G'day guys, so I started playing Hearthstone two months ago and I was wondering what improvements could be made (I'm sure there are many) with this constructed deck I made myself.
To answer your questions, my deck relies heavily on drawing cards with Northshire and buffing them to keep them alive. This deck also relies heavily on board control as It also focuses on buffing minions with spells like Divine Spirit and Inner Fire to eliminate minions more effectively. Holy Nova is good for board clearing and Holy Fire I use for lethals.
i can see that your deck runs lots of priest removal (2 SW:P 1SW:D 1 MC) and also some hopeful combo cards (PW:S Divine Spirit, Inner Fire) which work great with stormwind knight.
One good addition to your deck would be silences (1-2 ironbeak owls for the 2mana minion slot) and possibly an ooze (doomhammer/gorehowl etc.)
If you're going for the Stormwind Knight blast damage route, I'd strongly suggest a second SW Knight, a little more card draw, Shadow Madness and/or Deathlord for early game, and even some Mind Blasts.
One of the dangers of a deck like this (which currently has 15 minions, 15 spells) is that you end up with a hand of spells and nothing to use them on. Once you've finally gotten your combo in hand, your opponent may already have a few taunts or a quick lethal set up.
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Building Quirky Decks Every Week, Loving Life at Rank 15!
I might get rid of the Ironfir Grizzly for a Deathlord or Stormwind Knight. Deathlord can take a lot more damage, plus gets the benefit of some of your buffs in hand. I also agree with a silence being added, this could help you immensely...
This deck has nothing to do on turn 2, which makes a turn 1 Northshire Cleric a terrible play. Which means it has nothing to do on turn 1. 1 of your 4 three-drops is highly conditional (Mind Control Tech), and another is mildly conditional (Earthen Ring Farseer), so a significant portion of the time, your turn 3 is going to be iffy at best. In short, if you're not playing a very slow opponent, you're going to be hard on the ropes by the time you get even a modest chance to stabilize.
Speaking of conditional cards (cards that are only good at certain, relatively rare occasions), common wisdom is that you should use only a few of them unless your deck has several ways of enabling those conditions (for example, Zoo and Nerubian Egg -- playing Abusive Sergeant, Dark Iron Dwarf, and Power Overwhelming makes the Egg a basically unconditional card.) Your deck has a lot of conditional cards.
And that's not counting the mildly-conditional Shadow Word: Pain, Resurrect, and Temple Enforcer. In short, that makes your deck's strategy very fragile -- there are a lot of games where your cards just don't live up to their potential.
So, to improve this deck, I'd focus on making it a little quicker, and significantly less conditional. Here's my take on it:
I tried to make sure to use only common, craftable cards that weren't already on your list above. The idea here is to establish a board presence relatively quickly by mulliganing hard for Mechwarper and/or Annoy-o-Tron, then curving into Spider Tank or Velen's Chosen on turn 3. That'll give you a decent chance to contest the early game, and set up a 3-point Holy Nova if you can keep the Velen's-ed minion in play -- that's a very significant board clear threat.
With the Shadow Words, you have a bit of spot removal to keep your minions alive and hopefully swinging for the face. Your late-game consists of Gurubashi Berserker, which serves the dual purpose of being great if you can keep it alive with the health buffs + your hero power and making a great secondary target for the Divine Spirit+Inner Fire combo if it comes up. That combo will not be your finisher all that often, because with only one copy of each, you won't draw it that often -- but the deck can handily win without it if you can keep the early turns neutral or under your control.
I looked at this card originally and I thought, you know, it's a card, and you play this card. The card will be that card that you play so you're playing a card. So, it is one thing to play a card. If you're opponent doesn't really have any cards, the card will screw up the card pretty hard, and that means it's a pretty good card.
Here are cards you should craft first Knife Juggler, Loot Hoarder, Mechwarper, Defender of Argus, Piloted Shredder, Azure Drake, Dr. Boom and class cards.
Thank you to everyone who helped and gave their advice. As I have taken great consideration in everyone's replies, here is my second try at constructed Deckbuilding.
I play Priest because I enjoy playing as that class, though at times I also play some Rogue. Here I took Zyxus77's advice and put some silence minions. I am also close to getting the Second Wing of Naxx to get Sludge Belcher but won't go far as to getting Deathlord, so I think Warden and Sen'jin is a good replacement for the Naxx taunts. I also added a Swamp Ooze, Velen's Chosen, and Gurabashi as recommended by Arananthi.
