwise. Ragnaros is always a really strong late game minion or, perhaps, Nozdormu. Alextrasza is another good pick or, perhaps, Gruul. Simply scour the cards and see what you like. Glad to hear that changes worked out for you! ^.^
@JohnCP
When designing the original deck the "gimmick" was low minions supplemented by lots of spells and cards that "steal" opponents minions cards. that "old" deck was okay causing some ragers but not a great deck. I thought about changing this deck slightly to (re) expand on that idea by maybe adding brew masters to use the shadow madness and then brew master to "steal" opposing minions. Though I am perfecting this current deck fairly sure I'm going to drop valen for Sylvanas.