I didn't see unleash the hounds and scavenging hyena. Kill any of the hyenas and the others get buffer. summon minions and he'll suicide his hounds into them. I dunno if it's op but was hard to beat with any of my mage removal decks,.
I didn't see unleash the hounds and scavenging hyena. Kill any of the hyenas and the others get buffer. summon minions and he'll suicide his hounds into them. I dunno if it's op but was hard to beat with any of my mage removal decks,.
Doomsayer plus reach pretty much secures you from minion spam. Also hyenas are slower than mechs, and since Unleash the Hounds is a hunter card, mech leaper combo is prevalent.
ice block+fireball. There's actually 0 point in even trying to beat it unless you're using the combo yourself or armorsmith+whirlwind(which sucs against everything else).
Loses to Innervate + coldlight.
It is a really favourite Match-Up for Mage. I highly doubt that you can deal the 30 damage before turn 3. At that point the Mage has Ice Block and since he got so many cards from the coldlights he most likely will have enough until he kills you with the fireballs. Fatigue is not a problem, since you can play at max 7 coldlights which is 14 extra cards. So even with the coin you don't Fatige before turn 13 and until then your opponent is long dead.
u know ice block dies to fatigue right?
The Druid dies before the Mage will get to fatigue.
Turn 2 ping, turn 3 block, turn 4 fireball (the mage is usually still alive on turn 4), turn 5 block/ping, turn 6 block/ping, turn 7 block/fireball, turn 8 block/fireball, turn 9 double fireball.
With a board full of murlocs there's no way to summon extra minions and fatigue the mage, so after those 14 extra cards from the first 7 murlocs the Mage can just relax and wait to win on turn 9. With all the extra card draw chances are there will be enough Ice Blocks, since only 5 or at the most 6 are required.
in my experience, at least half of them play with naturalize instead of innervate. can you still think of a way to beat that?
In that kind of match, Druid has to go:
T1 pass
T2 hero power (Mage at 29)
T3 Coldlight (2 cards)
T4 Coldlight (4 cards, Mage at 27hp), first Fireball (Druid at 25, due to turn 2 hero power)
T5 Coldlight, hero power (6 cards, Mage at 23hp), second Fireball (Druid at 20)
T6 Coldlight, Coldlight (10 cards, Mage at 17hp), third Fireball (Druid at 14)
T7 Coldlight, Coldlight, Naturalize ( 16 cards, mage at 7hp), 4th Fireball (Druid at 8)
In this scenario, the first one to have initiative on turn 8 wins, either the Mage with double Fireball or the Druid by killing his own Murlocs and forcing the Mage to die by fatigue.
Alternative:
T1 pass
T2 hero power (Mage at 29)
T3 Coldlight (2 cards)
T4 Coldlight, Naturalize on the previous Murloc after attacking (6 cards, Mage at 27hp), first Fireball (Druid at 25, due to turn 2 hero power)
T5 Coldlight, Naturalize on the previous Murloc after attacking (10 cards, Mage at 25hp), second Fireball (Druid at 19)
T6 Coldlight, Coldlight (14 cards, Mage at 25hp), third Fireball (Druid at 13)
T7 Coldlight, Coldlight, Naturalize ( 22 cards, mage at 21hp), 4th Fireball (Druid at 6)
By using Naturalize early the Mage will get to fatigue much quicker, but will still have enough hp to avoid death.
Basically this matchup is a 50/50 and highly depends on who goes first, which for the Druid is good news because Innervate/Oracle is hopeless against Ice Block Mage.
On the other hand, Oracle/Naturalize has pretty much 0% chance of winning vs Mech Hunter (5/6 minions on the board on turn 2 (with coin) or 3 threatening lethal, even if the Druid casts Naturalize x3 he's dead next turn to all the +2 attack mech drawn).
