Anyone can comment on decks they see here, but to post a deck on this thread, you must post your ideas for Rastakhan's Rumble decks with all nine classes!
Druid
I've wanted to make a hero-attacking-Druid deck work for years, and it's finally a theme they're promoting in RR. Most people think it will be a terrible archetype, but I think it has potential as a side package in a Token Druid deck.
I couldn't decide what kind of Hunter deck I wanted to theorycraft, so I went with "meme deck." The goal here is to fill your opponent's board with useless 0/3 minions to stalemate their options, then kill them with your hero power.
This is one of the more obvious archetypes promoted in RR. But other people seem to be mixing it with other archetypes, while I think it can stand on its own.
Not sure I really like this one; maybe I should have gone with Beast Warlock instead. But this is a wide-board Token Warlock archetype (moreso than normal Zoo).
I shied away from the obvious Rush and Dragon (and Odd Dragon) builds, and instead went with trying to use new cards to spice up the old (and never successful) Enrage Warrior archetype.
This deck looks extremely wack, but I like the concept. I think a deck that focuses on anti aggro and uses a few finishers+ portal to end the game. Not sure which finishers are appropriate, so I included many.
Basically just an expansion on the currently existing Mecha'thun deck which uses Glorious Goop to cycle absurdly fast and create huge swing turns. Probably will be about as good as the current deck, which is bad but good enough to steal some wins and have fun.
I have played Spark Shaman to pretty solid success around rank 5-3, and a lot of the new cards look like easy shoeins for some nice improvements. Really excited to try this one out
The idea here is to abuse Test Subject to get a ton of Seances and summon a ton of Dragons or Grave Horrors. Basically APM priest but easier to do. I will definitely be refining this deck when the expansion hits.
I've piloted Big Spell Mage to legend and I really believe the hero power package is far superior to what big spell mages do on early turns currently. The loa is also a much better card than Astromancer. I really think this deck will see a lot of play. Hex Lord is probably wrong, but he's my favorite card design of the set so included him anyways.
Thanks for recommending cards to take out as well as cards to put in! Zihi is in there because he just seems broken in any deck that uses Twig. Druid of the Claw is there for surprise burst that the Violet Teacher and Sharkfin Fan lack, but you may be right that it's too slow. Bite ... we'll have to see.
Burn Shaman - seems like a lot of board clears for a burn deck. The Storm Chasers especially seem like they might be cuttable, since all they draw is Volcanos.
Cubelock with Discard - I'm not much of an expert on regular Cubelock; what did you cut to make room for the Disco package?
Updated Espionage Rogue - doesn't seem like you're getting a lot out of Sonya here. And Serrated Tooths seem like they're just in there to support Sonya.
Big Beast Druid - could be pretty scary.
Rush Warrior - should probably have some acknowledgement of the Dragon package in the title, since that's a pretty extensive part of the deck. I worry that this is trying to do too many things with only Scaleworms to glue the two halves together.
Almost-Spell Hunter - Interesting, tutoring out all the beasts with Master's Call could make the no-minions cards still pretty reliable. What happens if you draw a beast though; does Master's Call still draw all your beasts if there are less than 3 of them? Your spells look like they're pretty well-tailored to Zul'jin except for Flanking Strike, which I assume you decided to include anyway because it's just so good.
Big Shuffle Priest - very hard to judge how good this is going to be.
Undying Undatakah - I know Immortal Prelates are here mostly to give their deathrattle to Undatakah, but it still seems like they could be pretty dead cards with no buffs except Steed. Also, Thekal seems out of place in a deck that's not very focused on healing; seems like there could be better options.
Mage with Undatakah - OK, I really don't like The Undatakah in this list. There's not much in the way of deathrattles for him to steal, and if he steals the Voodoo Doll's DR it doesn't actually do anything. Might still be similar to a very strong deck just because Jaina is broken, but I don't get what it's trying to do distinctively.
I didn't really have many ideas for Warrior other than adding like 1 or 2 cards to an existing deck, so here is this... thing
It's ... a thing alright. The advantage of being Odd is to gain armor cheaply, and you have other cards that contribute to that, but ... then you can't run Shield Slam or Reckless Flurry. Seems bad.
