Me again, asking for crafting advice. I followed the previous piece of advice and I crafted The Warlock DK and so far im having lots of fun with it (good thing I opened both Voidlords and both Twisting Nethers). My question is: should I craft the cubes as well? Other control decks outlast me because I dont have a game finisher; im carrying both Corridor Creepers, the lich king and zola the gorgon (great value for the weapon but a bit slow). I dont have Umbra but i hear shes not necessary. What do you think?
In my opinion Kingsbane is not so funny. It's just competitive. Exodia Shaman is now creazy fun deck, but I don't know if it isn't just a bad deck. Loosing isn't very funny though.
Is it worth Craftin Tarim for aggro pally or Skull for Control/Cube lock? (I don't have the paladin weapon)
Tarim is more of a safe craft than the skull. +1 with 1xbenx1
Although cubelock is really really popular atm, I'm not really sure about its future. I really think there will be more consistent and safe win-conditions than just making that cube-voidlord/-doomguard set up. Tarim has always been used in paladin decks (in all kinds) and because he has a swing potential, he will still find a home in a future paladin deck. This won't be the case, if paladin becomes the new shaman after the next rotation, but I doubt it, I'm not really pessimistic about that class.
"Cards/Decks I am considering crafting; Patches and two captains for (keleseth-less) zoolock, aggro paladin, a piraty addition to mrgladin or maybe token druid. Some of the solid epics I'm missing; Grand archivist, Spiteful summoner, Dirty rat, Doomsayer, Corpsetakers, voidlords."
Remember Patches and Dirty Rat are gone in the next 4ish months, so if you are looking more long term value with your craft and you mostly play Standard you might want to shy away from crafting those.
Is it worth Craftin Tarim for aggro pally or Skull for Control/Cube lock? (I don't have the paladin weapon)
If you dont have a strong Warlock preference, I would go for Tarim as well, as it fits almost all pally decks its more flexible and useful. It is also not susceptible to weapon removal like Skull is. The meta doesnt seem to have tons of that right now, but if that sways a bit it feels pretty bad to have a card be totally dead when you run up against an ooze or Jones or whatever. I recently added Harrison back to a few of my slower decks because I was seeing lots of this Cubelock play recently.
Not just a win-condition, in control paladin you made the opponent's big minions (thinking about jades atm) significantly smaller; you could regain board control.
That's why this card is so powerful, it's really strong and flexible: - in a defensive way (making the enemy's board smaller + having the taunt additional effect) - in an offensive way (buffing your minions + super effective with board auras {Murloc Warleader}) - swingy (although already concluded, you are favoured to make the best trades)
I also wanted to say what Oddling77 expressed, but I didn't find a good way to sound smart. The weapon is also vulnerable, you have to wait a turn in order for it to give you value, in the mean time you can counter it. Tarim - well, you can indirectly counter him by clearing the paladin's board, BUT the battlecry effect will always take place.
As for the weapon - I have it myself, I also have most of the cards needed for the cubelock, but there is something, that bugs me with that deck. I just don't see it as the all-powerful deck everyone describes it, for me there are some clumsy stuff with it and one of those is also connected to the weapon.
I don't fear the weapon removal at all, seems people don't fear weapons enough to put it in all decks. You probably only see them in decks people copied from tournaments.
But yeah, i also have the cards to build good lock decks and didn't bother to play a game with it even once. Tarim probably so much more important to craft, i finally crafted it few weeks ago myself so i can finally play paladin quests with a decent deck.
Tarim is better in aggro paladin than the weapon. There was a discussion earlier that basically made the point its too slow but comes in handy now and then.
Long winded way, yes Tarim would be a good craft if you want to play Aggro Paladin even without the weapon.
I don't fear the weapon removal at all, seems people don't fear weapons enough to put it in all decks. You probably only see them in decks people copied from tournaments.
But yeah, i also have the cards to build good lock decks and didn't bother to play a game with it even once. Tarim probably so much more important to craft, i finally crafted it few weeks ago myself so i can finally play paladin quests with a decent deck.
I dont fear it enough to never run a "weapon based deck" either. However I wanted to point out if the cubelock, (or any weapon deck that doesnt return) ever gets popular enough in the meta, then inevitably there will be an increase in removal cards. If that happens and it becomes a super popular tech choice then the value they will get out of skull will be greatly diminished as its potentially totally dead with a "next turn proc". That should probably be considered in limited dust crafting decisions.
Tarim does not share that weakness as hes solid to use for defense or offense, and even if he gets Black Knighted right away his battlecry value is still potentially game changing.
