This is an interesting list. First things first, when I looked at the list I say your are running Fjola Lightbane. I think she is strictly worse than darkbane. I think darkbane fits much better into this deck.
You have far too many 1 offs, and need to cut some cards that are sup optimal in order to make your deck more consistent.
First of all, flash heal really is not usefull in the deck, you already have so much healing, and if you want to run another survival card, just put in another lightwell. Resurrect is not the most efficient card in this list because you will often resurrect a 1-3 drop. When you use ressurrect, you aim to be getting at least a 4-5 drop creature in order for it to be worth it.
You are also missing a very important card in this deck. Defender of Argus is a card that makes every single wall creature in your deck a whole lot better.
Nefarian is not the best late game drop in my opinion, and since you do not have dr.boom in the list, I suggest you put it in. It often gets 2/3 cards worth of value out of your opponent and when you play this deck, you game plan is to grind out your opponent using high health creatures and efficient trades (from what it looks like)
In conclusion:
-1 Nefarian, +1Dr. Boom,
-1Fjola + 1 Eydis Darkbane
-2 resurrect, +2 defender
-1 Flash heal, +1 lightwell
-2 holy champion, +1 piloted shredder +1 tournament medic, (this one is up to you, but i prefer shredder almost always to holy champion, in addition, tournament medic is a much better wall as a 2 of when you are running defenders.)
-I recommend putting in one more late game powerhouse, maybe Confessor Paletress?
Try out my suggestions, it should make the deck more consistent overall, and therefore slightly better, however this deck is up to how you play it. Experiment with the deck, add and subtract different cards to keep changing up your list. Maybe a harrison fits good into the list, maybe a sludge belcher. These are things that you need to test through playing the deck with the cards, and see what works better for you. Different cards will be better than others in different meta's
Thanks for Posting! If you have more questions or want to learn more about deckbuilding/statagy, or want to just watch a high ranked legend player, I stream on Tues-Sun from 6:30/7pm-11/11:30pm PST. The link is in my signature!
You are playing a deck that is considered tier 2 or 3 however I want to make it work and see you have success with it. I think tempo priest is a legitimate tier 1 deck and this is simply an interesting varrient/take on it. I would not recommend mech priest as I don't think it is very viable in the current meta but I could be wrong! I don't have much experience with it to be perfectly honest.
If you want to run a midrange deck with high health minions, dragon priest is the way to go. It has really good match ups right now and could carry you to 3-1 rank. It is the most consistent and powerful priest deck. I highly recommend it over any other priest list currently, but if you do not have the dragons, we can make this list work. Just give it some testing!
After having tested some tonight, here is the version I am running now:
-2 Shrink +2 Annoy-O-Tron (to help deal with the early aggro from many decks now and protect your more powerful drops) -1 Cabal + 1 Deathlord (another anti-aggro card that works well with velen's only one of as it is an anti-aggro tech and bad vs control) -1 Cabal +1 Holy Nova (cabal has been ok, but a little too slow vs aggro, with the 2 annoy + deathlord don't need this as much) -1 Sen'Jin -1 Frost Giant +2 Piloted Shredder (solid 4 drop that almost guarantees a body for your buffs if needed) -1 Frost Giant + 1 Sylvanas (as i paid attention found that average cost for giant was 5 but any other threat would have worked as well so syl) -1 Zombie Chow -1 Flame Juggler +2 Injured Kvaldir (this is just for testing purposes, might go back to zombies, or shadow madness or recom) -1 Edyis +1 Owl (eydis was just a spider tank most of the time and a silence was needed, might go back, depends on matchups)
I did test the recombobulator and shadow madness, they were ok, but recombob did nothing to stop aggro on turn 2 when you needed it, and shadow madness felt somewhat slow at times as well. The list I am currently running has been much more consistent vs aggro and still fairly decent vs control, probably around 50%. Also, both times I've faces patron, it's crushed them, lost once to facehunter due to a slow draw, however it did beat both secret paladins I came across as well as zoo.
IMO Injured Kvaldir is not a good card and is not worth a spot in the deck. Annoytron also doesnt fit because it doesnt actually stop aggro it simply stalls, and without mech synergy I would say it is definitally a below average card.
You need to be cautious when adding a lot of One-Offs. One offs are inconsistent and make your deck weaker. Try cutting the annoy-o-trons and Injured Kvaldir, and making your deck more consistent by running two deathlords, for example.
Keep experimenting!