I really have no idea what to make of the Rogue cards, so I created this. Should be interesting at the very least.
Probably should look a lot more similar to current Egg Rogues. But I'll grant you this: doubling Myra's battlecry before popping Necrium Blade to trigger her could be interesting.
This deck looks extremely wack, but I like the concept. I think a deck that focuses on anti aggro and uses a few finishers+ portal to end the game. Not sure which finishers are appropriate, so I included many.
I like the Elise and Ravencallers to fill your hand with fodder idea.
Basically just an expansion on the currently existing Mecha'thun deck which uses Glorious Goop to cycle absurdly fast and create huge swing turns. Probably will be about as good as the current deck, which is bad but good enough to steal some wins and have fun.
This looks really bad. Mecha'thun needs tons of card draw, and you don't even have Nourish and UI. I agree that Gonk decks need some other sort of finisher (and hope they have potential when built right), but I don't think Mecha'thun is it ...
I have played Spark Shaman to pretty solid success around rank 5-3, and a lot of the new cards look like easy shoeins for some nice improvements. Really excited to try this one out
Well, obviously I can't judge the deck you've already been playing as well as you can. And mostly it looks like you're just taking that deck and adding even more Unstable Evolution power in the form of the two Shaman legendaries, right?
The idea here is to abuse Test Subject to get a ton of Seances and summon a ton of Dragons or Grave Horrors. Basically APM priest but easier to do. I will definitely be refining this deck when the expansion hits.
I think you'll have big board space issues compared to normal APM priest -- two Radiant Elementals and two Test Subjects doesn't leave a lot of room for lots of Dragons or Grave Horrors.
Midrange hunter that makes use of Lynx's for some huge turns. A lot of cards I would like to try in this such as Cult Master or Timber Wolf.
Cult Master seems really good, as well as a second Toxmonger. Perhaps this deck just doesn't have room for Tracking? (Tracking is a good card, but I think it's overrated these days.)
I've piloted Big Spell Mage to legend and I really believe the hero power package is far superior to what big spell mages do on early turns currently. The loa is also a much better card than Astromancer. I really think this deck will see a lot of play. Hex Lord is probably wrong, but he's my favorite card design of the set so included him anyways.
The mage and Paladin decks are partly about curiosity in how Undatakah works with Pyros and with Vanguard. Potentially, if deathrattles are included as enchantments, an Undatakah with taunt and prelate deathrattle could be impossible to remove without silence or sap until the Undatakah in the deck is drawn. The problem in the paladin deck is that I don't think buffing prelate matters that much unless you give it taunt. In the late game, a big minion without rush, taunt, or lifesteal seems pretty useless. I guess I could add minions that buff prelate and Undatakah. Do you know if minion buffs stay on the copies?
Also, You are probably right about the burn shaman. The problem is that it's hard to imagine a shaman deck that is either more aggressive and powerful in the early to mid game than even shaman or capable of competing with the Shudder in the mid and late game.
On your decks,
Your Token Druid might benefit from including Floop instead of Druid of the Claw. After you play Gonk, you could play Floop next turn and have a lot more mana to cast attack buffing spells.
If you want to make meme Hunter more viable, I might take out Baku and add even costed cards.
I think Blast Wave needs spell damage cards to work. I would either take it out of your odd mage or add spell damage somehow. Also, I wonder if Arcane Artificer is worth it if you just have four spells?
I really like your heal paladin, but I think you could replace some healing with card draw. Also, I think it might benefit from Corpsetakers and maybe even some of the healing synergy cards that Zoolock plays. Right now, it seems like your deck is really good against burn but might struggle against control and combo decks. Alternatively, you could add a late-game win condition.
For RR Value Deathrattles Priest, Have you considered adding the priest legendary spell? Spirit of the dead could be played the same turn and you would likely get some cards shuffled into you deck
For Beefy Shark Miracle Rogue, I think the Shark will work best with deathrattle synergy. Also, I would take out some of the Beefy cards because they are too slow unless eaten by the shark. I think that Bonemare,Nesting Roc, and Alexstrasza cost too much for your deck's strategy
I really like Zeus and Frogs and hope it works.
