About your deck by the way - my question is whether it's not too slow if basically only fan of blades actually helps to cycle - do you actually get enough draw to discount the giants at a realistic rate? and then you'd still actually have to draw the giants. Do you wait a little with the fan of blades so that they actually kill minions or do you go at it right away? (I guess saving the fans that you also have a prep for is smart - but the other ones you need the mana for cycling..)
I also tried using shiv, but fan of knives gives you the chance to clear the table against some decks (like mech hunter). I made it work a couple of times, but it isn't the best deck around. I think that a shammy using Far Sight + Ancestral Knowledge + Arcane Giant would be probably more consistent, but I wasn't able to test it yet.
I still like a deck more if it's a bit of a challenge and fun, than super powerful but boring (like I said)..
Turns out barnes dr boom evolve is fun, but so slow that it becomes difficult relying on the opponent's deck not being all that good, and certainly no aggro. 1-2 with it and only won because opponent made the mistake of mechwarping annoy-o-trons rather than something like piloted shredder with at least some attack on it. :p
Less ideal is having to evolve an 8-drop into a 9-drop because it evolves along the second time... 8-drops ftw.
LOL:
Playing enchanted raven + mark of y'shaarj + menagerie warden - against mill druid... even with the mulligan he managed to fill my intire hand without any ravens in it, let alone the fact that mark of Y draws a card. gg. wow and now once again zero ravens. (switched menagerie warden for innervate). 3rd game, another mill druid. fml
How do I post a deck for the tavern? never done it before
At the top of the text editor box (where you write a post), the icon on the far right is "deck". I never actually used the function, not yet anyway... but that should do the trick.
There's a pattern I noticed in this Tavern Brawl. It brings you back to the fundamentals of deck design. All the most successful decks have these things in common:
1. Card draw / Card Advantage engine 2. Something to kill opposing minions with 3. Your win condition 4. Last but not least, this is optional, but gives you a huge advantage: Mana reduction or acceleration.
Take for example the popular mill druid deck: 1. Coldlight Oracle draws you cards 2. Naturalize takes care of their minions 3. 1 and 2 combined kills your opponent through fatigue 4. Innervate takes care of mana acceleration
What about the Discolock deck: 1. Malchezaar's Imp draws you cards 2. Soulfire takes care of their minions 3. Silverware Golem gets its cost discounted when it's discarded. Mana Reduction
Mechwarper deck: 1.Mechwarper takes care of mana reduction 2.Gorillabot "draws" cards for you 3. Metaltooth Leaper / Iron Sensei / whatever other mech is just part of your win condition of flooding the board with mechs.
So the key to building a successful deck for this brawl is to assemble 3 cards that fulfill these 3 (4) roles: 1. Board Control 2. Card Advantage 3. Win Condition 4. Mana reduction / acceleration
Yeah makes sense, enough discount on Everyfin and their naturalize also mainly works on single bigger targets rather than anything zoo going on. Winning by mech hunter is a good achievement of course.
innervate + alarm-o-bot + ysera can work if you're not up against something like mill druid or discolock - though the Ysera Awakens is needed if you're getting ganged up on.
I like evolve as a touch on the mechwarper concept... although I would get rid of mechs like Micro Machine if you do that. Annoy-o-Tron and Harvest Golem are more sticky which is good for the evolve. But if you don't use evolve I think stuff like micro machine is not bad to spam with but you moderate the advantage you get from warping which is good for tempo in the beginning, but if you are running out of cards, there is no advantage to discount on a 2-drop you would have the mana for anyway.
Haha I saw already on page one the talk about metal saber tooth being cancer. I tend to agree, but other mechwarper decks can be sort of balanced, relatively speaking.
Also agreed @ analysis of tier 1 top 3 decks... that's how you get the value and/or tempo escalating..
Tier 2 decks apparently lack at least one of the elements...