SoulfireFist of Jaraxxus is really nice and fun. Funny to destroy coldlight decks, thanks for the cards fellas, here's some soulfires and fists up your face lol.
ice block+fireball. There's actually 0 point in even trying to beat it unless you're using the combo yourself or armorsmith+whirlwind(which sucs against everything else).
Loses to Innervate + coldlight.
It is a really favourite Match-Up for Mage. I highly doubt that you can deal the 30 damage before turn 3. At that point the Mage has Ice Block and since he got so many cards from the coldlights he most likely will have enough until he kills you with the fireballs. Fatigue is not a problem, since you can play at max 7 coldlights which is 14 extra cards. So even with the coin you don't Fatige before turn 13 and until then your opponent is long dead.
u know ice block dies to fatigue right?
Did you even read my whole text??? Sure i know that, but i pointed out that the mage wouldn't fatigue before turn 13 and until then the Druid is long dead. So fatigue doesn't need to be taken into consideration.
You are missing mechwarper + iron sensei, mindblast + doomsayer, soutsea deckhand + ship's cannon.
Those are strong combo's but still nothing can beat innervate + yogg in terms of fun.
Mechwarper + Iron Sensei is interesting, might be a bit to slow just because there is no refuel and the buff provided isn't much but interesting. Mindblast + Doomsayer sound good but tbh, you can only win if you play Doomsayer first (since 100% your oppenent will have a full board or huge minions to kill him if you aren't able to play Doomsayer on board first) and only if you get Doomsayer every turn. Southsea deck + Ship's Cannon sounds good. Might actually work really well in Rogue. Innervate + Yogg is the best. I conceded to my opponent even though I won, just because he played that.
Mechwarper + Gorillabot is brutal. By the end of turn 2 I had 5 Mechwarpers, 1 Gorillabot and a FelCannon on board.
Yea lmao, so really OP stuff and good for all classes but best for Hunter lol since its all about face.
I think Warlock is good for this too because card draw I've won a turn earlier due to the tap. Since all the mechs become free the tap is really powerful.
young dragonhawk and PO, had 10 lethals turn 3 out of 30 games, enough for me :)
most powerful deck - mech hunter, turn 2-3 had lethal on board, if you kills 2 mechwraper can kill you with topdecking 3-3 buffer. also warrior dummy\bolster, not draw dependent, huge board turn 1-2.
second place - ice block\fireball. if draws lucky (7-10 ice block in a row) - can beat mech hunter. destroys any other decks (except mill)
third place - innervate\oracle naturalize\oracle. sucks to mech, destroy other 90% decks
ice block+fireball. There's actually 0 point in even trying to beat it unless you're using the combo yourself or armorsmith+whirlwind(which sucs against everything else).
Loses to Innervate + coldlight.
It is a really favourite Match-Up for Mage. I highly doubt that you can deal the 30 damage before turn 3. At that point the Mage has Ice Block and since he got so many cards from the coldlights he most likely will have enough until he kills you with the fireballs. Fatigue is not a problem, since you can play at max 7 coldlights which is 14 extra cards. So even with the coin you don't Fatige before turn 13 and until then your opponent is long dead.
u know ice block dies to fatigue right?
The Druid dies before the Mage will get to fatigue.
Turn 2 ping, turn 3 block, turn 4 fireball (the mage is usually still alive on turn 4), turn 5 block/ping, turn 6 block/ping, turn 7 block/fireball, turn 8 block/fireball, turn 9 double fireball.
With a board full of murlocs there's no way to summon extra minions and fatigue the mage, so after those 14 extra cards from the first 7 murlocs the Mage can just relax and wait to win on turn 9. With all the extra card draw chances are there will be enough Ice Blocks, since only 5 or at the most 6 are required.
in my experience, at least half of them play with naturalize instead of innervate. can you still think of a way to beat that?
