I think the dual class cards are a great addition into Evenlock. Here's some advice:
1. Take out Wrathguard. Yes, it reduces your health for your giants, but it's horrible against aggro, and you can already drop your giants quickly enough just by tapping.
2. Put in Sunfury Protector. One Defender of Argus isn't enough to consistently taunt your giants, and I think the two less mana you have to spend is more important than the +1/+1 given by Argus.
3. Put in Mo'arg Artificer. It can be used with Defile or Hellfire to clear big boards and can offer massive healing with Spellstone and Nether Breath.
I think the dual class cards are a great addition into Evenlock. Here's some advice:
1. Take out Wrathguard. Yes, it reduces your health for your giants, but it's horrible against aggro, and you can already drop your giants quickly enough just by tapping.
2. Put in Sunfury Protector. One Defender of Argus isn't enough to consistently taunt your giants, and I think the two less mana you have to spend is more important than the +1/+1 given by Argus.
3. Put in Mo'arg Artificer. It can be used with Defile or Hellfire to clear big boards and can offer massive healing with Spellstone and Nether Breath.
Ah good tips. I will remove the wrathguard and add sunfury protector. Arrificer also a good idea. Thanks
I wouldn't put Moarg Artificer in this deck. That card is designed to augment your spells in control situations.
This is not a control deck. This is actually a fairly balls to the wall aggro deck, though you do manage to get a few slots for some utility spells. Mo'arg just allows your opponent's random spells to skyrocket in value when they otherwise would be grossly inadequate for killing your giant health minions.
If you want to play it in a more control fashion, put in Doomsayers instead of Mo'args. Push the Doomsayer the turn before you'll be able to play your first giant and force him to either spend the turn dealing with it or get yourself a nice clean board for the giant turn.
Sunfuries are a must.
If you ever actually play Kelidan the turn he's drawn, you've probably lost the game already. The new 4-cost dual card gets you a card and a single creature kill for one mana less. I think that's plenty removal in this deck. Most obvious glaring replacement for Kelidan is Leeroy for the finishing blow. Depending on the meta, I suppose I could see Ragnaros or Sylvannas in that slot also.
Whatever you decide to do, I strongly recommend you keep foremost in your mind that this is a deck that wants to do 30 damage as quickly as possible. It doesn't look like a normal rush deck that works off a perfect turn 1 and on mana curve, but that's only due to the unique giant mechanics. You are not control.
And I suppose I should have started with this, but Abyssal Summoner is usually replaced by Faceless Shambler in the wild version of this deck. You have enough other large creatures that you rarely have those stuck in hand, and they come out much faster.
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I wouldn't put Moarg Artificer in this deck. That card is designed to augment your spells in control situations.
This is not a control deck. This is actually a fairly balls to the wall aggro deck, though you do manage to get a few slots for some utility spells. Mo'arg just allows your opponent's random spells to skyrocket in value when they otherwise would be grossly inadequate for killing your giant health minions.
If you want to play it in a more control fashion, put in Doomsayers instead of Mo'args. Push the Doomsayer the turn before you'll be able to play your first giant and force him to either spend the turn dealing with it or get yourself a nice clean board for the giant turn.
Sunfuries are a must.
If you ever actually play Kelidan the turn he's drawn, you've probably lost the game already. The new 4-cost dual card gets you a card and a single creature kill for one mana less. I think that's plenty removal in this deck. Most obvious glaring replacement for Kelidan is Leeroy for the finishing blow. Depending on the meta, I suppose I could see Ragnaros or Sylvannas in that slot also.
Whatever you decide to do, I strongly recommend you keep foremost in your mind that this is a deck that wants to do 30 damage as quickly as possible. It doesn't look like a normal rush deck that works off a perfect turn 1 and on mana curve, but that's only due to the unique giant mechanics. You are not control.
And I suppose I should have started with this, but Abyssal Summoner is usually replaced by Faceless Shambler in the wild version of this deck. You have enough other large creatures that you rarely have those stuck in hand, and they come out much faster.
Also good advice. I was not sure about kelidan either, adding the doomsayers is probably best. Faceless Shambler is also a very good option. I will rearrange the deck again later today when I have more time. Thanks.
If you end up going for Leeroy in lieu of Kelidan, you may also want to consider replacing Zzeraku with either Ragnaros or The Lich King.
Ragnaros is more in keeping with the "finish the job quick" motif. Lich King is more of a "don't die and pray for an Army of the Dead" which, btw, can be a decisive answer to a mage or priest who managed to stall long enough to clear your board.