Is it worth Craftin Tarim for aggro pally or Skull for Control/Cube lock? (I don't have the paladin weapon)
It depends. cubelock isnt going anywhere and might become the deck to beat after rotation and skull is crucial to its success.
Tarim is a staple in all aggro and control lists for paladin. Its a blanket statement card that will always be good no matter what.
If you already have a deck that is good at climbing the ladder like tempo rouge, then i would craft skull to have access to cubelock. If you dont have a good ladder deck, or aggrodin is that ladder deck for you, then craft tarim.
I don't fear the weapon removal at all, seems people don't fear weapons enough to put it in all decks. You probably only see them in decks people copied from tournaments.
But yeah, i also have the cards to build good lock decks and didn't bother to play a game with it even once. Tarim probably so much more important to craft, i finally crafted it few weeks ago myself so i can finally play paladin quests with a decent deck.
I dont fear it enough to never run a "weapon based deck" either. However I wanted to point out if the cubelock, (or any weapon deck that doesnt return) ever gets popular enough in the meta, then inevitably there will be an increase in removal cards. If that happens and it becomes a super popular tech choice then the value they will get out of skull will be greatly diminished as its potentially totally dead with a "next turn proc". That should probably be considered in limited dust crafting decisions.
Tarim does not share that weakness as hes solid to use for defense or offense, and even if he gets Black Knighted right away his battlecry value is still potentially game changing.
I wouldnt let weapon removal influence your decision here. There are plenty of decks right now that run weapons and people dont tech weapon removal. weapon removal was only really a staple when Pirate warrior was so prevalent because weapons were a primary source of damage for them. and if weapon removal ever does take off, then you can just tech it into your own deck for the mirror matches because i guarantee people wont be cutting it from cubelock..
The fact is that silence is a more effective tech card and better accross the board in the game than removing a weapon.
Is it too late for a Patches craft? Not sure whether to DE a golden southsea captain or to craft Patches :)
He will probably stay strong in Wild forever, and opens up 5+ strong aggro and tempo decks in standard. The thinning and pirate synergy alone is enough to give him a slot in rogue.
It depends if you like the playstyle of the decks he is in, and if you are having fun with other strong decks which you have completed, like cubelock, ~all priests, secret mage, new jade druid or murloc pally.
I wouldn't argue that, right now, silence is certainly more effective than weapon removal. That weapon however, is really only great in a couple of builds, and the decks are very crippled by it being destroyed straight away. Personally, that fact would go into my crafting decision.
**Disclaimer** Of course my posts are all in relation to the original question from someone who has very limited dust and is trying to choose between Tarim and Skull. I am certainly not trying to dissuade people from crafting a very strong weapon just because removal techs MIGHT get more popular.
If I continue to see Cubelocks grow in popularity like I have seen lately, I will personally be dusting off Harrison and emoting "Thanks" when I'm drawing 4 cards on turn 5 and also crippling their deck power greatly. I'm sure you will see others do the same.
I'm debating between crafting Malfurion and Guldon death knights, my problem is that I'm not a big fan of playing jade druid so mal is mostly for miracle quest druid and maly druid in wild. I've been replacing him with medivh and love it, but notice the loss. I also want to try control lock and know that guldan is required, but I still need to pull the trigger on dusting or wait a bit more to get a couple void lords. I don't have skull, cube 2, umbra, or faceless manipulators so I can't do cube lock, but I do have n-zoth and rin for different control variants. I also have a full murloc pally list, so I'm not sure how much I should take into account that control lock is better for ladder, since I already have a good option.
One thing that concerns me, which dk will continue to see play in future rotations more? I know they are both excellent so its difficult but I appreciate advice.
DKs in general are high-level quality cards, almost all of them are worth the craft. If you could have the dust, I would immediately advice you to craft both of them.
I don't have much time atm, if you would like to hear my real, detailed one, then just ask and after work I will express what I missed. Quickly said - I think, that the warlock DK has more potential to see play in the future, as this is also used as a win-condition. Warlock's powerhouse was implemented in the last two expansions, see how cubelock doesn't run any cards, which will rotate out to wild (with minor exceptions). Druid will lose the jade package; of course in April there will be a new theme, bringing yet again new powerful cards on the table, druid will have another win condition and his DK will shine a lot, but I still think, that the warlock DK does a lot of things at the same time - board presence, sustain, board control. I mean, just look how even zoo plays it. If it's not zoo, or cubelock, it will be something else in the future.
Hi,
Me again, asking for crafting advice. I followed the previous piece of advice and I crafted The Warlock DK and so far im having lots of fun with it (good thing I opened both Voidlords and both Twisting Nethers). My question is: should I craft the cubes as well? Other control decks outlast me because I dont have a game finisher; im carrying both Corridor Creepers, the lich king and zola the gorgon (great value for the weapon but a bit slow). I dont have Umbra but i hear shes not necessary. What do you think?
