Mine's already built as soon as they declared the card. Only hint I'll give you is that there are 2 tech cards (x2) required. The rest is the easiest build.
so you could go for the ultimate cycling deathrattle cards , like the old Togwaggle priest deck using the quest too. Or you could put this in reno deck. I think the first option is the best one.
There's no need for Auctioneer, and there are easier OTKs to pull with it via Thaurissan dropping a turn earlier. So some ideas I toyed with (I don't 'publish' because I'm really unsure which would work better) -
Take the Raza shell x2, and you get more than enough draws and board control, you can hysteria an acolyte of pain vs weenies to draw even earlier. Another idea is to add a quest and the explorers. Frankly, you can go vendors and oracles like a mill priest, because you anyway cycle stuff.
I'd assume that you can't cast hysteria on a 0-attack minion in the first place.
But if you use a 2nd friendly immune minion, I think that will work!
Other effects that force a minion to attack work on 0 attack minions. It's possible that it will fail on a zero attack target however if the code works like the other effects then it should be fine.
I think this would be best in a Reno shell a win condition along with DH Anduin. Just play enough board clears, health gain, and creature removal until you hit the combo.
So there are 2 ways to prevent this uninteractive combo which I think blizz is aware of. Make the immune minions untargetable or cap the max number of attacks at 10-11 or any number below 15. The combo is too consistent, cheap (you don't need cost reduction) and fast for blizzard to allow such thing. Or they could change Tiller's text to "whenever this attacks an enemy minion" but there are ways other than nerfing the card.
Performing the combo in game results in 60 damage worth of triggers. It will continue to trigger even if the opponent is at 0 or less, so expect around 2 minutes of idle time once played.
Even if it's nerfed to max ten or so attacks, it's still a 7 mana, 3 card combo that deals 10 damage to the board and 20 to face. Less-than-lethal but still too consistent.
Blizzard doesn't like infinite loop combos in Hearthstone, especially since this one keeps attacking after the opponent is at zero. I suspect this will be nerfed to unusability pretty quickly.
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Any deck idea for these bad guys?:D
(I hope everyone understands the combo)
Mine's already built as soon as they declared the card. Only hint I'll give you is that there are 2 tech cards (x2) required. The rest is the easiest build.
If anyone intrested I found this deck: http://www.hearthpwn.com/decks/1375979-wretched-tiller-hysteria-combo
I just hope such decks wont be popular. Endless boring turns with Gadgetzan Auctioneer.
Do you know the deck, where druids just drop Auctioneer on turn 6 and then play forever alone until win? yaaawwwn
so you could go for the ultimate cycling deathrattle cards , like the old Togwaggle priest deck using the quest too. Or you could put this in reno deck. I think the first option is the best one.
PRIEST
One of the two tech cards must be an anti secret card - otherwise you simply can't play around snipe etc.
P.S. since I can't edit for some reason...
There's no need for Auctioneer, and there are easier OTKs to pull with it via Thaurissan dropping a turn earlier. So some ideas I toyed with (I don't 'publish' because I'm really unsure which would work better) -
Take the Raza shell x2, and you get more than enough draws and board control, you can hysteria an acolyte of pain vs weenies to draw even earlier. Another idea is to add a quest and the explorers. Frankly, you can go vendors and oracles like a mill priest, because you anyway cycle stuff.
I'd assume that you can't cast hysteria on a 0-attack minion in the first place.
But if you use a 2nd friendly immune minion, I think that will work!
Other effects that force a minion to attack work on 0 attack minions. It's possible that it will fail on a zero attack target however if the code works like the other effects then it should be fine.
I think this would be best in a Reno shell a win condition along with DH Anduin. Just play enough board clears, health gain, and creature removal until you hit the combo.
Other might be a Silence. Convincing Infiltrator or Obsidian Statue break this.
So there are 2 ways to prevent this uninteractive combo which I think blizz is aware of. Make the immune minions untargetable or cap the max number of attacks at 10-11 or any number below 15. The combo is too consistent, cheap (you don't need cost reduction) and fast for blizzard to allow such thing. Or they could change Tiller's text to "whenever this attacks an enemy minion" but there are ways other than nerfing the card.
Performing the combo in game results in 60 damage worth of triggers. It will continue to trigger even if the opponent is at 0 or less, so expect around 2 minutes of idle time once played.
Even if it's nerfed to max ten or so attacks, it's still a 7 mana, 3 card combo that deals 10 damage to the board and 20 to face. Less-than-lethal but still too consistent.
Maybe now they'll pay attention to wild.
Blizzard doesn't like infinite loop combos in Hearthstone, especially since this one keeps attacking after the opponent is at zero. I suspect this will be nerfed to unusability pretty quickly.