After some more testing, Injured is OK on one, vs certain classes and if you don't have something to play on 2, as you can heal it and turn it into a 2 drop (2/3) worth of stats. Not ideal though so I did take them out, and added back in the shrinkmeister's (2 of them), as well as taking out the annoy's for another deathlord and putting back in a cabal.
Since I have 2 deathlords, I also took out the dark cultists as I saw a later post to another priest mentioning they don't generally run them together, and put in 2 shadow word: pain as well, as I have found having 1 death and 1 vol'jin good for larget minions and 2 pains good for smaller in other priest decks, especially as it creates another synergy with shrink's while being good on their own as well.
Lastly I took out the wild pyro as it has been underperforming and serves the same purpose as both pains and deathlords in killing early stuff but can make the deathlords worse as you want their hp as high as possible. I added back in the recombobulator as well.
Lastly, I am not sure if I should run 1 owl 1 shadomadness to make sure I have the silence or if I should run 2 shadowmadness for more consistency however. What would your opinion on it be? Both have been helpful in testing.
For some reason I like the hobgoblins and have tried to get a decent viable deck going. This is my best so far but it might be a touch slow. Other cards I'm thinking of using are hogger for the free taunter and the black knight, but it's hard to remove some of the cards since theres a good amount of synergy. Do you have any ideas to make it stronger?
You are playing a deck that is considered tier 2 or 3 however I want to make it work and see you have success with it. I think tempo priest is a legitimate tier 1 deck and this is simply an interesting varrient/take on it. I would not recommend mech priest as I don't think it is very viable in the current meta but I could be wrong! I don't have much experience with it to be perfectly honest.
If you want to run a midrange deck with high health minions, dragon priest is the way to go. It has really good match ups right now and could carry you to 3-1 rank. It is the most consistent and powerful priest deck. I highly recommend it over any other priest list currently, but if you do not have the dragons, we can make this list work. Just give it some testing!
After having tested some tonight, here is the version I am running now:
-2 Shrink +2 Annoy-O-Tron (to help deal with the early aggro from many decks now and protect your more powerful drops) -1 Cabal + 1 Deathlord (another anti-aggro card that works well with velen's only one of as it is an anti-aggro tech and bad vs control) -1 Cabal +1 Holy Nova (cabal has been ok, but a little too slow vs aggro, with the 2 annoy + deathlord don't need this as much) -1 Sen'Jin -1 Frost Giant +2 Piloted Shredder (solid 4 drop that almost guarantees a body for your buffs if needed) -1 Frost Giant + 1 Sylvanas (as i paid attention found that average cost for giant was 5 but any other threat would have worked as well so syl) -1 Zombie Chow -1 Flame Juggler +2 Injured Kvaldir (this is just for testing purposes, might go back to zombies, or shadow madness or recom) -1 Edyis +1 Owl (eydis was just a spider tank most of the time and a silence was needed, might go back, depends on matchups)
I did test the recombobulator and shadow madness, they were ok, but recombob did nothing to stop aggro on turn 2 when you needed it, and shadow madness felt somewhat slow at times as well. The list I am currently running has been much more consistent vs aggro and still fairly decent vs control, probably around 50%. Also, both times I've faces patron, it's crushed them, lost once to facehunter due to a slow draw, however it did beat both secret paladins I came across as well as zoo.
IMO Injured Kvaldir is not a good card and is not worth a spot in the deck. Annoytron also doesnt fit because it doesnt actually stop aggro it simply stalls, and without mech synergy I would say it is definitally a below average card.
You need to be cautious when adding a lot of One-Offs. One offs are inconsistent and make your deck weaker. Try cutting the annoy-o-trons and Injured Kvaldir, and making your deck more consistent by running two deathlords, for example.
Keep experimenting!
After some more testing, Injured is OK on one, vs certain classes and if you don't have something to play on 2, as you can heal it and turn it into a 2 drop (2/3) worth of stats. Not ideal though so I did take them out, and added back in the shrinkmeister's (2 of them), as well as taking out the annoy's for another deathlord and putting back in a cabal.
Since I have 2 deathlords, I also took out the dark cultists as I saw a later post to another priest mentioning they don't generally run them together, and put in 2 shadow word: pain as well, as I have found having 1 death and 1 vol'jin good for larget minions and 2 pains good for smaller in other priest decks, especially as it creates another synergy with shrink's while being good on their own as well.
Lastly I took out the wild pyro as it has been underperforming and serves the same purpose as both pains and deathlords in killing early stuff but can make the deathlords worse as you want their hp as high as possible. I added back in the recombobulator as well.
