lol Thewanderer placed top 5 with that? That was luck. Tested that deck out, it gets stomped by everything unless you draw perfect. But thats Hs for you. 60% cash, 40% luck.
lol Thewanderer placed top 5 with that? That was luck. Tested that deck out, it gets stomped by everything unless you draw perfect. But thats Hs for you. 60% cash, 40% luck.
ridicoulus, you also need to be able to play a deck right. It's not: "pick those 30 cards, and you will win".
I can tell you right now its 60%skill 30%constructed and 10% luck in terms of winning any tournament. Yes legends and epic help.....A LOT, however if you think that is all there is to it then perhaps you should come check out our Wednesday Night Limited tournament. No legendary or epic cards allowed. Its a very equalized playing field and skill and design will matter the most.
Still surprised I placed top 5 with that deck (TheWanderer is me), as mostly it's just a knockoff of Flood's original budget pressure deck prior to the Dark Iron Dwarf nerfs. Not exactly the strongest deck, and legendaries would make it far better, but for a budget deck...it's served me fairly well so far, and can hold its own against most matchups sans Druids or, oddly enough, specific Shaman decks..
lol Thewanderer placed top 5 with that? That was luck. Tested that deck out, it gets stomped by everything unless you draw perfect. But thats Hs for you. 60% cash, 40% luck.
Stomped by everything... Are you sure you're playing the deck correctly? I assure you, that in the...60...80 games with this deck, the only truly 'bad' matchups for this deck are specific Shaman decks and Druids. ((The former because of efficient AOE early game removal, the other because of there being simply far too many high threat targets to remove efficiently throughout the course of a game)). Especially as, if memory serves, the only ideal "draw" in my matchups I had was vs Totes (in which honestly I admit I lucked out hard on by actually going SECOND and getting Delias on the first hand to set up the tempo in an ideal fashion).
To elucidate this deck is primarily based on allowing for an abundance of options early on, by which to secure and maintain board control and pressuring your opponent to play REACTIVELY to your board, with the ideal one being:
Going Second, Turn 1 Coin Delias, Turn 2 Loot Hoarder OR Backstab Delias (vs people with no strong early game board clear), Turn 3 Shattered Sun Cleric the 2/2 into a 3/3 (provided the enemy doesn't have a good way to remove 3 HP minions on turn 3), or more commonly Harvest Golem, Turn 4 Defender of Argus or Dark Iron Dwarf (while hoping they don't play a yeti or you have a backstab for it), carry tempo and battlefield control to victory, but being careful to never overextend your board till all your opponent's possible AOE is down. ((I.E, Count your opponent's Swipes, Flamestrikes, Holy Novas, Consecration, or so forth, or prep your board in a way that they can't clear it.))
Granted that's just card draw order. With this deck, as you lack AOE removal barring a betrayal (For annoying stealth creatures or when you really can't clear a taunt wall), you play to eliminate your opponent's board (or at least rendering it inconsequential) at all times, leaving them with as few options as possible, ideally none good (I.E, get as many 2 for 1, or 3 for 1 trades against you as you can.)). The only time you attempt rushdown and go for the face directly is when the opponents have burned their board control, OR if you suspect they're holding potentially lethal damage in their hand (I.E, if a Mage is holding a single card till turn 10 and "pinging" you with their hero power rather than removing your creatures or making good trades, assume pyroblast and start rushing them down if you're in dangerous territory). Deadly poisons aren't used for damage against your opponent, nor are even arguably single dagger charges (prior to turn...4 or 5, I argue, as that's when a single point of damage stops being worth much in removal)... - Why am I even bothering to discuss this really?
Regardless, what I came here to say actually is that the deck is built primarily on Flood's deck building philosophies, and I encourage people who are just starting out and lucking out in terms of legendaries or epics to look at his builds, or give this spinoff a shot. It's fairly cheap and inexpensive, most of the "rare" cards even have decent replacements (Well..not Argent Commander or Defender of Argus, get those), and helps you develop a better understanding of board control that makes playing other classes easier. That and I look forward to playing this week or next as well. Had a great time.