For Swarming Token Zoo, you will often have few cards in hand with this deck. I think you could add discard cards and play them without the price if you wanted to. Also, the Warlock legendary spell is really good in that type of deck.
For, Whip-Enrage Warrior, I would take out Fungal Enchanter because I don't think it will save you very often and it removes some enrage affects.
Potentially, if deathrattles are included as enchantments, an Undatakah with taunt and prelate deathrattle could be impossible to remove without silence or sap until the Undatakah in the deck is drawn. The problem in the paladin deck is that I don't think buffing prelate matters that much unless you give it taunt. In the late game, a big minion without rush, taunt, or lifesteal seems pretty useless. I guess I could add minions that buff prelate and Undatakah. Do you know if minion buffs stay on the copies?
I don't follow how enchantment would possibly make your Undatakah invincible. But I think minion buffs do stay on the copies.
On your decks,
Your Token Druid might benefit from including Floop instead of Druid of the Claw. After you play Gonk, you could play Floop next turn and have a lot more mana to cast attack buffing spells.
Interesting. Definitely hadn't thought of that.
I think Blast Wave needs spell damage cards to work. I would either take it out of your odd mage or add spell damage somehow. Also, I wonder if Arcane Artificer is worth it if you just have four spells?
I wondered both of those things too, but I think Blast Wave can still be valuable when you just trade your opponent's minions down to 1 health.
I really like your heal paladin, but I think you could replace some healing with card draw. Also, I think it might benefit from Corpsetakers and maybe even some of the healing synergy cards that Zoolock plays. Right now, it seems like your deck is really good against burn but might struggle against control and combo decks. Alternatively, you could add a late-game win condition.
It has lots of card draw already, although admittedly Lay on Hands is slow card draw. It probably would be good to fit Happy Ghouls in though.
For Beefy Shark Miracle Rogue, I think the Shark will work best with deathrattle synergy.
Why's that? I'm fairly certain it doesn't trigger deathrattles when it "eats" a minion.
Also, I would take out some of the Beefy cards because they are too slow unless eaten by the shark. I think that Bonemare,Nesting Roc, and Alexstrasza cost too much for your deck's strategy
Alex has actually been a great inclusion in Miracle Rogues of the past ... you might be right about the other two.
For Swarming Token Zoo, you will often have few cards in hand with this deck. I think you could add discard cards and play them without the price if you wanted to. Also, the Warlock legendary spell is really good in that type of deck.
Oh yeah, Soularium is a great suggestion. As long as I'm not trying to keep this as a "budget" deck.
For, Whip-Enrage Warrior, I would take out Fungal Enchanter because I don't think it will save you very often and it removes some enrage affects.
There are twelve good targets for it to heal besides face. Obviously you won't want to play it in every situation, but I think this is a deck that will give the Fungal more value than it usually can get. If I'm wrong, though, there were lots of cards I wanted to include in this deck but didn't have room for, including a Loose Specimen.
Undatakah would shuffle enchanted Undatakahs into your deck and also use Silver Vanguard to recruit another enchanted Undatakah. Provided deathrattles count as enchantments, killing a Undatakah would just summon another Undatakah and shuffle another one into your deck. If these Undatakah were given taunt, minions would not be able to get past them. The trick is figuring out how to get two copies of Undatakah with prelate, vanguard, and deathrattles and giving them both taunt. Then, if there is one Undatakah in deck and one in play, they will be impossible for minions to get past.
On the Shark: I think its ability to "draw" a card and add it to your hand when its deathrattle is triggered is its best feature. You could play the shard and trigger its deathrattle a couple of times to fill your hand. I think a five mana giant minion is good in a tempo deck but that tempo decks cannot afford to only run giant minion in order to make the shark good.
On Fungal Enchanter: I play Fungal enchanter in agro warlock but I've rarely used it because I wanted to gain health or wanted to heal minions. Usually, I play it because of its stats or because Lightwarden or Happy Ghouls benefit from healing effects. I just think a card Fungalmancer might be better if your goal is to strengthen minions because it buffs even if minion are already at full health.