Lastly, I am not sure if I should run 1 owl 1 shadomadness to make sure I have the silence or if I should run 2 shadowmadness for more consistency however. What would your opinion on it be? Both have been helpful in testing.
Owl is always a solid choice for a card,
Two shadow word pain is a lot, if you really want more early game run 1 zombie chow 1 pain.
Post your full list again after all the tweaks and ill give you a second opinion!
I need help with my mage deck. What cards will help me win against control warrior aka Tonka Tank?
A decklist would help!
Its hard for me to give you an opinion without a decklist because a lot of cards counter control warrior but you need to be able to syngergize them with you deck as well.
You are playing a deck that is considered tier 2 or 3 however I want to make it work and see you have success with it. I think tempo priest is a legitimate tier 1 deck and this is simply an interesting varrient/take on it. I would not recommend mech priest as I don't think it is very viable in the current meta but I could be wrong! I don't have much experience with it to be perfectly honest.
If you want to run a midrange deck with high health minions, dragon priest is the way to go. It has really good match ups right now and could carry you to 3-1 rank. It is the most consistent and powerful priest deck. I highly recommend it over any other priest list currently, but if you do not have the dragons, we can make this list work. Just give it some testing!
After having tested some tonight, here is the version I am running now:
-2 Shrink +2 Annoy-O-Tron (to help deal with the early aggro from many decks now and protect your more powerful drops) -1 Cabal + 1 Deathlord (another anti-aggro card that works well with velen's only one of as it is an anti-aggro tech and bad vs control) -1 Cabal +1 Holy Nova (cabal has been ok, but a little too slow vs aggro, with the 2 annoy + deathlord don't need this as much) -1 Sen'Jin -1 Frost Giant +2 Piloted Shredder (solid 4 drop that almost guarantees a body for your buffs if needed) -1 Frost Giant + 1 Sylvanas (as i paid attention found that average cost for giant was 5 but any other threat would have worked as well so syl) -1 Zombie Chow -1 Flame Juggler +2 Injured Kvaldir (this is just for testing purposes, might go back to zombies, or shadow madness or recom) -1 Edyis +1 Owl (eydis was just a spider tank most of the time and a silence was needed, might go back, depends on matchups)
I did test the recombobulator and shadow madness, they were ok, but recombob did nothing to stop aggro on turn 2 when you needed it, and shadow madness felt somewhat slow at times as well. The list I am currently running has been much more consistent vs aggro and still fairly decent vs control, probably around 50%. Also, both times I've faces patron, it's crushed them, lost once to facehunter due to a slow draw, however it did beat both secret paladins I came across as well as zoo.
IMO Injured Kvaldir is not a good card and is not worth a spot in the deck. Annoytron also doesnt fit because it doesnt actually stop aggro it simply stalls, and without mech synergy I would say it is definitally a below average card.
You need to be cautious when adding a lot of One-Offs. One offs are inconsistent and make your deck weaker. Try cutting the annoy-o-trons and Injured Kvaldir, and making your deck more consistent by running two deathlords, for example.
Keep experimenting!
After some more testing, Injured is OK on one, vs certain classes and if you don't have something to play on 2, as you can heal it and turn it into a 2 drop (2/3) worth of stats. Not ideal though so I did take them out, and added back in the shrinkmeister's (2 of them), as well as taking out the annoy's for another deathlord and putting back in a cabal.
Since I have 2 deathlords, I also took out the dark cultists as I saw a later post to another priest mentioning they don't generally run them together, and put in 2 shadow word: pain as well, as I have found having 1 death and 1 vol'jin good for larget minions and 2 pains good for smaller in other priest decks, especially as it creates another synergy with shrink's while being good on their own as well.
Lastly I took out the wild pyro as it has been underperforming and serves the same purpose as both pains and deathlords in killing early stuff but can make the deathlords worse as you want their hp as high as possible. I added back in the recombobulator as well.
Lastly, I am not sure if I should run 1 owl 1 shadomadness to make sure I have the silence or if I should run 2 shadowmadness for more consistency however. What would your opinion on it be? Both have been helpful in testing.
Owl is always a solid choice for a card,
Two shadow word pain is a lot, if you really want more early game run 1 zombie chow 1 pain.
Post your full list again after all the tweaks and ill give you a second opinion!
I was running them for the extra shrinkmeister synergy and since priest has a fairly weak early game. I could cut one for the owl and keep 2 shadow madness then as well though. I think I will do that. Here is the updated current list:
I do have some questions on shrinkmeister (and somewhat recombobulator) though, wondering what your thoughts were on whether you should play them out on 2 vs aggro always or if you ever save them vs aggro since they are the only 2 drops. Also with them being the only 2 drops should you play them out vs control as well and only treat them as a combo piece with cabal or shadow madness if you draw one later?