Vioxin - 1st Place:
Vidocq - 2nd Place:
Aequitas - 3rd Place:
WhaleCancer - 4th Place:
ckblue - 5th Place:
TheWanderer - 5th Place:
Xenofyre - 5th Place:
Dragon - 5th Place:
Strayver - 6th Place:
GOAT - 6th Place:
Totes - 6th Place:
Zoda - 6th Place:
Zaun - 6th Place:
BorN - 6th Place:
Firebat - 6th Place:
Ahusuk - 6th Place:
I'm sorry for polluting the top 4 with murlocs... Here is the action from my point of view. Top 16 starts at part 3.
We still love you whale.
lol Thewanderer placed top 5 with that? That was luck. Tested that deck out, it gets stomped by everything unless you draw perfect. But thats Hs for you. 60% cash, 40% luck.
ridicoulus,
you also need to be able to play a deck right. It's not: "pick those 30 cards, and you will win".
I can tell you right now its 60%skill 30%constructed and 10% luck in terms of winning any tournament. Yes legends and epic help.....A LOT, however if you think that is all there is to it then perhaps you should come check out our Wednesday Night Limited tournament. No legendary or epic cards allowed. Its a very equalized playing field and skill and design will matter the most.
Still surprised I placed top 5 with that deck (TheWanderer is me), as mostly it's just a knockoff of Flood's original budget pressure deck prior to the Dark Iron Dwarf nerfs. Not exactly the strongest deck, and legendaries would make it far better, but for a budget deck...it's served me fairly well so far, and can hold its own against most matchups sans Druids or, oddly enough, specific Shaman decks..
Stomped by everything... Are you sure you're playing the deck correctly? I assure you, that in the...60...80 games with this deck, the only truly 'bad' matchups for this deck are specific Shaman decks and Druids. ((The former because of efficient AOE early game removal, the other because of there being simply far too many high threat targets to remove efficiently throughout the course of a game)). Especially as, if memory serves, the only ideal "draw" in my matchups I had was vs Totes (in which honestly I admit I lucked out hard on by actually going SECOND and getting Delias on the first hand to set up the tempo in an ideal fashion).
To elucidate this deck is primarily based on allowing for an abundance of options early on, by which to secure and maintain board control and pressuring your opponent to play REACTIVELY to your board, with the ideal one being:
Going Second, Turn 1 Coin Delias, Turn 2 Loot Hoarder OR Backstab Delias (vs people with no strong early game board clear), Turn 3 Shattered Sun Cleric the 2/2 into a 3/3 (provided the enemy doesn't have a good way to remove 3 HP minions on turn 3), or more commonly Harvest Golem, Turn 4 Defender of Argus or Dark Iron Dwarf (while hoping they don't play a yeti or you have a backstab for it), carry tempo and battlefield control to victory, but being careful to never overextend your board till all your opponent's possible AOE is down. ((I.E, Count your opponent's Swipes, Flamestrikes, Holy Novas, Consecration, or so forth, or prep your board in a way that they can't clear it.))
Granted that's just card draw order. With this deck, as you lack AOE removal barring a betrayal (For annoying stealth creatures or when you really can't clear a taunt wall), you play to eliminate your opponent's board (or at least rendering it inconsequential) at all times, leaving them with as few options as possible, ideally none good (I.E, get as many 2 for 1, or 3 for 1 trades against you as you can.)). The only time you attempt rushdown and go for the face directly is when the opponents have burned their board control, OR if you suspect they're holding potentially lethal damage in their hand (I.E, if a Mage is holding a single card till turn 10 and "pinging" you with their hero power rather than removing your creatures or making good trades, assume pyroblast and start rushing them down if you're in dangerous territory). Deadly poisons aren't used for damage against your opponent, nor are even arguably single dagger charges (prior to turn...4 or 5, I argue, as that's when a single point of damage stops being worth much in removal)... - Why am I even bothering to discuss this really?
Regardless, what I came here to say actually is that the deck is built primarily on Flood's deck building philosophies, and I encourage people who are just starting out and lucking out in terms of legendaries or epics to look at his builds, or give this spinoff a shot. It's fairly cheap and inexpensive, most of the "rare" cards even have decent replacements (Well..not Argent Commander or Defender of Argus, get those), and helps you develop a better understanding of board control that makes playing other classes easier. That and I look forward to playing this week or next as well. Had a great time.
It's not really floods deck its Reynard's deck that Flood posted on the forums
Edit: NVM looking at wrong deck
A deck is a deck. Just because the public thinks it's cheesy, doesn't mean you should apologize.