Well, I don't have that much experience with "bounce" decks like these. However, I can see some things that you could reflect on.
Are you having much use of Vanish? I'm not sure how often you really need to bounce ALL your cards, just bouncing the ones you want might be good enough. Consider dropping a Vanish one and something else for targeted bouncing with Youthful Brewmaster
How does the deck's draw power work out? With a lot of replaying your old cards it feels you shouldn't really run into top deck too often. Is Sprint really necessary?
What role does the Goldshire Footmans have in the deck? They are not really that good for control purposes. Neither they are good card to bounce back to your hand. In case he is used for removal, consider swapping them for Backstabs or Eviscerates instead.
I can unfortunately not tell the decks playstyle as I never played the VS TCG, However I'd say that Charge minions generally has better synergy with bouncing than stealth. The Argent Commander has very good synergy with bouncing as not only he is a charge minion, but he has divine shield which also gets refreshed. For example: If you already played him last turn and used his divine shield, you could attack the hero, bounce him with Shadowstep, than replay him and instantly attack whatever you want with a fresh divine shield. He's worth a consideration at least.
I can see your concept there, but it seems to fall short in terms of the actual threat of the deck. During skirmishes early game, you trade a decent amount of minions, unless you carry removal. With no removal or even a decent weapon prior to turn 5, you're really hurting when you can get the big hitters like Raven and Stranglethorn out. Sure, once you get out those cards, saps and assassinates will push them through, but where do you find the kill potential with only so much removal while protecting yourself? And with Vanish costing 6 mana, are you really in the situation to do all this in one turn without losing too much card advantage? Just some food for thought.
Maybe you can find yourself playing more buffs to make those times you do get through count with cards like Cold Blood, Abusive Sergeants, and Dark Iron Dwarves. Or try for more early game pressure with Poison Dagger while still carrying a huge threat with Assassin's Blade. If not, maybe direct damage doubling as removal, like Eviscerate or Perditions is more your style.
Trimmed down the deck some - threw in an Eviscerate, an Argent Commander and some Backstabs. The tigers are out, as well as the Sprint, the Footmen and 1 Vanish. It seems to run a little better now, but it still seems to be missing something.
Drop Stormpike Commando, to much cost for its "value", add in brewmasters to get more opportunities to double dip on battlecries. If you want to keep the "soul" of your deck, there is hardly anything else to switch out.
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Leeroy is extremely good with a bounce deck. Leeroy and 2x shadowstep could deal 18 direct damage in a single turn for 8 mana. The whelps spawned can be disregarded if you finish off your opponent in the same turn. In case you get hold of him you could replace your Ravenholdt Assassin with him as they serve similar purposes in the deck.
Wolfrider is also a good card for bouncing for similar reasons as Leeroy. However, I believe you could add Deadly Posion instead and get better success. A 3/2 weapon through your hero power works really well for early control or a 5/4 weapon could be devastating in the lategame. The Stormpike Commando is indeed a good card to replace for either of those. You already have similar effects with either backstab or the SI:7 Agent.
You really should add some Youthful Brewmasters whenever you get the chance, possibly You could try to replace the Gnomish Inventors for them.
Gnomish Inventors and Stormpike Commandos traded out for 2 pairs of Youthful Brewmasters and Deadly Poisons. Will start testing out the deck - much thanks!
The saps weren't pulling their weight in this deck - too many Battlecry/Charge effects going around. I ended up replacing them with another Eviscerate and a Betrayal, which allowed me better options for minion control, as well as a decent finisher.
The deck managed to beat a cookie cutter priest in its new incarnation - the minions were extremely poor targets for removal, and when I realized that Shadowstep's cost reduction was permanent, nothing worth removing stayed on my side of the board for long. The deck plays extremely slow, however - you're frequently holding back cards to counter whatever gets on the table, wearing the enemy down with occasional pokes from Dagger Mastery and the odd minion that stays in play. You're essentially setting up to drop an Assassin's Blade/Deadly poison combo on him, using Eviscerates and the Argent Commander to help finish the job. I enjoyed the play style, but it's probably not everyone's cup of tea.
(Highlight of the match - putting down a pair of Novice Engineers, an SI:7, an Elven Archer, and a Defias Ringleader down, watching him put down an Injured Blademaster, a Northshire Cleric, something else I forget, buffing the hell out of them... and then popping the Vanish on my next turn.)
I think Shieldmasta is a very bad card anyway, but in a deck like this it's even worse, surely? What is a 3/5 with no battlecry abilities doing for you in an aggressive deck like this?
I've actually moved out the Shieldmastas for a pair of Spellbreakers. To be fair, either one is a placeholder for a Leeroy, which I don't have and can't craft yet.
The deck actually isn't very aggressive, as least not as it seems to play out for me. A lot of the combos work better in reaction, as minion control. Trying to focus all my damage on the other player tends to be a bad tradeoff, at least in my experience.
Update: Managed to get my hands on some more dust - debating if it's worth crafting a pair of Perdition's for the deck and swapping out the Assassin's Blades.
