I think Dirty Rat will help you way more than Clockwork Gnome and I don't think Solemn Vigil is necessary, seems like too many draws which might make you do some awkward decisions to play or not to play Call to Arms and risking milling yourself with your card draw minions, because your hand seems to be often pretty big. Other than that I think both Thaurissan and Coach are great addition.
Giants are an issue! I just hard mulligan for equality against warlocks! Dirty rat is a nice idea, and I have had some issues with clockwork - any ideas for replacements. I have found i have been missing 1 mana in most games? Any way to solve that?
Having Fencing Coach or Emperor Thaurissan is useful in case Burgly Bully doesn't gather enough coins, but does that happen often enough that you need both Coach and Emperor? Since you have to draw both Beardo and the Death Knight no matter how you want to perform the combo, you will have to draw most of your deck anyway.
How do you use Zola the Gorgon? Do you always save it to copy one of the horsemen or just any valuable card?
I've used Hydrologist as well to generate cheap spells. She can also be cycled if you discover Getaway Kodo, to keep your opponent busy in the early turns.
I think Dirty Rat will help you way more than Clockwork Gnome and I don't think Solemn Vigil is necessary, seems like too many draws which might make you do some awkward decisions to play or not to play Call to Arms and risking milling yourself with your card draw minions, because your hand seems to be often pretty big. Other than that I think both Thaurissan and Coach are great addition.
Dirty Rat helps you stay alive, but Clockwork Gnome helps with the combo. So they're not really comparable, in my opinion.
Whether the hand would become too big is something you'd have to find out in practice. This deck has a relatively large amount of minions that can just be played on any turn; decks that run into problems with hand size typically contain lots of reactive cards that you don't want to play until the right moment.
Your concern for being milled is valid though. Maybe it's better to cut Acolyte than to cut Vigil: while not as mana-efficient, it is more predictable.
Bully is also a mill risk, but that's too valuable to cut, I think. Also aiming for a mill against Bully is risky for the opponent, since if they burn a non-essential card, they have given you a bunch of free mana.
Pray that you find Equality in time... The chance of finding Pyromancer or Consecration is pretty decent, since you can also get Pyromancer from Call to Arms.
Having Fencing Coach or Emperor Thaurissan is useful in case Burgly Bully doesn't gather enough coins, but does that happen often enough that you need both Coach and Emperor? Since you have to draw both Beardo and the Death Knight no matter how you want to perform the combo, you will have to draw most of your deck anyway.
How do you use Zola the Gorgon? Do you always save it to copy one of the horsemen or just any valuable card?
I've used Hydrologist as well to generate cheap spells. She can also be cycled if you discover Getaway Kodo, to keep your opponent busy in the early turns.
I think Dirty Rat will help you way more than Clockwork Gnome and I don't think Solemn Vigil is necessary, seems like too many draws which might make you do some awkward decisions to play or not to play Call to Arms and risking milling yourself with your card draw minions, because your hand seems to be often pretty big. Other than that I think both Thaurissan and Coach are great addition.
Dirty Rat helps you stay alive, but Clockwork Gnome helps with the combo. So they're not really comparable, in my opinion.
Whether the hand would become too big is something you'd have to find out in practice. This deck has a relatively large amount of minions that can just be played on any turn; decks that run into problems with hand size typically contain lots of reactive cards that you don't want to play until the right moment.
Your concern for being milled is valid though. Maybe it's better to cut Acolyte than to cut Vigil: while not as mana-efficient, it is more predictable.
Bully is also a mill risk, but that's too valuable to cut, I think. Also aiming for a mill against Bully is risky for the opponent, since if they burn a non-essential card, they have given you a bunch of free mana.
Pray that you find Equality in time... The chance of finding Pyromancer or Consecration is pretty decent, since you can also get Pyromancer from Call to Arms.
Thanks for the feedback!
I have found that emperor is a bit slow, but as i said before, i keep being 1 mana off completing the combo - i think i need to be better at saving coins...
I agree with clockwork i need to keep it, and removing acolyte is a nice idea as its very slow
Zola is used mainly for copying taunts vs aggro or stuff like tirion vs control - not for horsemen as too slow!
I have found that emperor is a bit slow, but as i said before, i keep being 1 mana off completing the combo - i think i need to be better at saving coins...
It helps to have a small overview note that you can consult during the game:
with Emperor, you need 0 coins: Beardo (2) + 4x hero power (8) + 3x spells (0)
without Emperor but with Coach, you need 1 coin: Beardo (3) + 4x hero power (6) + 2x spells (2) + 1x coin (-1)
without Emperor and without Coach, you need 2 coins: Beardo (3) + 4x hero power (8) + 1x spell (1) + 2x coins (-2)
So unless you need to use your coins to survive, it's best to keep 2 until you draw Coach or Emperor. Actually, even if you draw Coach or Emperor, you might want to hang on to two coins in some situations. For example, if you're only waiting to draw Beardo, keeping two coins means you can immediately perform the combo if you draw Beardo at the start of your turn.