Undatakah would shuffle enchanted Undatakahs into your deck and also use Silver Vanguard to recruit another enchanted Undatakah. Provided deathrattles count as enchantments, killing a Undatakah would just summon another Undatakah and shuffle another one into your deck. If these Undatakah were given taunt, minions would not be able to get past them. The trick is figuring out how to get two copies of Undatakah with prelate, vanguard, and deathrattles and giving them both taunt. Then, if there is one Undatakah in deck and one in play, they will be impossible for minions to get past.
Got it. That's creative, and seems like it should work (although not very often). Good luck pulling it off!
Anyone can comment on decks they see here, but to post a deck on this thread, you must post your ideas for Rastakhan's Rumble decks with all nine classes!
Druid
I've wanted to make a hero-attacking-Druid deck work for years, and it's finally a theme they're promoting in RR. Most people think it will be a terrible archetype, but I think it has potential as a side package in a Token Druid deck.
Hunter
I couldn't decide what kind of Hunter deck I wanted to theorycraft, so I went with "meme deck." The goal here is to fill your opponent's board with useless 0/3 minions to stalemate their options, then kill them with your hero power.
Mage
Most Odd Mages veer in the Big Spell direction. This one is heavily minion-focused.
Paladin
This is one of the more obvious archetypes promoted in RR. But other people seem to be mixing it with other archetypes, while I think it can stand on its own.
Priest
This deck might really suck. I feel like I haven't really grokked yet how to use the RR Priest cards effectively.
Rogue
Everyone's focused on pirates, so I decided to go with sharks instead.
Shaman
I really think something similar to this deck is going to be high-tier.
Warlock
Not sure I really like this one; maybe I should have gone with Beast Warlock instead. But this is a wide-board Token Warlock archetype (moreso than normal Zoo).
Warrior
I shied away from the obvious Rush and Dragon (and Odd Dragon) builds, and instead went with trying to use new cards to spice up the old (and never successful) Enrage Warrior archetype.
Druid: I am not sure the deck can be swarmy enough. With the small spells the deck has, you can use Violet Teacher and Sharkfin Fan. Also, Mojomaster Zihi Druid of the Claw and Bite are a bit low tempo for a token deck. And try to fit in Gadgetzan Auctioneer to compensate for Ultimate Infestation.
I dont see the reason behind not including 2x Dragon's Fury, remove 1x of Bonfire Elemental and Blazecaller.
If the lack of spells is the reason then try to include Luna's Pocket Galaxy to increase the high odd costed spells.
with blast wave that problem is now solved, 6 big spells are quite good enough
Don't worry, I had theorycrafted decks for most classes and I created a few more just for this thread. Starting from worst to best:
Even Warrior:
I didn't really have many ideas for Warrior other than adding like 1 or 2 cards to an existing deck, so here is this... thing
Egg Rogue
I really have no idea what to make of the Rogue cards, so I created this. Should be interesting at the very least.
Discard Warlock:
This deck looks extremely wack, but I like the concept. I think a deck that focuses on anti aggro and uses a few finishers+ portal to end the game. Not sure which finishers are appropriate, so I included many.
Gonk-Mecha'Thun
Basically just an expansion on the currently existing Mecha'thun deck which uses Glorious Goop to cycle absurdly fast and create huge swing turns. Probably will be about as good as the current deck, which is bad but good enough to steal some wins and have fun.
Midranged Healadin:
I think Bloodclaw can be absurdly strong in a deck like this. I don't know how much synergy to include, but I think this is worth exploring.
Now for actually decent decks:
Spark Shaman
I have played Spark Shaman to pretty solid success around rank 5-3, and a lot of the new cards look like easy shoeins for some nice improvements. Really excited to try this one out
Seance Priest
The idea here is to abuse Test Subject to get a ton of Seances and summon a ton of Dragons or Grave Horrors. Basically APM priest but easier to do. I will definitely be refining this deck when the expansion hits.
Midrange Hunter
Midrange hunter that makes use of Lynx's for some huge turns. A lot of cards I would like to try in this such as Cult Master or Timber Wolf.
