Turns out that hemet lets you do some crazy things like allowing you to play duplicates in a reno deck in a consistent way. I'm feeling pretty good about this deck since it has good anti-aggro and it's faster at pulling out your combo but I wanted to know if you guys had some suggestions for other 4+ mana cards I could be running.
in priest with that many duplicate it seems like a bad idea, if you can draw specific cards from your deck with cards like sense demons its would be more feasible. In a deck where three legendaries are useless unless you draw the majority of your deck or use hemet it just seems bad.
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Kobolds are almost as bad as goblins, they gotta die (⌐■_■)–︻╦╤─
in priest with that many duplicate it seems like a bad idea, if you can draw specific cards from your deck with cards like sense demons its would be more feasible. In a deck where three legendaries are useless unless you draw the majority of your deck or use hemet it just seems bad.
I've been trying out at rank seven and it has a pretty consistent winrate. It works because you won't probably die in the early game since you have duplicates of all your anti-aggro cards and then you have lots of card draw apart from hemet to get to no duplicates so you can use your 32 damage combo with spawn of shadows and recruiter discounted by thaurissan.
in priest with that many duplicate it seems like a bad idea, if you can draw specific cards from your deck with cards like sense demons its would be more feasible. In a deck where three legendaries are useless unless you draw the majority of your deck or use hemet it just seems bad.
I've been trying out at rank seven and it has a pretty consistent winrate. It works because you won't probably die in the early game since you have duplicates of all your anti-aggro cards and then you have lots of card draw apart from hemet to get to no duplicates so you can use your 32 damage combo with spawn of shadows and recruiter discounted by thaurissan.
Update: Just hit rank 5 with the deck after some games today so I can confirm it works pretty well.
The Recruiter/DK Anduin/Raza combo has had some decent success, looking at the HSReplays data. Your deck seems to run lots of healing, so I wonder if you really need Reno. Bloodmage cycles into your combo, and can turn Spirit Lash into a Reno which clears the board. I've not tried the deck, so I'm only guessing - how often does Reno actually save you, vs how often is Reno a dead card that simply makes it more difficult for you to draw your combo? It's something to think about, I suppose. Good luck with the deck in any event.
The Recruiter/DK Anduin/Raza combo has had some decent success, looking at the HSReplays data. Your deck seems to run lots of healing, so I wonder if you really need Reno. Bloodmage cycles into your combo, and can turn Spirit Lash into a Reno which clears the board. I've not tried the deck, so I'm only guessing - how often does Reno actually save you, vs how often is Reno a dead card that simply makes it more difficult for you to draw your combo? It's something to think about, I suppose. Good luck with the deck in any event.
Reno is actually very important in this deck since doing the full 32 damage combo requires you having at least 21 health so you'll usually play him the turn before that. Regarding thalnos he's definitely a very good choice but I don't have him so I didn't include it. In fact now that I remember I used to not run greater healing potion but I couldn't do the combo because I didn't have the health so yeah, reno is a must in my opinion.
I make legend with similar deck. In my case i found that about 6 cheap taunts and 4 boardclears are good ratio for aggro/midrange matchups. and they are more important than single target spells.
"if you guys had some suggestions for other 4+ mana cards I could be running"
For the combo? No. But if you want a decent 4 drop I'd say Mechanical Yeti (also gives you a 1 mana spell to combo with Hero Power, possible Time Rewinder on Kazakus/Reno maybe?)
"if you guys had some suggestions for other 4+ mana cards I could be running"
For the combo? No. But if you want a decent 4 drop I'd say Mechanical Yeti (also gives you a 1 mana spell to combo with Hero Power, possible Time Rewinder on Kazakus/Reno maybe?)
Actually returning reno or kazakus to your hand seems like a good idea but there are a lot of spare parts so I don't think they're the way to go. Maybe the 4 mana 5/4 panda could be a good addition. Still, I don't know if it's better than the potion.
ok so I see what you are going for, but how do you combo after you played hemet I am seeing seven cards you dk don't destroy and would feasibly play after the dk, so unless you have a lot of cheap stuff in hand you can't do a huge a lot of stuff with the dk hero power. to fix this problem I suggest dropping a death, a pain, and the spawn of shadows and adding in 2 radiant elementals and a lyra, the sunshard. That way you have a little more steam off whatever hand you have after hemet. You also get the added benefit of lyra giving you a large amount of value, survivability, or draw depending on your luck, and using that you can better make it to the endgame, where you win off hero power. maybe you want to remove something other than spawn of shadows for the lyra, perhaps the recruiter because it fills a similar role of giving you cards to hero power more, or perhaps just a tar creeper since that seems like the least necessary early game thing. I would also tell you to go with stonehill over tar creeper in priest. priest currently has 2 strong taunt minions, one being the obsidian statue, so stonehill will be on average better than tar creeper, especially in wild where you have a lot more strong taunts in the neutral category.