Assassin's a nice weapon, with 3/4, but it costs 5. Most 5 Drops have 4+ Health, so without poison, this weapon sometimes seems "crippled", since it is more like a steady finisher vs. enemy hero. Especially Blade Flurry sometimes seems poorly used. Perdition's comes for 3 mana, with a nice combo.
If my space for weapons is limited, I usually go Perdition's.
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Deadly Poisons are a nice "fill up". For 1 mana you more or less "level up" your current weapon for current content. Mastery Daggers become 3 attack, which is nice for the first turns, to keep the board clear. Perdition's with poison have 4 attack, which helps vs. gadget minions (auctioneer, azure drake). Once you enter late game, this more and more becomes less interesting, because either your life limits and/or enemy minions have to much health.
That said, it always depends on how well your deck works out during those first turns, where deadly poison gives the largest benefits. If you keep struggling keeping board control, poisons might give you the edge you need.
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Like I said before, Cold Blood is amazing in a deck like this, like I said, I'm not a huge fan of sharing decks that I run currently but *meh*, this is what I run:
1)Loot Hoarder technically would be better than Novice Engineer except you can't combo it with Shadowstep and the effect is instant, you will learn that any card draw is a blessing in this deck, so getting your crap silenced, specially by a Shaman is not nice.
2) Try to force the opponent to trade by putting a lot of pressure early on (dealing a lot of damage to him), if you can swing for the face and then have him trade without doing any damage, he will be dead before you notice it.
3) Save your removal for cards that can stop you from killing him, not for cards that can kill you, you will probably kill him faster, period.
This is an updated version of my previous combo deck - it's changed so much that I'm loath to use the word variant. =P I know that I still need a Leeroy Jenkins but I still haven't gotten one. This version plays completely different - it's highly aggressive and deals a lot in the way of burst. I keep getting close matches with it - losing within a margin of 5 life or so - so I'm not sure if it's the card mix or the way I play the deck that needs changing.
Had an odd thought that hasn't happened to me yet - if you Shadowstep or Youthful Brewmaster a minion that's been hit with Polymorph or Hex, do you get back the original minion, or the transformed one?
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Need some help tweaking the deck on a budget - I've got about 500 dust to spare.
The deck revolves around using Shadowstep and Vanish to make use of Combos, Battlecries, and Stealth.
*As a side note to anyone who's played the VS TCG, this is my version of a Villains United return deck, which was my main deck for most of its run.
Well, I don't have that much experience with "bounce" decks like these. However, I can see some things that you could reflect on.
Are you having much use of Vanish? I'm not sure how often you really need to bounce ALL your cards, just bouncing the ones you want might be good enough. Consider dropping a Vanish one and something else for targeted bouncing with Youthful Brewmaster
How does the deck's draw power work out? With a lot of replaying your old cards it feels you shouldn't really run into top deck too often. Is Sprint really necessary?
What role does the Goldshire Footmans have in the deck? They are not really that good for control purposes. Neither they are good card to bounce back to your hand. In case he is used for removal, consider swapping them for Backstabs or Eviscerates instead.
I can unfortunately not tell the decks playstyle as I never played the VS TCG, However I'd say that Charge minions generally has better synergy with bouncing than stealth. The Argent Commander has very good synergy with bouncing as not only he is a charge minion, but he has divine shield which also gets refreshed. For example: If you already played him last turn and used his divine shield, you could attack the hero, bounce him with Shadowstep, than replay him and instantly attack whatever you want with a fresh divine shield. He's worth a consideration at least.
I can see your concept there, but it seems to fall short in terms of the actual threat of the deck. During skirmishes early game, you trade a decent amount of minions, unless you carry removal. With no removal or even a decent weapon prior to turn 5, you're really hurting when you can get the big hitters like Raven and Stranglethorn out. Sure, once you get out those cards, saps and assassinates will push them through, but where do you find the kill potential with only so much removal while protecting yourself? And with Vanish costing 6 mana, are you really in the situation to do all this in one turn without losing too much card advantage? Just some food for thought.
Maybe you can find yourself playing more buffs to make those times you do get through count with cards like Cold Blood, Abusive Sergeants, and Dark Iron Dwarves. Or try for more early game pressure with Poison Dagger while still carrying a huge threat with Assassin's Blade. If not, maybe direct damage doubling as removal, like Eviscerate or Perditions is more your style.
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Trimmed down the deck some - threw in an Eviscerate, an Argent Commander and some Backstabs. The tigers are out, as well as the Sprint, the Footmen and 1 Vanish. It seems to run a little better now, but it still seems to be missing something.
Wolfrider, Leeroy Jenkins, Cold Blood, brewmasters.
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In exchange for which cards?
Drop Stormpike Commando, to much cost for its "value", add in brewmasters to get more opportunities to double dip on battlecries.
If you want to keep the "soul" of your deck, there is hardly anything else to switch out.
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Leeroy is extremely good with a bounce deck. Leeroy and 2x shadowstep could deal 18 direct damage in a single turn for 8 mana. The whelps spawned can be disregarded if you finish off your opponent in the same turn. In case you get hold of him you could replace your Ravenholdt Assassin with him as they serve similar purposes in the deck.