Either one strikes me as a better bet than Zzeraku, as they can be played for full value turn 8 (whereas Z-man requires turn 9 for the HP activation for the 6/6), and either one affects the board the turn it is played.
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So I got rid of the Wrath Guards, Kelidan, Argus Defender and added:
2x Faceless Shambler , 2x Mo'arg Artificer (still not sure if I need to go for Doomsayers instead but a 2/4 body that combos with defile, nether breath and the spellstones looks pretty good as well, but might not be for this deck in the end as shadowrisen says) and 2x Sunfury Protector
I do not put it in the deck yet but would like to try Lorekeeper Polkelt
Your running 3 dragons, and I know Nether Breath was ran in previous even lock builds, but they ran about 5-6 dragons. It might be better to run Darkbomb instead.
Also, I am not a fan of Mo'arg Artificer. Even though it helps jump your life up, ultimately even-lock is a aggro/tempo deck, and that minion gives your opponent an easier time to take your giants down. Maybe Cheaty Anklebiter in its place. A lot of even-lock players prior to the dragon inclusion loved this card cause it was versatile. You can hit a minion with it to setup a Defile, kill a minion, you can hit yourself for a double life total change for the new cards, or just hit your opponent's face for one damage. Then you can swing with it following turns to change your life total again cause of the lifesteal.
Yeah, the glide stuff is idiotic. No one bothers to think the actual results of things thru.
You have plenty of tools to fight the first three turns to a stand still and then . . . what? You really think this deck can't fight an even game against a Demon Hunter that sacrifices its turn 4 without a single play. Or did you mean glide gets played later? In which case the obvious question is, what turn after turn 4 does Demon Hunter have 4 free mana to not devote to desperately fighting off the giant threats beating him in the face?
Demon Hunter either has the game decided by turn 4 or this deck beats it.
EDIT: Spellstones are probably pretty good. The Nether Breaths may run into the issue of not having enough dragons. There does need to be some sort of life gain against aggro but I've been playing too much standard lately so all I can think of is Khartut (sp?) Defender. I'm sure there are better options in wild somewhere.
Helpful Clarification on Forbidden Topics for Hearthstone Forums:
Enjoying Americans winning in the Olympics is forbidden because it is political. A 14 plus page discussion of state-sponsored lawsuits against a multi-national corporation based on harassment, discrimination, and wrongful death allegations is apparently not political enough to raise an issue.
So I edited the deck focussing on the Giants and it is pretty fun giving constant presure. I added Lorekeeper Polkelt to make sure you draw them first and also Expired Merchant is a great addition to the deck.
I will try out an even handlock deck with some of the new dual class cards. Any ideas?
Whats the wrathguard for? I guess it has good stats but the I think there are better cards rather than that.
I think the dual class cards are a great addition into Evenlock. Here's some advice:
1. Take out Wrathguard. Yes, it reduces your health for your giants, but it's horrible against aggro, and you can already drop your giants quickly enough just by tapping.
2. Put in Sunfury Protector. One Defender of Argus isn't enough to consistently taunt your giants, and I think the two less mana you have to spend is more important than the +1/+1 given by Argus.
3. Put in Mo'arg Artificer. It can be used with Defile or Hellfire to clear big boards and can offer massive healing with Spellstone and Nether Breath.
Changing health for Brittlebone Destroyer, Flesh Giant, damaging yourself for Zzeraku the Warped, Molten Giant, Hooked Reaver and upgrading Lesser Amethyst Spellstone
Ah good tips. I will remove the wrathguard and add sunfury protector. Arrificer also a good idea. Thanks
I wouldn't put Moarg Artificer in this deck. That card is designed to augment your spells in control situations.
This is not a control deck. This is actually a fairly balls to the wall aggro deck, though you do manage to get a few slots for some utility spells. Mo'arg just allows your opponent's random spells to skyrocket in value when they otherwise would be grossly inadequate for killing your giant health minions.
If you want to play it in a more control fashion, put in Doomsayers instead of Mo'args. Push the Doomsayer the turn before you'll be able to play your first giant and force him to either spend the turn dealing with it or get yourself a nice clean board for the giant turn.
Sunfuries are a must.
If you ever actually play Kelidan the turn he's drawn, you've probably lost the game already. The new 4-cost dual card gets you a card and a single creature kill for one mana less. I think that's plenty removal in this deck. Most obvious glaring replacement for Kelidan is Leeroy for the finishing blow. Depending on the meta, I suppose I could see Ragnaros or Sylvannas in that slot also.
