- create tempo with efficient creature-based card draw (Novice Engineer, Acolyte of Pain, Battle Rage)
- control the board with early card value creatures (Raging Worgen + Inner Rage, Ironbeak Owl, Harvest Golem, Fiery War Axe, Shattered Sun Cleric)
Mid Game:
- This is the time to shine and take control. Your efficient early game transitions nicely into your even more efficient midgame where all of your creatures have fat bodies and they all either buff your other fat creatures or they are easily buffed by enrage effects
- snowball your advantage with creatures that are efficient bodies that have battlecry buffs to give other creatures (Shattered Sun Cleric, Dark Iron Dwarf, Defender of Argus, Gurubashi Berserker/Inner Rage/Cruel Taskmaster)
Late Game:
- opponent's removal should mostly be all used up because of your strong midgame mana curve, but you still have so many threats because all your creatures either give you more cards (especially with Battle Rage), buff your other creatures, or can get enraged, and are good creature bodies by themselves
- bait their remaining removals with beefed up Gurubashi Berserks and then drop your Sea Giant
- if you have board control, lock it down with Defender of Argus
Weaknesses:
lack of true removal cards so you will need to be consistent in your decision making and take advantage of your early and midgame power, otherwise your lategame will be very weak
Tips:
Don't be afraid to Inner Rage or Taskmaster your Acolyte of Pain to trade him for your opponent's creatures, because it will still be a 2 for 2 at worst (you spend 2 cards to remove a creature and draw a card) and can be even better if your acolyte survives for more card draw
Here are some of the better starts:
Turn 2: Novice Engineer or Fiery War Axe
Turn 3: 3 drop creature
or
Turn 2: coin 3drop creature
or
turn 1: coin Fiery War Axe
Turn 2: Novice Engineer
Turn 3: 3 drop creature
from there you can start to enrage your creatures or buff them with the battlecry creatures
I can see it working, but I don't see it having any form of tempo mod, except for drawing more cards now and then. What am I overlooking?
Edit: Every Deck gets a chance, played it 4 times now. Not unusal it played badly vs. control, but I won the other 3 games vs. "Not knowing what I do"-Warlock, a decent priest and a mage (which I guess had bad draw luck). I still don't like, how it needs very specific cards in your opening hand, to work out. If your hand gets cramped via bad mulligan, you have problems later on, making it hard to regain boardcontrol. (I know a problem any deck can have, but some don't rely that hard on boardcontrol).
I can see it working, but I don't see it having any form of tempo mod, except for drawing more cards now and then. What am I overlooking?
Edit: Every Deck gets a chance, played it 4 times now. Not unusal it played badly vs. control, but I won the other 3 games vs. "Not knowing what I do"-Warlock, a decent priest and a mage (which I guess had bad draw luck). I still don't like, how it needs very specific cards in your opening hand, to work out. If your hand gets cramped via bad mulligan, you have problems later on, making it hard to regain boardcontrol. (I know a problem any deck can have, but some don't rely that hard on boardcontrol).
I switched the giants, though.
yeah I've playtested the deck in like 20 games and the only decks that I lose to, or is consistently hard, are control mage (but it's possible to outplay them if you predict them well, it's still a hard fight though) and spellpower+draw warlock (I didn't have a chance against this)
aside from the card drawing, the creature enrages and creature battlecry buffs to other creatures turns your early/mid game into having the attack/life of late game creatures which causes you to gain tempo
your two 3-4 mana cost creatures turn themselves into two 5-6 mana value creatures
you end up forcing your opponent to trade 2 cards to remove your individual creatures as fast as possible and therefore gain a tempo advantage
every time you attack with this deck, you create tempo advantage because you will always win trades in card advantage through attacking
I know what you mean by needing a strong opening hand, but the cards there all have so much synergy it is hard to not have a playable starting hand. Sometimes it's not the best hand like I posted up there, but most hands are pretty decent.
I would agree to remove the giants, but I'm not sure what to replace it with since I don't have too many cards right now (just using the cards I have from 40 packs + a few more packs from arena)
I've thought about putting in the creature that gives your minions Charge, but the card is too slow to play and doesn't give you any consistent card advantage that the other battlecry/deathrattle cards have
I also thought about using brewmasters to bounce all the battlecry minions but it is also too slow and removing your own minion off the board makes the deck too slow as well
the deck as it is currently, early on you just need to get either: card draw or an enrage combo and you will snowball off of that tempo advantage incredibly hard after turn 3
edit: now that I think back, Battle Rage hasn't been the best card... I've had some games where it made me win and some games where it was either a dead card or I just used it to draw 1 card. I'm not sure what I would replace it with though
heya Mindlapse i played a deck that in core was yours imo i tweaked it a bit replaced spell breaker for second taskmaster, instead x2 battle rage x2 Rampage, instead x2 sea giants i added x2 Arcanite Reaper, -1 dwarf and defender of argus for 2x upgrade, instead 2x inner rage 2x korkons and for last instead sunwalker one molten giant.