Big Spell mage:
I've piloted Big Spell Mage to legend and I really believe the hero power package is far superior to what big spell mages do on early turns currently. The loa is also a much better card than Astromancer. I really think this deck will see a lot of play. Hex Lord is probably wrong, but he's my favorite card design of the set so included him anyways.
Thanks for recommending cards to take out as well as cards to put in! Zihi is in there because he just seems broken in any deck that uses Twig. Druid of the Claw is there for surprise burst that the Violet Teacher and Sharkfin Fan lack, but you may be right that it's too slow. Bite ... we'll have to see.
I'm not sure six big spells are enough for Dragon's Fury.
To TheNameForgotten:
Burn Shaman - seems like a lot of board clears for a burn deck. The Storm Chasers especially seem like they might be cuttable, since all they draw is Volcanos.
Cubelock with Discard - I'm not much of an expert on regular Cubelock; what did you cut to make room for the Disco package?
Updated Espionage Rogue - doesn't seem like you're getting a lot out of Sonya here. And Serrated Tooths seem like they're just in there to support Sonya.
Big Beast Druid - could be pretty scary.
Rush Warrior - should probably have some acknowledgement of the Dragon package in the title, since that's a pretty extensive part of the deck. I worry that this is trying to do too many things with only Scaleworms to glue the two halves together.
Almost-Spell Hunter - Interesting, tutoring out all the beasts with Master's Call could make the no-minions cards still pretty reliable. What happens if you draw a beast though; does Master's Call still draw all your beasts if there are less than 3 of them? Your spells look like they're pretty well-tailored to Zul'jin except for Flanking Strike, which I assume you decided to include anyway because it's just so good.
Big Shuffle Priest - very hard to judge how good this is going to be.
Undying Undatakah - I know Immortal Prelates are here mostly to give their deathrattle to Undatakah, but it still seems like they could be pretty dead cards with no buffs except Steed. Also, Thekal seems out of place in a deck that's not very focused on healing; seems like there could be better options.
Mage with Undatakah - OK, I really don't like The Undatakah in this list. There's not much in the way of deathrattles for him to steal, and if he steals the Voodoo Doll's DR it doesn't actually do anything. Might still be similar to a very strong deck just because Jaina is broken, but I don't get what it's trying to do distinctively.
Im not seeing anyone trying to revive Kingsbane Rogue so here it goes
It's ... a thing alright. The advantage of being Odd is to gain armor cheaply, and you have other cards that contribute to that, but ... then you can't run Shield Slam or Reckless Flurry. Seems bad.
Probably should look a lot more similar to current Egg Rogues. But I'll grant you this: doubling Myra's battlecry before popping Necrium Blade to trigger her could be interesting.
I like the Elise and Ravencallers to fill your hand with fodder idea.
This looks really bad. Mecha'thun needs tons of card draw, and you don't even have Nourish and UI. I agree that Gonk decks need some other sort of finisher (and hope they have potential when built right), but I don't think Mecha'thun is it ...
So you're mostly counting on Lifesteal for triggering your healing synergies, from what I could tell? Interesting.
Well, obviously I can't judge the deck you've already been playing as well as you can. And mostly it looks like you're just taking that deck and adding even more Unstable Evolution power in the form of the two Shaman legendaries, right?
I think you'll have big board space issues compared to normal APM priest -- two Radiant Elementals and two Test Subjects doesn't leave a lot of room for lots of Dragons or Grave Horrors.
Cult Master seems really good, as well as a second Toxmonger. Perhaps this deck just doesn't have room for Tracking? (Tracking is a good card, but I think it's overrated these days.)
Fair enough. Seems strong other than the Hexlord.
CaptainKaulu,
Thank you for your critiques!
The mage and Paladin decks are partly about curiosity in how Undatakah works with Pyros and with Vanguard. Potentially, if deathrattles are included as enchantments, an Undatakah with taunt and prelate deathrattle could be impossible to remove without silence or sap until the Undatakah in the deck is drawn. The problem in the paladin deck is that I don't think buffing prelate matters that much unless you give it taunt. In the late game, a big minion without rush, taunt, or lifesteal seems pretty useless. I guess I could add minions that buff prelate and Undatakah. Do you know if minion buffs stay on the copies?
