Will try with rock weapons, thank you for the fast answer and all around strats xmadskullx :)!
Edit: so far i've ben liking Rock weapons a lot better then the drakes, helps to keep board control. I'm struggling agains't priest a lot though, would you have any tips agains't them ? i find myself throwing way too many cards to get rid of their buffed minions
I have made some modifications to this deck which seemed to have helped me. After hitting Diamond 3 I kind of seemed to hit a bit of a roadblock. The early game started feeling just too weak to me. It was mostly be reactive, and survive until turn 5-6. Basically either I drew the lightning storms, lightning bolts, Feral Spirits, and forked lightnings and kept clearing the board until I could get some creatures out. It felt like I could rarely get ahead, and often by the time turn 5-6 rolled in I would be shackled by overload for at least another turn. Here are the mods I made.
- 2x Defender of Argus I just felt like I had so much trouble getting enough cards on the board early game that they weren't able to offer me the help I needed
-1x Unbound Elemental For the amount of times I've played this card, it just never felt like it was able to provide value
- both legendaries (I was running Ysera since I didn't have either in the original deck build)
+ 2x Faerie Dragon I really like this card and the fact that they can't hero power it or use a direct targeted card to take it out
+ 1x Acidic Swamp Ooze This is just a good card to have in the deck imo, can really help you out, and if not 3/2 for 2 mana is good. If you have to draw it later, and burn down a gorehowl, you can really ruin someones day
+ 1x Argent Commander I'm a pretty big fan of this card. Pretty much a guaranteed 4 dmg to something and you can do it immediately without it just getting CC'd. paired with a flame tongue, or a lightning bolt, it can help remove a big threat and keep a good 4/3 card on the board for you
+ 1x Questing Adventurer This is like the unbound elemental but I find I can get him up to 4/4 pretty easy without having to overload right before important turns like 4/5. I'm not sold this is the perfect card and I might replace it, but this card strikes fear into the enemy usually. It does tend to get removed quickly, but they are going to burn a silence at a minimum on it usually.
+ 1x Young Priestess Well I just got this card in a pack the other day and decided to pop it in, see if I could buff up totems and spirit wolves with it. So far it's actually been decent, but I'm definitely not sold on it yet. It's one mana so it could be replaced with a billion other cards. I will probably drop in Blood Mage in it's place soon.
This is all still a work in progress for me, but with these changes I have been liking the flow a little better. I've been able to have a better early game, and not just react and lock myself down into overload land.
Anyways thanks to Madskull, I've really enjoyed using the deck, and I look forward to feedback if anyone has any.
I think I may follow suit and dump the argus defenders as it is quite a low minion deck and usually I find myself buffing up a totem, where faerie dragon would probably be a better pick.
Congrats on Masters! I may give a run with what you have there, minus the Cairne and second Earth Elemental because I dont' have them yet. What is your opinion on the double Stormforged. I've only been running with one, and have strongly considered its removal from the deck. It tends to mostly just be a hex clearer for me which is nice, but also often times not something I wanna spend the overload mana on. Having taken the mana tide totems out, how do you feel you do on keeping enough cards in your hand?
I've been playing a deck for a while now, and it's simply amazing! On the 29 games I've played with this deck in ranked games, I've lost only 4 times. It helped me a lot to gain ranks ! (Was bronze 2, now silver 3).
Congrats on Masters! I may give a run with what you have there, minus the Cairne and second Earth Elemental because I dont' have them yet. What is your opinion on the double Stormforged. I've only been running with one, and have strongly considered its removal from the deck. It tends to mostly just be a hex clearer for me which is nice, but also often times not something I wanna spend the overload mana on. Having taken the mana tide totems out, how do you feel you do on keeping enough cards in your hand?
I dropped back to one axe, I find usually by the time you get the second one out your health is getting a bit low to be taking dmg when clearing.
Since there are so many overload cards, you don't play cards as much as other classes...I am yet to run out of cards in my hand!