Also cleric, being the only one drop, but also being your draw engine, do you just drop it vs aggro as well?
Hey! I'd love if you could take a quick look at this priest deck I've been trying out. Playing around rank 10-8 I've been having a good amount of success. Generally I try for board control in the early game with Soulpriest combo and deathlords then the Holy Champions for some mid game pressure into Confessor and KT to help finish out the game. Havent been seeing a ton of weapons lately so I might cut Harrison for a lightbomb or another lategame threat possibly. 1 fencing coach for sometimes comboing with saraad or confessor and justicar is because 4health is awesome and also works really well with soulpriest.
This is a deck that generates enormous amounts of value which sets it aside from some of the other priest lists, which makes it iconic and therefore is an interesting deck to me, however I think we can swap some cards to make your game plan for consistent.
The first thing that stood out to me right away is no lightbomb or holy novas. Priest's greatest strength is its ability to have 6 powerful board clears, however since you only run 2 I think we should beef that up a bit. You definitely need at least 1 lightbomb, and I would even consider running 1 holy nova instead. 4 board clears is a solid number, and counters many decks in the meta in different ways with each board clear.
Wild pyromancer is a redundant card in my opinion and priest has better aoe options
I dont believe that running dark cultist and deathlords together are correct. I would recommend cutting the dark cultist. Priest plays dont run it unless they have very consistent late game, and your deck seems to win by grinding about its opponents will big value cards like saraad and paletress. It lakes early game consistent minions and therefore can be cut to increase your control elements, as well as beef up your late game.
You should run at least 1 shadow word pain, especially if you are running shrinkmeister
light of the narru might be good considering you run double soulpriest. Consider/Experiment with it.
I think that piloted shredders are both more consistent and better cards overall in the four slot opposed to holy champion.
Im not convince by Kel Thuzad, your deck is not very minion heavy. Even though your deck has the illusion of having a lot of minions many will be traded of and killed in order to push the game until the later turns and by the time you drop Thusad. you will on average only have 1 minion or less. Kul Thuzad is a "win more" card, and win more cards dont actually futher your game plan. I would recommend other very solid late game legendaries like Ysera or Sneeds which are standalone great cards with lots of inherit value.
I think that Justicar Trueheart is worse is priest as priest has the least impactful hero power. If you are going for the justicar+auchenai combo, I think its a little too cute, and can be easily replaced by slyvanis as a more consistent threat and board control card.
Dr. Boom is a must have.
In Conclusion!:
-2 Holy Champions,, -1 Dark Cultists, -1 Justicar, -1Kel Thuzad, -1 Wild pyromancer, (Consider cutting deathlord if they arent doing their job and killing at least 2-3 early game minions)
+1 Ysera or Slyvanas. <-This depends on how you want to play the deck. Since your 6 slot already has 2 shadow priests I recommend Ysera as a consistent late game threat, however experiment with it and try out new things
These changes are just my opinion and they are not absoltuly best! However I think it will make your list must more consistet, and keep you alive long enough to set up your combos and powerful value cards.
Experiment with this deck more, switch some cards around and maybe swap harrison for kezan or mc tech or keep it in if you think there are a lot of weapons. Its up to you! but play around with it. This is a cool list and I want to see it succeed. So go test it out and come back and tell me how it does!
Thanks for posting, and If you want to learn more about how to play certain decks or get strategic advice/want to watch a high legend ranked player, I stream from 6/7-11/12 on Tuesday-Sunday.
Thanks for the reply! (and sorry for the long response delay) You're probably right about the holy champions I've just always been hesitant to run low hp minions in priest but I'll give the shredders a shot and if the Champions go the pyro will obviously goes with them as he was just for greedy circle plays.
The dark cultist was more of a comfort pick because I wasn't too sure about what else to use but with just 1 copy I find myself rarely getting use from the deathrattle so it probably makes sense to cut him.
I'll be sad to see justicar go because I think maybe someday she'll find a spot in priest but this probably isnt the deck for her because you're right about the auchenai justicar just being too overall ineffective. Not sure why I wasnt running SW:P in the first place honestly, it's a no brainer with 2 Shrinks I just glossed over it I guess.
I always like KT I'm probably just thinking about him in his ideal situation and honestly if any of the actual threats stay alive long enough to matter then its probably game over anyways so I'll throw sneeds in instead of him because sneeds is pretty cool.