It still looks pretty light on 2-drops. You can usually play the Acidic Swamp Ooze turn 2, though not against weapon classes, but there isn't anything else. As was said before, this means Northshire Cleric isn't going to be playable turn 1. My go-to 2-drop is generally Faerie Dragon, since it dodges spell removal and thus forces either a weapon hit or a creature trade. You might also consider 1-2 Zombie Chow (I see you have some of Naxx), which would shore up the same weakness. This is a burst style deck, so healing them for 5 isn't going to matter in the long run really. For the Dragons, I'd remove the Circle of Healing and maybe the Mogu'shan Warden? I'm not sure how Warden is working for you, but he seems like a weaker activator for your burst combo than the knights and the Gurubashi Berserker. He might be better than Berserker though, so I dunno. He certainly helps you live longer. The Circle seems to have little of its normal purpose without either an Injured Blademaster or an Auchenai Soulpriest. If you have the Blademasters, I would replace the Spider Tanks with them and keep the Circle, otherwise the Circle is only ever going to combo with Northshire Cleric, and I think that the Holy Nova is significantly better in that case anyway.
The other route to fix up your early game is to add in 1-2 Holy Smite. Your early game already revolves around spell removal, so I don't think it's as good as adding some creatures to the mix, but they might be more useful in the mid-late game. You could also combo them with 1-2 Wild Pyromancer, which would also serve as activators for the Gurubashi Berserker and provide you with some backup board clear.
As a final note, I'd suggest the addition of at least 1 Auchenai Soulpriest. Those are pretty imperative in my opinion for any priest deck, as they give you board clear and spot removal potential, and provide a reasonably sturdy 3/5 body. Hope that all helps!
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Hearthstone is a math game. If you think it's overpowered, do the math, compare it to other similar cards, and then if it doesn't all add up, complain about it being overpowered.
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G'day guys, so I started playing Hearthstone two months ago and I was wondering what improvements could be made (I'm sure there are many) with this constructed deck I made myself.
Tnx for your time.
If you were to describe two things about your deck, tell us:
1. What is your win condition? The thing(s) that your deck relies upon and excels at in order to win a match.
2. What are you synergies? Things that inherently work well together towards your win condition.
Building Quirky Decks Every Week, Loving Life at Rank 15!
To answer your questions, my deck relies heavily on drawing cards with Northshire and buffing them to keep them alive. This deck also relies heavily on board control as It also focuses on buffing minions with spells like Divine Spirit and Inner Fire to eliminate minions more effectively. Holy Nova is good for board clearing and Holy Fire I use for lethals.
i can see that your deck runs lots of priest removal (2 SW:P 1SW:D 1 MC) and also some hopeful combo cards (PW:S Divine Spirit, Inner Fire) which work great with stormwind knight.
One good addition to your deck would be silences (1-2 ironbeak owls for the 2mana minion slot) and possibly an ooze (doomhammer/gorehowl etc.)
apart from that seems pretty solid
Diehard druid player ^~^
Check out my theorycrafted Blistering Rot
If you're going for the Stormwind Knight blast damage route, I'd strongly suggest a second SW Knight, a little more card draw, Shadow Madness and/or Deathlord for early game, and even some Mind Blasts.
One of the dangers of a deck like this (which currently has 15 minions, 15 spells) is that you end up with a hand of spells and nothing to use them on. Once you've finally gotten your combo in hand, your opponent may already have a few taunts or a quick lethal set up.
Building Quirky Decks Every Week, Loving Life at Rank 15!
I might get rid of the Ironfir Grizzly for a Deathlord or Stormwind Knight. Deathlord can take a lot more damage, plus gets the benefit of some of your buffs in hand. I also agree with a silence being added, this could help you immensely...
This deck has nothing to do on turn 2, which makes a turn 1 Northshire Cleric a terrible play. Which means it has nothing to do on turn 1. 1 of your 4 three-drops is highly conditional (Mind Control Tech), and another is mildly conditional (Earthen Ring Farseer), so a significant portion of the time, your turn 3 is going to be iffy at best. In short, if you're not playing a very slow opponent, you're going to be hard on the ropes by the time you get even a modest chance to stabilize.
Speaking of conditional cards (cards that are only good at certain, relatively rare occasions), common wisdom is that you should use only a few of them unless your deck has several ways of enabling those conditions (for example, Zoo and Nerubian Egg -- playing Abusive Sergeant, Dark Iron Dwarf, and Power Overwhelming makes the Egg a basically unconditional card.) Your deck has a lot of conditional cards.
