Im looking for feedback on my deck (i dont have beta), the main concept is that every creature is capable of massive damage/charge. It has god draw potential with battle rage/ww combo which can enrage creatures at the same time.
I have changed it recently from having 2x slam and 2x ironbeak owl to 2x tauren warrior and 2x thrallmar farsear, i think its better but your feedback is welcome. Also would execute be a good addition for removal, if so what to replace.
your curve is on the low side, I am afraid when it comes to late game you might lose tempo and start just top decking, which is a problem in you kind of deck because a lot of the cards do better with some combo with other cards. there are a lot of things I would change, so much so that it would be a totally new deck, but that is one thing about card games is that there is personality behind decks.
I agree with Rabid plus you don't have any control in your deck (cleave, shield slam, slam) it's pretty much just trying to control with your creatures.
If your opponent has good creature control you're pretty much out of luck. Late games not that great in the deck either. You have things that enrage but they're not an immediate threat unfortunately
While i agree with both comments, im not planning on late game with this deck and if it comes to it leeroy, beast + charge or grommash + any card to enrage him can finish the job quickly.
there is 2x charge and 2 warsong comander to allow minions to deal damage the turn they are played
All in all, most cards can deal 10+ damage per turn if comboed with 1-2 other cards, with good first hand draw or 3-4 card battle rage it could be over very quickly.
This is like my daily warrior deck, just charge the crap out of the enemy and hope he doesn't get too many taunts down ( many decks in this meta tend to to in constructed). Pretty fun, I'm missing leeroys sadly.
just add two fiery war axes, two arcanite reapers, two heroic strikes, and two weapon smiths. There's your creature control and direct damage. Forgot the silences to bypass taunts, btw. Execute isn't very necessary for a deck structure like this, but yeah, owls.
Elven archers suck, look for some wild pyromancers if you like enrage mechanics.
Edit: Playing with it a bit right now, still finished my dailies pretty quick. Lol. Very hilarious watching rogues/druids try to trade attacks with your charge minions only to get an extra 9 damage to the face and lose quickly. People don't really know what to expect in queues and that's when you can easily take advantage.
Having no execute is almost not excusable, or silence makes this deck worthless. Some of my worst decks would kill this hard. There are decks that get some big things out at turn 4, anything that keeps you alive past turn 4 can really put this deck behind...
You can make the mions work, but you need a little more in the abilities area to make this work...
Hi,
Im looking for feedback on my deck (i dont have beta), the main concept is that every creature is capable of massive damage/charge. It has god draw potential with battle rage/ww combo which can enrage creatures at the same time.
I have changed it recently from having 2x slam and 2x ironbeak owl to 2x tauren warrior and 2x thrallmar farsear, i think its better but your feedback is welcome. Also would execute be a good addition for removal, if so what to replace.
Thanks
your curve is on the low side, I am afraid when it comes to late game you might lose tempo and start just top decking, which is a problem in you kind of deck because a lot of the cards do better with some combo with other cards. there are a lot of things I would change, so much so that it would be a totally new deck, but that is one thing about card games is that there is personality behind decks.
I agree with Rabid plus you don't have any control in your deck (cleave, shield slam, slam) it's pretty much just trying to control with your creatures.
If your opponent has good creature control you're pretty much out of luck. Late games not that great in the deck either. You have things that enrage but they're not an immediate threat unfortunately
While i agree with both comments, im not planning on late game with this deck and if it comes to it leeroy, beast + charge or grommash + any card to enrage him can finish the job quickly.
there is 2x charge and 2 warsong comander to allow minions to deal damage the turn they are played
All in all, most cards can deal 10+ damage per turn if comboed with 1-2 other cards, with good first hand draw or 3-4 card battle rage it could be over very quickly.
This is like my daily warrior deck, just charge the crap out of the enemy and hope he doesn't get too many taunts down ( many decks in this meta tend to to in constructed). Pretty fun, I'm missing leeroys sadly.
just add two fiery war axes, two arcanite reapers, two heroic strikes, and two weapon smiths. There's your creature control and direct damage. Forgot the silences to bypass taunts, btw. Execute isn't very necessary for a deck structure like this, but yeah, owls.
Elven archers suck, look for some wild pyromancers if you like enrage mechanics.
Edit: Playing with it a bit right now, still finished my dailies pretty quick. Lol. Very hilarious watching rogues/druids try to trade attacks with your charge minions only to get an extra 9 damage to the face and lose quickly. People don't really know what to expect in queues and that's when you can easily take advantage.
http://www.youtube.com/user/vtxaishi
You're not going crazy, I edit 2~3 times each post
Having no execute is almost not excusable, or silence makes this deck worthless. Some of my worst decks would kill this hard. There are decks that get some big things out at turn 4, anything that keeps you alive past turn 4 can really put this deck behind...
You can make the mions work, but you need a little more in the abilities area to make this work...
Let it be known I consider anything over 6 mana to be late game.