Also, You are probably right about the burn shaman. The problem is that it's hard to imagine a shaman deck that is either more aggressive and powerful in the early to mid game than even shaman or capable of competing with the Shudder in the mid and late game.
On your decks,
Your Token Druid might benefit from including Floop instead of Druid of the Claw. After you play Gonk, you could play Floop next turn and have a lot more mana to cast attack buffing spells.
If you want to make meme Hunter more viable, I might take out Baku and add even costed cards.
I think Blast Wave needs spell damage cards to work. I would either take it out of your odd mage or add spell damage somehow. Also, I wonder if Arcane Artificer is worth it if you just have four spells?
I really like your heal paladin, but I think you could replace some healing with card draw. Also, I think it might benefit from Corpsetakers and maybe even some of the healing synergy cards that Zoolock plays. Right now, it seems like your deck is really good against burn but might struggle against control and combo decks. Alternatively, you could add a late-game win condition.
For RR Value Deathrattles Priest, Have you considered adding the priest legendary spell? Spirit of the dead could be played the same turn and you would likely get some cards shuffled into you deck
For Beefy Shark Miracle Rogue, I think the Shark will work best with deathrattle synergy. Also, I would take out some of the Beefy cards because they are too slow unless eaten by the shark. I think that Bonemare, Nesting Roc, and Alexstrasza cost too much for your deck's strategy
I really like Zeus and Frogs and hope it works.
For Swarming Token Zoo, you will often have few cards in hand with this deck. I think you could add discard cards and play them without the price if you wanted to. Also, the Warlock legendary spell is really good in that type of deck.
For, Whip-Enrage Warrior, I would take out Fungal Enchanter because I don't think it will save you very often and it removes some enrage affects.
I don't follow how enchantment would possibly make your Undatakah invincible. But I think minion buffs do stay on the copies.
Interesting. Definitely hadn't thought of that.
I wondered both of those things too, but I think Blast Wave can still be valuable when you just trade your opponent's minions down to 1 health.
It has lots of card draw already, although admittedly Lay on Hands is slow card draw. It probably would be good to fit Happy Ghouls in though.
Why's that? I'm fairly certain it doesn't trigger deathrattles when it "eats" a minion.
Alex has actually been a great inclusion in Miracle Rogues of the past ... you might be right about the other two.
Oh yeah, Soularium is a great suggestion. As long as I'm not trying to keep this as a "budget" deck.
There are twelve good targets for it to heal besides face. Obviously you won't want to play it in every situation, but I think this is a deck that will give the Fungal more value than it usually can get. If I'm wrong, though, there were lots of cards I wanted to include in this deck but didn't have room for, including a Loose Specimen.
Undatakah would shuffle enchanted Undatakahs into your deck and also use Silver Vanguard to recruit another enchanted Undatakah. Provided deathrattles count as enchantments, killing a Undatakah would just summon another Undatakah and shuffle another one into your deck. If these Undatakah were given taunt, minions would not be able to get past them. The trick is figuring out how to get two copies of Undatakah with prelate, vanguard, and deathrattles and giving them both taunt. Then, if there is one Undatakah in deck and one in play, they will be impossible for minions to get past.
On the Shark: I think its ability to "draw" a card and add it to your hand when its deathrattle is triggered is its best feature. You could play the shard and trigger its deathrattle a couple of times to fill your hand. I think a five mana giant minion is good in a tempo deck but that tempo decks cannot afford to only run giant minion in order to make the shark good.
On Fungal Enchanter: I play Fungal enchanter in agro warlock but I've rarely used it because I wanted to gain health or wanted to heal minions. Usually, I play it because of its stats or because Lightwarden or Happy Ghouls benefit from healing effects. I just think a card Fungalmancer might be better if your goal is to strengthen minions because it buffs even if minion are already at full health.
Got it. That's creative, and seems like it should work (although not very often). Good luck pulling it off!
Meme deck :P
Based on the wording, it will return Da Undatakah to hand. Unfortunately, I can't think of anything to do with infinite 6cost Da Undatakahs in mage
Hunter:
Mage:
Warrior:
Paladin:
I got Paladin decks so far -