I'm getting sort of 'milled' by a paladin with humility, seal of light and forbidden healing, with zero chance of winning. Trolling me by wasting time?
Let's see what swashburglar + funnel cake peddler + ethereal peddler does.. probably way too slow.
There's a pattern I noticed in this Tavern Brawl. It brings you back to the fundamentals of deck design. All the most successful decks have these things in common:
1. Card draw / Card Advantage engine 2. Something to kill opposing minions with 3. Your win condition 4. Last but not least, this is optional, but gives you a huge advantage: Mana reduction or acceleration. Great break down! I think my deck meets your deck building criteria:
Great breakdown on deck building! I think my decks meets your criteria. It doesn't have the desired win-rate but it is fun when it works!
Discounted Power Word: Shield draws for Free and can be continuous depending on a draw and/or Mind Blast will cost 1 or 0 mana. All this because of presence of Shadowfiend on the board.
Naturalize, Prince Malchezaar, + other spell. Start of the game you get 30 legendaries added to your deck so now you have twice as many cards, they'll mill themselves out with coldlight oracle.
Plus you get a chance to play a bunch of legendaries, so yay added fun!
Here is a Very Fun Deck that I have played some with that has had a very good win rate. Maybe others have played it but I haven't ran into anybody else in my matches who has:
Lightning Storm
Healing Wave
Yogg
Lightning Storm can clear out many of the Minion based decks. Healing Wave is basically 3 Mana for 14 Heal vs all other Non Yogg Decks. Yogg is Yogg
Isn't shadowfiend a bit expensive to keep alive for regular draw? I guess if you can get multiple up without getting killed you can get somewhere... but it means you have to pull so much tempo out of your ass to get that kind of value that it wouldn't really get off the ground?
Mechwarper and sorcerer's apprentice have direct effect allowing for a combo that you don't have to wait one or more turns on to continue.
I now consider combo mage and mill druid both cancer because of the lack of depth in the game with them. murlocs are only cool if there's something freaky like involve going on imo - just buffs are boring.
I'd like to make ethereal peddler work, but with a mirror match-up i'm fucked lol.
Naturalize, Prince Malchezaar, + other spell. Start of the game you get 30 legendaries added to your deck so now you have twice as many cards, they'll mill themselves out with coldlight oracle.
Plus you get a chance to play a bunch of legendaries, so yay added fun!
Problem with that idea (basically nice to get mill druids back tho!) is your innervates to afford the legendaries and the naturalizes are buried between all those legendaries in your deck and your opponent does not have this problem. When your legendaries get naturalized you are defenseless to the coldlight oracle bodies...
hehehe the modified version also counters bolster warrior and dust devil shaman and murloc decks well enough to win (obviously: anything zoo), sweet.. now let's give discolock some of its own hellfire for those 3-health minions while milling it with coldlight oracle if they like drawing so much? Hmm how do you avoid milling yourself tho - if not prince malchazaar then soulfire I guess...
So forget about milling back with naturalize IMO, and use explosive sheep to clear out the coldlights cheaply even if they get naturalized...
Their 10 naturalizes make you draw 20 more which is still less than the 30 extra cards in your deck. So they couldn't possibly win the fatigue war even without naturalizing back.
I'm impressed you can use mana wraith effectively... :) You'd need a mana wraith to offset every mechwarper, but mana wraiths also make you pay that mana tax yourself, trade badly with mechwarpers so what gives you an edge over mech hunter??
I started out with Fiery War Axe, Upgrade!, and Heroic Strike. Not bad, but once you start Upgrading, any further War Axes drawn are dead. The Strike seemed a bit underwhelming as well. I considered running Bash instead, but then I got bored and wanted to try discardlock.
Soulfire and Fist of Jaraxxus were fun last time, but too swingy. I thought Malchezaar's Imp might help smooth it out, and it worked okay but backfired against Mill Druid. Silverware Golem didn't work much better, since it was always just another Naturalize target.