And that's not counting the mildly-conditional Shadow Word: Pain, Resurrect, and Temple Enforcer. In short, that makes your deck's strategy very fragile -- there are a lot of games where your cards just don't live up to their potential.
So, to improve this deck, I'd focus on making it a little quicker, and significantly less conditional. Here's my take on it:
I tried to make sure to use only common, craftable cards that weren't already on your list above. The idea here is to establish a board presence relatively quickly by mulliganing hard for Mechwarper and/or Annoy-o-Tron, then curving into Spider Tank or Velen's Chosen on turn 3. That'll give you a decent chance to contest the early game, and set up a 3-point Holy Nova if you can keep the Velen's-ed minion in play -- that's a very significant board clear threat.
With the Shadow Words, you have a bit of spot removal to keep your minions alive and hopefully swinging for the face. Your late-game consists of Gurubashi Berserker, which serves the dual purpose of being great if you can keep it alive with the health buffs + your hero power and making a great secondary target for the Divine Spirit+Inner Fire combo if it comes up. That combo will not be your finisher all that often, because with only one copy of each, you won't draw it that often -- but the deck can handily win without it if you can keep the early turns neutral or under your control.
Good luck!
I looked at this card originally and I thought, you know, it's a card, and you play this card. The card will be that card that you play so you're playing a card. So, it is one thing to play a card. If you're opponent doesn't really have any cards, the card will screw up the card pretty hard, and that means it's a pretty good card.
I dont know why you chose to play priest it is bad class atm. But here is improved deck list
I advise you to change class you are playing to mage, warlock in worst case hunter, paladin, druid.
It was hard to improve your deck because i dont know what cards you have.
You should watch these videos they will help you with understanding game and also what your decks should look like https://www.youtube.com/watch?v=2KjtRokhpvM&list=PLvEIxIeBRKSjprrvlbAcbVjzHsnH9PjDX
Here are cards you should craft first Knife Juggler, Loot Hoarder, Mechwarper, Defender of Argus, Piloted Shredder, Azure Drake, Dr. Boom and class cards.
Thank you to everyone who helped and gave their advice. As I have taken great consideration in everyone's replies, here is my second try at constructed Deckbuilding.
I play Priest because I enjoy playing as that class, though at times I also play some Rogue. Here I took Zyxus77's advice and put some silence minions. I am also close to getting the Second Wing of Naxx to get Sludge Belcher but won't go far as to getting Deathlord, so I think Warden and Sen'jin is a good replacement for the Naxx taunts. I also added a Swamp Ooze, Velen's Chosen, and Gurabashi as recommended by Arananthi.
With that deck you might get to rank 15 it much better that one you posted in start.
It still looks pretty light on 2-drops. You can usually play the Acidic Swamp Ooze turn 2, though not against weapon classes, but there isn't anything else. As was said before, this means Northshire Cleric isn't going to be playable turn 1. My go-to 2-drop is generally Faerie Dragon, since it dodges spell removal and thus forces either a weapon hit or a creature trade. You might also consider 1-2 Zombie Chow (I see you have some of Naxx), which would shore up the same weakness. This is a burst style deck, so healing them for 5 isn't going to matter in the long run really. For the Dragons, I'd remove the Circle of Healing and maybe the Mogu'shan Warden? I'm not sure how Warden is working for you, but he seems like a weaker activator for your burst combo than the knights and the Gurubashi Berserker. He might be better than Berserker though, so I dunno. He certainly helps you live longer. The Circle seems to have little of its normal purpose without either an Injured Blademaster or an Auchenai Soulpriest. If you have the Blademasters, I would replace the Spider Tanks with them and keep the Circle, otherwise the Circle is only ever going to combo with Northshire Cleric, and I think that the Holy Nova is significantly better in that case anyway.
The other route to fix up your early game is to add in 1-2 Holy Smite. Your early game already revolves around spell removal, so I don't think it's as good as adding some creatures to the mix, but they might be more useful in the mid-late game. You could also combo them with 1-2 Wild Pyromancer, which would also serve as activators for the Gurubashi Berserker and provide you with some backup board clear.
As a final note, I'd suggest the addition of at least 1 Auchenai Soulpriest. Those are pretty imperative in my opinion for any priest deck, as they give you board clear and spot removal potential, and provide a reasonably sturdy 3/5 body. Hope that all helps!
Hearthstone is a math game. If you think it's overpowered, do the math, compare it to other similar cards, and then if it doesn't all add up, complain about it being overpowered.