Cheers
Nice
If you want to play the cubelock variation, yes the cubes are 100% necessary for that deck.
Also umbra is replaceable with Faceless Manipulator if you have that card by any chance.
Asking someone who owns both: What card is more fun, Grumble, Worldshaker or Kingsbane ? Thinking about crafting one to try wonky decks with.
professional pilferers prefer proper preparation
In my opinion Kingsbane is not so funny. It's just competitive. Exodia Shaman is now creazy fun deck, but I don't know if it isn't just a bad deck. Loosing isn't very funny though.
Is it too late for a Patches craft? Not sure whether to DE a golden southsea captain or to craft Patches :)
"Cards/Decks I am considering crafting; Patches and two captains for (keleseth-less) zoolock, aggro paladin, a piraty addition to mrgladin or maybe token druid. Some of the solid epics I'm missing; Grand archivist, Spiteful summoner, Dirty rat, Doomsayer, Corpsetakers, voidlords."
Remember Patches and Dirty Rat are gone in the next 4ish months, so if you are looking more long term value with your craft and you mostly play Standard you might want to shy away from crafting those.
- in a defensive way (making the enemy's board smaller + having the taunt additional effect)
- in an offensive way (buffing your minions + super effective with board auras {Murloc Warleader})
- swingy (although already concluded, you are favoured to make the best trades)
I don't fear the weapon removal at all, seems people don't fear weapons enough to put it in all decks.
You probably only see them in decks people copied from tournaments.
But yeah, i also have the cards to build good lock decks and didn't bother to play a game with it even once.
Tarim probably so much more important to craft, i finally crafted it few weeks ago myself so i can finally play paladin quests with a decent deck.
Tarim is better in aggro paladin than the weapon. There was a discussion earlier that basically made the point its too slow but comes in handy now and then.
Long winded way, yes Tarim would be a good craft if you want to play Aggro Paladin even without the weapon.
Tarim is a staple in all aggro and control lists for paladin. Its a blanket statement card that will always be good no matter what.
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
I wouldn't argue that, right now, silence is certainly more effective than weapon removal. That weapon however, is really only great in a couple of builds, and the decks are very crippled by it being destroyed straight away. Personally, that fact would go into my crafting decision.
**Disclaimer** Of course my posts are all in relation to the original question from someone who has very limited dust and is trying to choose between Tarim and Skull. I am certainly not trying to dissuade people from crafting a very strong weapon just because removal techs MIGHT get more popular.
If I continue to see Cubelocks grow in popularity like I have seen lately, I will personally be dusting off Harrison and emoting "Thanks" when I'm drawing 4 cards on turn 5 and also crippling their deck power greatly. I'm sure you will see others do the same.
I'm debating between crafting Malfurion and Guldon death knights, my problem is that I'm not a big fan of playing jade druid so mal is mostly for miracle quest druid and maly druid in wild. I've been replacing him with medivh and love it, but notice the loss. I also want to try control lock and know that guldan is required, but I still need to pull the trigger on dusting or wait a bit more to get a couple void lords. I don't have skull, cube 2, umbra, or faceless manipulators so I can't do cube lock, but I do have n-zoth and rin for different control variants. I also have a full murloc pally list, so I'm not sure how much I should take into account that control lock is better for ladder, since I already have a good option.
One thing that concerns me, which dk will continue to see play in future rotations more? I know they are both excellent so its difficult but I appreciate advice.
DKs in general are high-level quality cards, almost all of them are worth the craft. If you could have the dust, I would immediately advice you to craft both of them.
I don't have much time atm, if you would like to hear my real, detailed one, then just ask and after work I will express what I missed. Quickly said - I think, that the warlock DK has more potential to see play in the future, as this is also used as a win-condition. Warlock's powerhouse was implemented in the last two expansions, see how cubelock doesn't run any cards, which will rotate out to wild (with minor exceptions). Druid will lose the jade package; of course in April there will be a new theme, bringing yet again new powerful cards on the table, druid will have another win condition and his DK will shine a lot, but I still think, that the warlock DK does a lot of things at the same time - board presence, sustain, board control. I mean, just look how even zoo plays it. If it's not zoo, or cubelock, it will be something else in the future.
Should I craft Aluneth, or Sunkeeper Tarim (for Aggro Paladin)? I don't have Val'anyr either, but it seems to be far less crucial than Tarim is.
Why Rogue is my favourite class:
My submission for this week's card design competition.