So the key to building a successful deck for this brawl is to assemble 3 cards that fulfill these 3 (4) roles: 1. Board Control 2. Card Advantage 3. Win Condition 4. Mana reduction / acceleration
I also tried using shiv, but fan of knives gives you the chance to clear the table against some decks (like mech hunter). I made it work a couple of times, but it isn't the best deck around. I think that a shammy using Far Sight + Ancestral Knowledge + Arcane Giant would be probably more consistent, but I wasn't able to test it yet.
How do I post a deck for the tavern? never done it before
Eaglehorn should be the other 2 mana weapon instead. It's just better. Aggro wise.
I still like a deck more if it's a bit of a challenge and fun, than super powerful but boring (like I said)..
Turns out barnes dr boom evolve is fun, but so slow that it becomes difficult relying on the opponent's deck not being all that good, and certainly no aggro. 1-2 with it and only won because opponent made the mistake of mechwarping annoy-o-trons rather than something like piloted shredder with at least some attack on it. :p
Less ideal is having to evolve an 8-drop into a 9-drop because it evolves along the second time... 8-drops ftw.
LOL:
Playing enchanted raven + mark of y'shaarj + menagerie warden - against mill druid... even with the mulligan he managed to fill my intire hand without any ravens in it, let alone the fact that mark of Y draws a card. gg. wow and now once again zero ravens. (switched menagerie warden for innervate).
3rd game, another mill druid. fml
tinyfins into Everyfin is Awesome shaman, not bad..
Overloaded Mana Addict
With 3 cards though, is it really necessary?
Overloaded Mana Addict
There's a pattern I noticed in this Tavern Brawl. It brings you back to the fundamentals of deck design.
All the most successful decks have these things in common:
1. Card draw / Card Advantage engine
2. Something to kill opposing minions with
3. Your win condition
4. Last but not least, this is optional, but gives you a huge advantage: Mana reduction or acceleration.
Take for example the popular mill druid deck:
1. Coldlight Oracle draws you cards
2. Naturalize takes care of their minions
3. 1 and 2 combined kills your opponent through fatigue
4. Innervate takes care of mana acceleration
What about the Discolock deck:
1. Malchezaar's Imp draws you cards
2. Soulfire takes care of their minions
3. Silverware Golem gets its cost discounted when it's discarded. Mana Reduction
Mechwarper deck:
1.Mechwarper takes care of mana reduction
2.Gorillabot "draws" cards for you
3. Metaltooth Leaper / Iron Sensei / whatever other mech is just part of your win condition of flooding the board with mechs.
Combo Mage:
1. Sorcerer's Apprentice takes care of mana reduction
2. Forgotten Torch controls the board and is also your win condition
3. Arcane Intellect is your draw engine
So the key to building a successful deck for this brawl is to assemble 3 cards that fulfill these 3 (4) roles:
1. Board Control
2. Card Advantage
3. Win Condition
4. Mana reduction / acceleration
Bad players whine.
Good players adapt.
Yeah makes sense, enough discount on Everyfin and their naturalize also mainly works on single bigger targets rather than anything zoo going on. Winning by mech hunter is a good achievement of course.
innervate + alarm-o-bot + ysera can work if you're not up against something like mill druid or discolock - though the Ysera Awakens is needed if you're getting ganged up on.
I like evolve as a touch on the mechwarper concept... although I would get rid of mechs like Micro Machine if you do that. Annoy-o-Tron and Harvest Golem are more sticky which is good for the evolve. But if you don't use evolve I think stuff like micro machine is not bad to spam with but you moderate the advantage you get from warping which is good for tempo in the beginning, but if you are running out of cards, there is no advantage to discount on a 2-drop you would have the mana for anyway.
Haha I saw already on page one the talk about metal saber tooth being cancer. I tend to agree, but other mechwarper decks can be sort of balanced, relatively speaking.
Also agreed @ analysis of tier 1 top 3 decks... that's how you get the value and/or tempo escalating..