lol yea 10 cards different it isn't same deck than imo, tho those cards felt to be in it.
http://www.hearthpwn.com/decks/7576-tempo-midrange
Early Game:
- create tempo with efficient creature-based card draw (Novice Engineer, Acolyte of Pain, Battle Rage)
- control the board with early card value creatures (Raging Worgen + Inner Rage, Ironbeak Owl, Harvest Golem, Fiery War Axe, Shattered Sun Cleric)
Mid Game:
- This is the time to shine and take control. Your efficient early game transitions nicely into your even more efficient midgame where all of your creatures have fat bodies and they all either buff your other fat creatures or they are easily buffed by enrage effects
- snowball your advantage with creatures that are efficient bodies that have battlecry buffs to give other creatures (Shattered Sun Cleric, Dark Iron Dwarf, Defender of Argus, Gurubashi Berserker/Inner Rage/Cruel Taskmaster)
Late Game:
- opponent's removal should mostly be all used up because of your strong midgame mana curve, but you still have so many threats because all your creatures either give you more cards (especially with Battle Rage), buff your other creatures, or can get enraged, and are good creature bodies by themselves
- bait their remaining removals with beefed up Gurubashi Berserks and then drop your Sea Giant
- if you have board control, lock it down with Defender of Argus
Weaknesses:
lack of true removal cards so you will need to be consistent in your decision making and take advantage of your early and midgame power, otherwise your lategame will be very weak
Tips:
Don't be afraid to Inner Rage or Taskmaster your Acolyte of Pain to trade him for your opponent's creatures, because it will still be a 2 for 2 at worst (you spend 2 cards to remove a creature and draw a card) and can be even better if your acolyte survives for more card draw
Here are some of the better starts:
Turn 2: Novice Engineer or Fiery War Axe
Turn 3: 3 drop creature
or
Turn 2: coin 3drop creature
or
turn 1: coin Fiery War Axe
Turn 2: Novice Engineer
Turn 3: 3 drop creature
from there you can start to enrage your creatures or buff them with the battlecry creatures
I can see it working, but I don't see it having any form of tempo mod, except for drawing more cards now and then.
What am I overlooking?
Edit:
Every Deck gets a chance, played it 4 times now. Not unusal it played badly vs. control, but I won the other 3 games vs. "Not knowing what I do"-Warlock, a decent priest and a mage (which I guess had bad draw luck).
I still don't like, how it needs very specific cards in your opening hand, to work out.
If your hand gets cramped via bad mulligan, you have problems later on, making it hard to regain boardcontrol.
(I know a problem any deck can have, but some don't rely that hard on boardcontrol).
I switched the giants, though.
Please report toxic behaviour and unwanted threads, so the moderators can deal with them.
yeah I've playtested the deck in like 20 games and the only decks that I lose to, or is consistently hard, are control mage (but it's possible to outplay them if you predict them well, it's still a hard fight though) and spellpower+draw warlock (I didn't have a chance against this)
aside from the card drawing, the creature enrages and creature battlecry buffs to other creatures turns your early/mid game into having the attack/life of late game creatures which causes you to gain tempo
your two 3-4 mana cost creatures turn themselves into two 5-6 mana value creatures
you end up forcing your opponent to trade 2 cards to remove your individual creatures as fast as possible and therefore gain a tempo advantage
every time you attack with this deck, you create tempo advantage because you will always win trades in card advantage through attacking
I know what you mean by needing a strong opening hand, but the cards there all have so much synergy it is hard to not have a playable starting hand. Sometimes it's not the best hand like I posted up there, but most hands are pretty decent.
I would agree to remove the giants, but I'm not sure what to replace it with since I don't have too many cards right now (just using the cards I have from 40 packs + a few more packs from arena)
I've thought about putting in the creature that gives your minions Charge, but the card is too slow to play and doesn't give you any consistent card advantage that the other battlecry/deathrattle cards have
I also thought about using brewmasters to bounce all the battlecry minions but it is also too slow and removing your own minion off the board makes the deck too slow as well
the deck as it is currently, early on you just need to get either: card draw or an enrage combo and you will snowball off of that tempo advantage incredibly hard after turn 3
edit: now that I think back, Battle Rage hasn't been the best card... I've had some games where it made me win and some games where it was either a dead card or I just used it to draw 1 card. I'm not sure what I would replace it with though
heya Mindlapse i played a deck that in core was yours imo i tweaked it a bit replaced spell breaker for second taskmaster, instead x2 battle rage x2 Rampage, instead x2 sea giants i added x2 Arcanite Reaper, -1 dwarf and defender of argus for 2x upgrade, instead 2x inner rage 2x korkons and for last instead sunwalker one molten giant.
lol yea 10 cards different it isn't same deck than imo, tho those cards felt to be in it.