I have found that emperor is a bit slow, but as i said before, i keep being 1 mana off completing the combo - i think i need to be better at saving coins...
It helps to have a small overview note that you can consult during the game:
with Emperor, you need 0 coins: Beardo (2) + 4x hero power (8) + 3x spells (0)
without Emperor but with Coach, you need 1 coin: Beardo (3) + 4x hero power (6) + 2x spells (2) + 1x coin (-1)
without Emperor and without Coach, you need 2 coins: Beardo (3) + 4x hero power (8) + 1x spell (1) + 2x coins (-2)
So unless you need to use your coins to survive, it's best to keep 2 until you draw Coach or Emperor. Actually, even if you draw Coach or Emperor, you might want to hang on to two coins in some situations. For example, if you're only waiting to draw Beardo, keeping two coins means you can immediately perform the combo if you draw Beardo at the start of your turn.
Thanks mate - i always struggled with knowing what to keep!
Do you play exodia pally? If so any chance i can add you?
I haven't played exodia in a long time, February according to the date of my notes file. But I remember some things from when I was building the deck. And a friend of mine also sometimes plays it.
I haven't played exodia in a long time, February according to the date of my notes file. But I remember some things from when I was building the deck. And a friend of mine also sometimes plays it.
Ah i see thanks - do you think I could reach legend with enough time? My plan is to grind in a few months but i dont want to get there with even shaman or paladin
I don't know; I don't grind ladder so I typically end up at rank 14 or 13 at the end of the month. I'm not sure if this deck list is ideal, but if you play it a lot, you will figure out which parts are working well and which need changes. People reach legend with uncommon decks all the time, it seems to be more a matter of getting to know your deck and all its matchups than of having the strongest possible deck.
It also depends on what other decks will be popular after the coming nerfs. For example, in the control-heavy meta between the Patches nerf and the Witchwood release, I climbed the Standard ladder with Quest Druid, but in the current meta with a lot of Even/Odd Paladin and Face Mage, Quest Druid struggles.
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Been rocking this in wild - going amazingly - don't wanna switch thaurisson or fencing coach, but open to ideas
thanks
I think Dirty Rat will help you way more than Clockwork Gnome and I don't think Solemn Vigil is necessary, seems like too many draws which might make you do some awkward decisions to play or not to play Call to Arms and risking milling yourself with your card draw minions, because your hand seems to be often pretty big. Other than that I think both Thaurissan and Coach are great addition.
Wonder how it works against giants shenanigans?
Giants are an issue! I just hard mulligan for equality against warlocks! Dirty rat is a nice idea, and I have had some issues with clockwork - any ideas for replacements. I have found i have been missing 1 mana in most games? Any way to solve that?
Having Fencing Coach or Emperor Thaurissan is useful in case Burgly Bully doesn't gather enough coins, but does that happen often enough that you need both Coach and Emperor? Since you have to draw both Beardo and the Death Knight no matter how you want to perform the combo, you will have to draw most of your deck anyway.
How do you use Zola the Gorgon? Do you always save it to copy one of the horsemen or just any valuable card?
I've used Hydrologist as well to generate cheap spells. She can also be cycled if you discover Getaway Kodo, to keep your opponent busy in the early turns.
Whether the hand would become too big is something you'd have to find out in practice. This deck has a relatively large amount of minions that can just be played on any turn; decks that run into problems with hand size typically contain lots of reactive cards that you don't want to play until the right moment.
Your concern for being milled is valid though. Maybe it's better to cut Acolyte than to cut Vigil: while not as mana-efficient, it is more predictable.
Bully is also a mill risk, but that's too valuable to cut, I think. Also aiming for a mill against Bully is risky for the opponent, since if they burn a non-essential card, they have given you a bunch of free mana.
So unless you need to use your coins to survive, it's best to keep 2 until you draw Coach or Emperor. Actually, even if you draw Coach or Emperor, you might want to hang on to two coins in some situations. For example, if you're only waiting to draw Beardo, keeping two coins means you can immediately perform the combo if you draw Beardo at the start of your turn.
I haven't played exodia in a long time, February according to the date of my notes file. But I remember some things from when I was building the deck. And a friend of mine also sometimes plays it.
I don't know; I don't grind ladder so I typically end up at rank 14 or 13 at the end of the month. I'm not sure if this deck list is ideal, but if you play it a lot, you will figure out which parts are working well and which need changes. People reach legend with uncommon decks all the time, it seems to be more a matter of getting to know your deck and all its matchups than of having the strongest possible deck.
It also depends on what other decks will be popular after the coming nerfs. For example, in the control-heavy meta between the Patches nerf and the Witchwood release, I climbed the Standard ladder with Quest Druid, but in the current meta with a lot of Even/Odd Paladin and Face Mage, Quest Druid struggles.