I still think rag/ysera are the best legendaries because you are guaranteed to get some value from them, even if they are taken out straight away by your opponent.
I've been playing variants of this deck and thought I'd throw mine out there as well. This is an 80%+ win deck like the others. Here are my most recent games:
I have found that a singleton Windfury combined with Bloodrage is more than enough to win games by themselves. My play-style is to throw out totems early, spot remove all of the threatening minions (3 damage or higher) early on. I can deal with a few damage here and there. I removed Malygos as I felt that I was always holding onto the card.
I've just started playing with this deck and it's working quite well for me. I'd love to have Bloodmage Thalnos, but Kobold Geomancer fills the role quite well.
Since this is the 100th post I decided to create a new variant of the deck based on heavy late game control and switched up some of the cards to counter specific classes that we usually have no answer to :)
Flametonge is alright and cool but Faerie Dragon defeats mages, trust me I kept winning because of this card.
the theme of this deck is to stall to to the 5th crystal with minimum damage take, then just throw every big card in your hand, I found that for every 5+ mana creature you throw, it will cost your opponent 2+ cards, so he will probably run out of plays once you reach your 3rd / 4th big creature or that you will win way before that happens.
I dont think I could ever drop my mana tides. I find the best time to play them is ramped out early if your opponent is off to a slow start, then you just keep his board clear while enjoying the card advantage. If you can't do it then, mid game is next best. Around turn 6 you can drop your wolves and the totem at the same time, buying you plenty of time to get some cards.
I do like that one, missing both legendaries however =(
Thinking its time to DE my golden illidan to craft one...probably rag because it is great in any deck. Would love a thalnos however, especially for this deck to go with the use of early spells
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Will try with rock weapons, thank you for the fast answer and all around strats xmadskullx :)!
Edit: so far i've ben liking Rock weapons a lot better then the drakes, helps to keep board control. I'm struggling agains't priest a lot though, would you have any tips agains't them ? i find myself throwing way too many cards to get rid of their buffed minions
I have made some modifications to this deck which seemed to have helped me. After hitting Diamond 3 I kind of seemed to hit a bit of a roadblock. The early game started feeling just too weak to me. It was mostly be reactive, and survive until turn 5-6. Basically either I drew the lightning storms, lightning bolts, Feral Spirits, and forked lightnings and kept clearing the board until I could get some creatures out. It felt like I could rarely get ahead, and often by the time turn 5-6 rolled in I would be shackled by overload for at least another turn. Here are the mods I made.
- 2x Defender of Argus I just felt like I had so much trouble getting enough cards on the board early game that they weren't able to offer me the help I needed
-1x Unbound Elemental For the amount of times I've played this card, it just never felt like it was able to provide value
-1x Earth Elemental I only have one of these at the moment
- both legendaries (I was running Ysera since I didn't have either in the original deck build)
+ 2x Faerie Dragon I really like this card and the fact that they can't hero power it or use a direct targeted card to take it out
+ 1x Acidic Swamp Ooze This is just a good card to have in the deck imo, can really help you out, and if not 3/2 for 2 mana is good. If you have to draw it later, and burn down a gorehowl, you can really ruin someones day
+ 1x Argent Commander I'm a pretty big fan of this card. Pretty much a guaranteed 4 dmg to something and you can do it immediately without it just getting CC'd. paired with a flame tongue, or a lightning bolt, it can help remove a big threat and keep a good 4/3 card on the board for you
+ 1x Questing Adventurer This is like the unbound elemental but I find I can get him up to 4/4 pretty easy without having to overload right before important turns like 4/5. I'm not sold this is the perfect card and I might replace it, but this card strikes fear into the enemy usually. It does tend to get removed quickly, but they are going to burn a silence at a minimum on it usually.
+ 1x Young Priestess Well I just got this card in a pack the other day and decided to pop it in, see if I could buff up totems and spirit wolves with it. So far it's actually been decent, but I'm definitely not sold on it yet. It's one mana so it could be replaced with a billion other cards. I will probably drop in Blood Mage in it's place soon.