Wolfrider is also a good card for bouncing for similar reasons as Leeroy. However, I believe you could add Deadly Posion instead and get better success. A 3/2 weapon through your hero power works really well for early control or a 5/4 weapon could be devastating in the lategame. The Stormpike Commando is indeed a good card to replace for either of those. You already have similar effects with either backstab or the SI:7 Agent.
You really should add some Youthful Brewmasters whenever you get the chance, possibly You could try to replace the Gnomish Inventors for them.
Gnomish Inventors and Stormpike Commandos traded out for 2 pairs of Youthful Brewmasters and Deadly Poisons. Will start testing out the deck - much thanks!
The saps weren't pulling their weight in this deck - too many Battlecry/Charge effects going around. I ended up replacing them with another Eviscerate and a Betrayal, which allowed me better options for minion control, as well as a decent finisher.
The deck managed to beat a cookie cutter priest in its new incarnation - the minions were extremely poor targets for removal, and when I realized that Shadowstep's cost reduction was permanent, nothing worth removing stayed on my side of the board for long. The deck plays extremely slow, however - you're frequently holding back cards to counter whatever gets on the table, wearing the enemy down with occasional pokes from Dagger Mastery and the odd minion that stays in play. You're essentially setting up to drop an Assassin's Blade/Deadly poison combo on him, using Eviscerates and the Argent Commander to help finish the job. I enjoyed the play style, but it's probably not everyone's cup of tea.
(Highlight of the match - putting down a pair of Novice Engineers, an SI:7, an Elven Archer, and a Defias Ringleader down, watching him put down an Injured Blademaster, a Northshire Cleric, something else I forget, buffing the hell out of them... and then popping the Vanish on my next turn.)
I think Shieldmasta is a very bad card anyway, but in a deck like this it's even worse, surely? What is a 3/5 with no battlecry abilities doing for you in an aggressive deck like this?
I've actually moved out the Shieldmastas for a pair of Spellbreakers. To be fair, either one is a placeholder for a Leeroy, which I don't have and can't craft yet.
The deck actually isn't very aggressive, as least not as it seems to play out for me. A lot of the combos work better in reaction, as minion control. Trying to focus all my damage on the other player tends to be a bad tradeoff, at least in my experience.
Update: Managed to get my hands on some more dust - debating if it's worth crafting a pair of Perdition's for the deck and swapping out the Assassin's Blades.
Assassin's a nice weapon, with 3/4, but it costs 5. Most 5 Drops have 4+ Health, so without poison, this weapon sometimes seems "crippled", since it is more like a steady finisher vs. enemy hero. Especially Blade Flurry sometimes seems poorly used.
Perdition's comes for 3 mana, with a nice combo.
If my space for weapons is limited, I usually go Perdition's.
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Thanks for the analysis - I do agree with you that the Perdition's seems to be more cost efficient, as well as a better fit for this deck.
If I swap out the Blades, should I switch out the Poisons as well, since they're less efficient on Perditions?
Deadly Poisons are a nice "fill up". For 1 mana you more or less "level up" your current weapon for current content.
Mastery Daggers become 3 attack, which is nice for the first turns, to keep the board clear.
Perdition's with poison have 4 attack, which helps vs. gadget minions (auctioneer, azure drake).
Once you enter late game, this more and more becomes less interesting, because either your life limits and/or enemy minions have to much health.
That said, it always depends on how well your deck works out during those first turns, where deadly poison gives the largest benefits.
If you keep struggling keeping board control, poisons might give you the edge you need.
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What about Cold Blood?
Like I said before, Cold Blood is amazing in a deck like this, like I said, I'm not a huge fan of sharing decks that I run currently but *meh*, this is what I run:
What I've learned:
1) Loot Hoarder technically would be better than Novice Engineer except you can't combo it with Shadowstep and the effect is instant, you will learn that any card draw is a blessing in this deck, so getting your crap silenced, specially by a Shaman is not nice.
2) Try to force the opponent to trade by putting a lot of pressure early on (dealing a lot of damage to him), if you can swing for the face and then have him trade without doing any damage, he will be dead before you notice it.
3) Save your removal for cards that can stop you from killing him, not for cards that can kill you, you will probably kill him faster, period.
4) Try to pair Cold Bloods, Leeroy Jenkins and Shadowstep, you can deal 20 damage in one turn for 8 mana. (7 with coin).
5) SWING TO THE FACE, NOT TO HIS CREATURES.
6) This holds true for any deck, at the beggining of every round ask yourself: "can I kill him"?
7) THE FACE, GODDAMIT.
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This is an updated version of my previous combo deck - it's changed so much that I'm loath to use the word variant. =P I know that I still need a Leeroy Jenkins but I still haven't gotten one. This version plays completely different - it's highly aggressive and deals a lot in the way of burst. I keep getting close matches with it - losing within a margin of 5 life or so - so I'm not sure if it's the card mix or the way I play the deck that needs changing.
Had an odd thought that hasn't happened to me yet - if you Shadowstep or Youthful Brewmaster a minion that's been hit with Polymorph or Hex, do you get back the original minion, or the transformed one?