Whatever you decide to do, I strongly recommend you keep foremost in your mind that this is a deck that wants to do 30 damage as quickly as possible. It doesn't look like a normal rush deck that works off a perfect turn 1 and on mana curve, but that's only due to the unique giant mechanics. You are not control.
And I suppose I should have started with this, but Abyssal Summoner is usually replaced by Faceless Shambler in the wild version of this deck. You have enough other large creatures that you rarely have those stuck in hand, and they come out much faster.
Helpful Clarification on Forbidden Topics for Hearthstone Forums:
Enjoying Americans winning in the Olympics is forbidden because it is political. A 14 plus page discussion of state-sponsored lawsuits against a multi-national corporation based on harassment, discrimination, and wrongful death allegations is apparently not political enough to raise an issue.
Also good advice. I was not sure about kelidan either, adding the doomsayers is probably best. Faceless Shambler is also a very good option. I will rearrange the deck again later today when I have more time. Thanks.
Btw, one last one.
If you end up going for Leeroy in lieu of Kelidan, you may also want to consider replacing Zzeraku with either Ragnaros or The Lich King.
Ragnaros is more in keeping with the "finish the job quick" motif. Lich King is more of a "don't die and pray for an Army of the Dead" which, btw, can be a decisive answer to a mage or priest who managed to stall long enough to clear your board.
Either one strikes me as a better bet than Zzeraku, as they can be played for full value turn 8 (whereas Z-man requires turn 9 for the HP activation for the 6/6), and either one affects the board the turn it is played.
Helpful Clarification on Forbidden Topics for Hearthstone Forums:
Enjoying Americans winning in the Olympics is forbidden because it is political. A 14 plus page discussion of state-sponsored lawsuits against a multi-national corporation based on harassment, discrimination, and wrongful death allegations is apparently not political enough to raise an issue.
And of course you can close this thread, thanks to the glide
So I got rid of the Wrath Guards, Kelidan, Argus Defender and added:
2x Faceless Shambler , 2x Mo'arg Artificer (still not sure if I need to go for Doomsayers instead but a 2/4 body that combos with defile, nether breath and the spellstones looks pretty good as well, but might not be for this deck in the end as shadowrisen says) and 2x Sunfury Protector
I do not put it in the deck yet but would like to try Lorekeeper Polkelt
Your running 3 dragons, and I know Nether Breath was ran in previous even lock builds, but they ran about 5-6 dragons. It might be better to run Darkbomb instead.
Also, I am not a fan of Mo'arg Artificer. Even though it helps jump your life up, ultimately even-lock is a aggro/tempo deck, and that minion gives your opponent an easier time to take your giants down. Maybe Cheaty Anklebiter in its place. A lot of even-lock players prior to the dragon inclusion loved this card cause it was versatile. You can hit a minion with it to setup a Defile, kill a minion, you can hit yourself for a double life total change for the new cards, or just hit your opponent's face for one damage. Then you can swing with it following turns to change your life total again cause of the lifesteal.
EDIT: Also, instead of Zzeraku the Warped, I would run a single Eater of Secrets as a tech card against secret mage, just to hit the those Ice Blocks.
There is a strong probability that some giants will hit the board before glide hits you.
Yeah, the glide stuff is idiotic. No one bothers to think the actual results of things thru.
You have plenty of tools to fight the first three turns to a stand still and then . . . what? You really think this deck can't fight an even game against a Demon Hunter that sacrifices its turn 4 without a single play. Or did you mean glide gets played later? In which case the obvious question is, what turn after turn 4 does Demon Hunter have 4 free mana to not devote to desperately fighting off the giant threats beating him in the face?
Demon Hunter either has the game decided by turn 4 or this deck beats it.
EDIT: Spellstones are probably pretty good. The Nether Breaths may run into the issue of not having enough dragons. There does need to be some sort of life gain against aggro but I've been playing too much standard lately so all I can think of is Khartut (sp?) Defender. I'm sure there are better options in wild somewhere.
Helpful Clarification on Forbidden Topics for Hearthstone Forums:
Enjoying Americans winning in the Olympics is forbidden because it is political. A 14 plus page discussion of state-sponsored lawsuits against a multi-national corporation based on harassment, discrimination, and wrongful death allegations is apparently not political enough to raise an issue.
So I edited the deck focussing on the Giants and it is pretty fun giving constant presure. I added Lorekeeper Polkelt to make sure you draw them first and also Expired Merchant is a great addition to the deck.