In that kind of match, Druid has to go:
T1 pass
T2 hero power (Mage at 29)
T3 Coldlight (2 cards)
T4 Coldlight (4 cards, Mage at 27hp), first Fireball (Druid at 25, due to turn 2 hero power)
T5 Coldlight, hero power (6 cards, Mage at 23hp), second Fireball (Druid at 20)
T6 Coldlight, Coldlight (10 cards, Mage at 17hp), third Fireball (Druid at 14)
T7 Coldlight, Coldlight, Naturalize ( 16 cards, mage at 7hp), 4th Fireball (Druid at 8)
In this scenario, the first one to have initiative on turn 8 wins, either the Mage with double Fireball or the Druid by killing his own Murlocs and forcing the Mage to die by fatigue.
Alternative:
T1 pass
T2 hero power (Mage at 29)
T3 Coldlight (2 cards)
T4 Coldlight, Naturalize on the previous Murloc after attacking (6 cards, Mage at 27hp), first Fireball (Druid at 25, due to turn 2 hero power)
T5 Coldlight, Naturalize on the previous Murloc after attacking (10 cards, Mage at 25hp), second Fireball (Druid at 19)
T6 Coldlight, Coldlight (14 cards, Mage at 25hp), third Fireball (Druid at 13)
T7 Coldlight, Coldlight, Naturalize ( 22 cards, mage at 21hp), 4th Fireball (Druid at 6)
By using Naturalize early the Mage will get to fatigue much quicker, but will still have enough hp to avoid death.
Basically this matchup is a 50/50 and highly depends on who goes first, which for the Druid is good news because Innervate/Oracle is hopeless against Ice Block Mage.
On the other hand, Oracle/Naturalize has pretty much 0% chance of winning vs Mech Hunter (5/6 minions on the board on turn 2 (with coin) or 3 threatening lethal, even if the Druid casts Naturalize x3 he's dead next turn to all the +2 attack mech drawn).
I did the calculation as well and in my opinion the druid has always the chance to beat the Mage, if he don't draw really badly. However, he really needs to play the cards in the right order otherwise he loss easily. I think you didn't consider the coin in your calculation.
There is a lot of steak here...
Soulfire and Fist of Jaraxxus is a combo I personally like to use. Most people concede after taking 16 damage turn 1
I really enjoyed Orgrimmar Aspirant and Upgrade!.
But Knife Juggler and Forbidden Ritual revealed to be devastating
Cold Blood + Southsea Deckhand
Try Soulfire and Fist of Jaraxxus. 100% winrate in 7 matches.
I've just seen a guy running Mechwarper + Evolve. 6 random 3 drops on turn 3 was pretty devastating, much better than Bilefin Tidehunter
Loatheb and Innervate (probably mentioned elsewhere, but I didn't click through 8 pages to find out).
My very first try and win was with Warrior: Alexstrasza's Champion + Faerie Dragon
Soulfire Fist of Jaraxxus is really nice and fun. Funny to destroy coldlight decks, thanks for the cards fellas, here's some soulfires and fists up your face lol.
My favourite is Yogg-Saron, Hope's End plus Innervate, here is a screenshot from my last game.
Bloofmage Thalanos and Frostbolt
Shadow Bomber and Light of the Naaru surprisingly effective. Beaten ice block/fireball mages and mech hunters
young dragonhawk and PO, had 10 lethals turn 3 out of 30 games, enough for me :)
most powerful deck - mech hunter, turn 2-3 had lethal on board, if you kills 2 mechwraper can kill you with topdecking 3-3 buffer. also warrior dummy\bolster, not draw dependent, huge board turn 1-2.
second place - ice block\fireball. if draws lucky (7-10 ice block in a row) - can beat mech hunter. destroys any other decks (except mill)
third place - innervate\oracle naturalize\oracle. sucks to mech, destroy other 90% decks
I've been having fun killing Coldlight Oracle + Naturalize Druids with:
Innervate + Deathwing, Dragonlord
When they stupidly naturalize Deathwing, you draw 2 more and they fly into the battle!