The purpose of this post is to share my idea of what the end of the Year of the Raven might do to some decks. For example, what could a Mecha'thun look like? Some of my favourite cards are going to be lost to Wild "(.
I wanted to tackle some problems I think I am going to have, If I tried the ultimate win condition:
Ticking Abomination was key to sacrificing the thun for the greater good and to win the game, so with some cheap healing spells in combination with the Auchenai Phantasm we can efficiently kill the thun.
To replace Amara we can survive into late game with a combination of Squashling and other healing cards.
Killing thun AND winning the game, means we burn our hand and LASTLY destroying the thun. My favorite way would be to have my last cards to play, in order: drop thun, drop phantasm, Regenerate thun x2, Circle of Healing. Win
With Auchenai Soulpriest, Wild Pyromancer, and other classic card combos, we use the board-clears as old as time itself. Although, it does cost quite a few cards, if done strategically, you'll still gain value over your opponent.
Comboing Northshire Cleric with your heals is still one of the best draw mechanics in the game. Wild Pyromancer, Acolyte of Pain, and any of our cheap spells can, not only, draw cards but simultaneously clear the board.
Have Reckless Experimenter survive a turn on or past 7 mana curve. On or past 8 mana curve, with Reckless Experimenter on the board, drop Mecha'thun and Spirit of the Dead. Have 3 healing cards, a reduced costMecha'thun, and Auchenai Phantasm. Win. Below is the deck I think could work with the new standard.
Please add Constructive Criticism down below, and be ahead of other players. We can and will define the new meta! I am super excited about theorycrafting, and even more, thinking about new patches!
Considering you're getting a new expansion for all classes, this is a rather big waste of time. Also, with all the complaints regarding Mecha'thun, you can almost guarantee a playable counter tech card will be introduced.
I'm not sure if it's worth the trouble though, it's quite complicated. Mecha'thun Warrior is the only current Mecha'thun deck that survives the rotation with its combo intact.
Considering you're getting a new expansion for all classes, this is a rather big waste of time. Also, with all the complaints regarding Mecha'thun, you can almost guarantee a playable counter tech card will be introduced.
I don't know if I'd say it's a complete waste of time. I did something similar with Undatakah and Prelates in Paladin. Might not be viable, but it gives me a starting point when cards are revealed to try and make a launch day deck to try out.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
The purpose of this post is to share my idea of what the end of the Year of the Raven might do to some decks. For example, what could a Mecha'thun look like? Some of my favourite cards are going to be lost to Wild "(.
I wanted to tackle some problems I think I am going to have, If I tried the ultimate win condition:
Brief answers to the issues presented above
Have Reckless Experimenter survive a turn on or past 7 mana curve. On or past 8 mana curve, with Reckless Experimenter on the board, drop Mecha'thun and Spirit of the Dead. Have 3 healing cards, a reduced cost Mecha'thun, and Auchenai Phantasm. Win. Below is the deck I think could work with the new standard.
Please add Constructive Criticism down below, and be ahead of other players. We can and will define the new meta! I am super excited about theorycrafting, and even more, thinking about new patches!
Nice concept
Thank you, I very much appreciate it ")
Considering you're getting a new expansion for all classes, this is a rather big waste of time. Also, with all the complaints regarding Mecha'thun, you can almost guarantee a playable counter tech card will be introduced.
I think that discounting Mecha'thun with 2xGalvanizers will be much more reliable than hoping that Reckless Experimenter can survive one turn.
Combo will look like this:
It will also take only 2 turn instead of 3 and you can play your Galvnizers at any point of the game with Mech'thun in hand.
WOW, this helps so much TY TY TY, that alows a lot of edit for this deck, you're a gawd!
The easiest Mecha'thun combo for Priest post-rotation should be Galvanizer, Galvanizer, Youthful Brewmaster, and Galvanizer to get Mecha'thun to 7 mana. Then Mecha'thun + Shadow Word: Death.
I'm not sure if it's worth the trouble though, it's quite complicated. Mecha'thun Warrior is the only current Mecha'thun deck that survives the rotation with its combo intact.
Youtube: https://www.youtube.com/c/OldGuardian
Twitch: http://www.twitch.tv/old_guardian
Twitter: https://twitter.com/Old_GuardianHS
Blog: http://www.kilkku.com/oldguardian/
I don't know if I'd say it's a complete waste of time. I did something similar with Undatakah and Prelates in Paladin. Might not be viable, but it gives me a starting point when cards are revealed to try and make a launch day deck to try out.