Tier 2 decks apparently lack at least one of the elements...
I'm getting sort of 'milled' by a paladin with humility, seal of light and forbidden healing, with zero chance of winning. Trolling me by wasting time?
Let's see what swashburglar + funnel cake peddler + ethereal peddler does.. probably way too slow.
Overloaded Mana Addict
Great breakdown on deck building! I think my decks meets your criteria. It doesn't have the desired win-rate but it is fun when it works!
I ran a fun counter to mill druids.
Naturalize, Prince Malchezaar, + other spell. Start of the game you get 30 legendaries added to your deck so now you have twice as many cards, they'll mill themselves out with coldlight oracle.
Plus you get a chance to play a bunch of legendaries, so yay added fun!
Here is a Very Fun Deck that I have played some with that has had a very good win rate. Maybe others have played it but I haven't ran into anybody else in my matches who has:
Lightning Storm
Healing Wave
Yogg
Lightning Storm can clear out many of the Minion based decks. Healing Wave is basically 3 Mana for 14 Heal vs all other Non Yogg Decks. Yogg is Yogg
Isn't shadowfiend a bit expensive to keep alive for regular draw? I guess if you can get multiple up without getting killed you can get somewhere... but it means you have to pull so much tempo out of your ass to get that kind of value that it wouldn't really get off the ground?
Mechwarper and sorcerer's apprentice have direct effect allowing for a combo that you don't have to wait one or more turns on to continue.
I now consider combo mage and mill druid both cancer because of the lack of depth in the game with them. murlocs are only cool if there's something freaky like involve going on imo - just buffs are boring.
I'd like to make ethereal peddler work, but with a mirror match-up i'm fucked lol.
Overloaded Mana Addict
hehehe the modified version also counters bolster warrior and dust devil shaman and murloc decks well enough to win (obviously: anything zoo), sweet.. now let's give discolock some of its own hellfire for those 3-health minions while milling it with coldlight oracle if they like drawing so much? Hmm how do you avoid milling yourself tho - if not prince malchazaar then soulfire I guess...
Overloaded Mana Addict
I actually tried out a CTthun druid deck. I used Inerverate, Dark Arakkoa, and C'Thun and actually managed to beat a discard warlock.
I started out with Fiery War Axe, Upgrade!, and Heroic Strike. Not bad, but once you start Upgrading, any further War Axes drawn are dead. The Strike seemed a bit underwhelming as well. I considered running Bash instead, but then I got bored and wanted to try discardlock.
Soulfire and Fist of Jaraxxus were fun last time, but too swingy. I thought Malchezaar's Imp might help smooth it out, and it worked okay but backfired against Mill Druid. Silverware Golem didn't work much better, since it was always just another Naturalize target.
I'd been thinking of trying an Evolve deck as well, but wasn't sure what else to run. I thought maybe Bilefin Tidehunter and Maelstrom Portal, but someone upthread suggested Tuskarr Totemic and Thing from Below which sounds like fun. I'll try both and see which one I like.
I can't believe I never thought of 10 Prince Malchezaars! Not sure what I'll run it in, and not sure I care!
Shiv, Edwin Van Cleef, and Preparation, not the best but fun when you have four 20/20 minions on the board
Raging worgen ,inner rage, rampage has been preeetty good
First deck I've made here... So far so good!
1. Nothing
2. Coldlight Oracle
3. Coldlight Oracle and Loatheb
4. Innervate
Legendaries crafted so far: Dr. Boom, Kazakus, Lord Jaraxxus, Sylvanas Windrunner, Fire Plume's Heart, Mal'Ganis, Bloodreaver Gul'dan, Baku the Mooneater, Genn Greymane, Aya Blackpaw, Patches the Pirate, Leeroy Jenkins, Zilliax, Raid the Docks and ancharr
Explosive sheep, stone tusk boar, and power overwhelming.