Rollback Post to RevisionRollBack
Just fill your deck with one drops, that is creative deck design, right?
ok so I see what you are going for, but how do you combo after you played hemet I am seeing seven cards you dk don't destroy and would feasibly play after the dk, so unless you have a lot of cheap stuff in hand you can't do a huge a lot of stuff with the dk hero power. to fix this problem I suggest dropping a death, a pain, and the spawn of shadows and adding in 2 radiant elementals and a lyra, the sunshard. That way you have a little more steam off whatever hand you have after hemet. You also get the added benefit of lyra giving you a large amount of value, survivability, or draw depending on your luck, and using that you can better make it to the endgame, where you win off hero power. maybe you want to remove something other than spawn of shadows for the lyra, perhaps the recruiter because it fills a similar role of giving you cards to hero power more, or perhaps just a tar creeper since that seems like the least necessary early game thing. I would also tell you to go with stonehill over tar creeper in priest. priest currently has 2 strong taunt minions, one being the obsidian statue, so stonehill will be on average better than tar creeper, especially in wild where you have a lot more strong taunts in the neutral category.
You have a 32 damage combo using recruiter and spawn of shadows discounted by thaurissan. It's explained throughly in the deck's description but I forgot to put it in this thread. That's why I consider this deck a combo deck rather than a highlander deck since the intention is to survive until you draw hemet or most of your deck and then kill your opponent with those cards specifically.
About dropping the tar creepers for stonehills tar creepers are just an anti-aggro tool, not a value tool so I think that they're a better option. You see, when you have a 32 damage combo that goes off before most combo decks can pull their combos you want as much anti-aggro and card draw and possible since aggro is your main problem. Sure stonehill might be better in the long run but if I want to survive one more turn to a pirate warrior tar creeper seems like the way to go.
Turns out that hemet lets you do some crazy things like allowing you to play duplicates in a reno deck in a consistent way. I'm feeling pretty good about this deck since it has good anti-aggro and it's faster at pulling out your combo but I wanted to know if you guys had some suggestions for other 4+ mana cards I could be running.
There's a more detailed guide in the deck's description.
Check out my Hearthstone expansion: The Shifting Sands
I have been using Reno krul dk warlock with 2 doomguards and sense demons it's pretty effective
in priest with that many duplicate it seems like a bad idea, if you can draw specific cards from your deck with cards like sense demons its would be more feasible. In a deck where three legendaries are useless unless you draw the majority of your deck or use hemet it just seems bad.
Kobolds are almost as bad as goblins, they gotta die (⌐■_■)–︻╦╤─
Check out my Hearthstone expansion: The Shifting Sands
Check out my Hearthstone expansion: The Shifting Sands
The Recruiter/DK Anduin/Raza combo has had some decent success, looking at the HSReplays data. Your deck seems to run lots of healing, so I wonder if you really need Reno. Bloodmage cycles into your combo, and can turn Spirit Lash into a Reno which clears the board. I've not tried the deck, so I'm only guessing - how often does Reno actually save you, vs how often is Reno a dead card that simply makes it more difficult for you to draw your combo? It's something to think about, I suppose. Good luck with the deck in any event.
Check out my Hearthstone expansion: The Shifting Sands
I make legend with similar deck. In my case i found that about 6 cheap taunts and 4 boardclears are good ratio for aggro/midrange matchups. and they are more important than single target spells.
"if you guys had some suggestions for other 4+ mana cards I could be running"
For the combo? No. But if you want a decent 4 drop I'd say Mechanical Yeti (also gives you a 1 mana spell to combo with Hero Power, possible Time Rewinder on Kazakus/Reno maybe?)
Check out my Hearthstone expansion: The Shifting Sands
ok so I see what you are going for, but how do you combo after you played hemet I am seeing seven cards you dk don't destroy and would feasibly play after the dk, so unless you have a lot of cheap stuff in hand you can't do a huge a lot of stuff with the dk hero power. to fix this problem I suggest dropping a death, a pain, and the spawn of shadows and adding in 2 radiant elementals and a lyra, the sunshard. That way you have a little more steam off whatever hand you have after hemet. You also get the added benefit of lyra giving you a large amount of value, survivability, or draw depending on your luck, and using that you can better make it to the endgame, where you win off hero power. maybe you want to remove something other than spawn of shadows for the lyra, perhaps the recruiter because it fills a similar role of giving you cards to hero power more, or perhaps just a tar creeper since that seems like the least necessary early game thing. I would also tell you to go with stonehill over tar creeper in priest. priest currently has 2 strong taunt minions, one being the obsidian statue, so stonehill will be on average better than tar creeper, especially in wild where you have a lot more strong taunts in the neutral category.
Just fill your deck with one drops, that is creative deck design, right?
Check out my Hearthstone expansion: The Shifting Sands