This is all still a work in progress for me, but with these changes I have been liking the flow a little better. I've been able to have a better early game, and not just react and lock myself down into overload land.
Anyways thanks to Madskull, I've really enjoyed using the deck, and I look forward to feedback if anyone has any.
I think I may follow suit and dump the argus defenders as it is quite a low minion deck and usually I find myself buffing up a totem, where faerie dragon would probably be a better pick.
I might see how this goes over the weekend:
So far so good, just got into masters =)
Congrats on Masters! I may give a run with what you have there, minus the Cairne and second Earth Elemental because I dont' have them yet. What is your opinion on the double Stormforged. I've only been running with one, and have strongly considered its removal from the deck. It tends to mostly just be a hex clearer for me which is nice, but also often times not something I wanna spend the overload mana on. Having taken the mana tide totems out, how do you feel you do on keeping enough cards in your hand?
I've been playing a deck for a while now, and it's simply amazing! On the 29 games I've played with this deck in ranked games, I've lost only 4 times. It helped me a lot to gain ranks ! (Was bronze 2, now silver 3).
Thanks for sharing this great deck !
I dropped back to one axe, I find usually by the time you get the second one out your health is getting a bit low to be taking dmg when clearing.
Since there are so many overload cards, you don't play cards as much as other classes...I am yet to run out of cards in my hand!
I find the class I consistently lose to is mages. Fireballing and pyroblasting past my earth elemental makes me a sad panda =(
Grounding totem please!
Edit: Masters 2!
I'm still interested in the malygnos//ragnaros version for funsies. I wanted to ask, which would you suggest to get first?
I still think rag/ysera are the best legendaries because you are guaranteed to get some value from them, even if they are taken out straight away by your opponent.
I've been playing variants of this deck and thought I'd throw mine out there as well. This is an 80%+ win deck like the others. Here are my most recent games:
Rogue 3-0, Paladin 2-0, Hunter 3-2, Priest 4-2, Shaman 2-0, Warlock 2-1, Druid 1-0, Warrior 1-0, Mage 2-0
I have found that a singleton Windfury combined with Bloodrage is more than enough to win games by themselves. My play-style is to throw out totems early, spot remove all of the threatening minions (3 damage or higher) early on. I can deal with a few damage here and there. I removed Malygos as I felt that I was always holding onto the card.
I've just started playing with this deck and it's working quite well for me. I'd love to have Bloodmage Thalnos, but Kobold Geomancer fills the role quite well.
Just want to say with this style of deck, questing adventurer is busted. I'd much rather have him over the overloaded elemental any day.
Hi guys, been too long :)
Since this is the 100th post I decided to create a new variant of the deck based on heavy late game control and switched up some of the cards to counter specific classes that we usually have no answer to :)
Here is the deck list
3 Star Master Competitive Control Deck v3.0
Artist: Foo18
but....but...flametongue!
@Shaddolf
Flametonge is alright and cool but Faerie Dragon defeats mages, trust me I kept winning because of this card.
the theme of this deck is to stall to to the 5th crystal with minimum damage take, then just throw every big card in your hand, I found that for every 5+ mana creature you throw, it will cost your opponent 2+ cards, so he will probably run out of plays once you reach your 3rd / 4th big creature or that you will win way before that happens.
Artist: Foo18
I have actually been running faerie already but dropping mana tide. I find with all the overload I rarely run out of cards in my hand
I dont think I could ever drop my mana tides. I find the best time to play them is ramped out early if your opponent is off to a slow start, then you just keep his board clear while enjoying the card advantage. If you can't do it then, mid game is next best. Around turn 6 you can drop your wolves and the totem at the same time, buying you plenty of time to get some cards.
I edited the deck to be more stable in early game so the current final version is:
3 Star Master Competitive Control Deck v3.0
Artist: Foo18
I do like that one, missing both legendaries however =(
Thinking its time to DE my golden illidan to craft one...probably rag because it is great in any deck. Would love a thalnos however, especially for this deck to go with the use of early spells