I'm going to leave out boom for the time being because its the beginning of the month and the amount of rush decks is obscene but when I start to see less rush I'll probably take out a deathlord and throw him in. Also if I added Boom he would be the only BGH target in the deck, not counting summoned legendaries.
So for now the changes I'm making are -1 pyro, -2 Holy Champions, -1 Cultist, -1 Justicar, -1 KT. +1 SW:P, +1 Lightbomb, +1 Holy Nova, +2 shredders and +1 sneeds because I like him.
Thank you very much for the feedback, hopefully the deck works well and I'll be back to tell of its glorious escapades!
Hi! I'd be very grateful for your help - right now I have the most fun with Wing's Zoolock, although I often mind myself stalling and can't beat it past rank 20, although I'nm two weeks into Hearthstone. I plan on improving the zoo deck and two come up with a dragon priest and\or a dragon mage. I have a golden Chillmaw, all the non-legendary drakes, twilight guardian included and BRM cards, also have Confessor for Warlock and 1600 dust. Now I'm struggling between those three options - craft a Mal'ganis and go for midrange, craft Vol'jin and put him in a dragon deck with Chillmaw, or to craft Sylvanas, or to craft Rhonin and do something with the mage. Any advice appreciated!
This list is very solid, and if you are new to hearthstone it teaches you a lot about board control and minion trading. Zoo is an excellent starting deck.
As for my advice for which legendary to craft.
-Ronin is a good mage card, but unless you have archmage antonidus you should probably stay away from mage as most decks are sup-optimal without him.
-Voljin is a solid card but only fits in specific decks, making it not a core craft.
-Slyvanis is an extremely solid craft as many decks use it as a core card as well as many other decks using it as a tech card. I would reccomend this card most. I hope this helps!
Thanks for Posting! If you have more questions or want to learn more about deckbuilding/statagy, or want to just watch a high ranked legend player, I stream on Tues-Sun from 6:30/7pm-11/11:30pm PST. The link is in my signature!
Really cool thread you started here. This is a deck I had been really trying to get to work just pre-TGT. I got Foe Reaper in 2 packs back to back from Arena so I figured I would try to make it work. I started off with MarineKingHS's Foe Reaper based deck and went from there. I tried to tech in Gazlowe and Toshley but the pair of them were far too slow to amount to anything and I ended up replacing them with Sylvanas and Boom IIRC.
Its really a tempo mech-priest deck but it seems to lack finishing power. It has gone to fatigue a bunch vs control decks but it just doesn't seem to get to the finish line fast enough. I am unsure if I am trying to do too much or not enough haha. I have tried Mechwarper in place of the Annoy's and that was right before TGT, so I have yet to really revisit the deck.
Im currently almost strictly a Handlock player and it gets boring dropping huge giants and taunting up all day. This was a nice change of pace for me, even though I dropped 5+ ranks in testing and tinkering.
This one is pretty hard for me. I am not a big fan of mech priest as I dont think it is the strongest deck, and therefore havent played much of it. However I can help you with closing out the game and optimizing your deck and improving its consistency.
The first thing I would recommend is cutting mass dispel and holy fire. They are tech cards that dont further your game plan. 5 damage for 6 mana is very bad, considering you dont need the healing if you are the agressor.
I would reccomend cutting you aoe also, as it doesnt futher your game plan. You need as many value minions as possible.
Im sorry for the short response but I start streaming very soon so ill give you a quick add/cut:
-2 holy nova, (you can keep 1 if you think it helps you SIGNIFICANTLY around 50% of the time) -1 light bomb,
-1 shadow madness. (doesnt further your game plan.
+1 upgraded repair bot, +1 loatheb, You need to fill out your 5 slot in terms of minions and they are both good cards in the deck.
-+1 piloted sky golem, High value card, that fits with the theme and helps fill out your 6 drop. Add 2 if games are going more control oriented.
Play for board control and tempo, dont play to grind. Push for damage while clearing the enemies board. Use minions to accomplish these tasks and not spells as it is a mech deck!
Thanks for Posting! If you have more questions or want to learn more about deckbuilding/statagy, or want to just watch a high ranked legend player, I stream on Tues-Sun from 6:30/7pm-11/11:30pm PST. The link is in my signature!
For some reason I like the hobgoblins and have tried to get a decent viable deck going. This is my best so far but it might be a touch slow. Other cards I'm thinking of using are hogger for the free taunter and the black knight, but it's hard to remove some of the cards since theres a good amount of synergy. Do you have any ideas to make it stronger?
I am streaming in 15 minutes so ill give you a quick analysis.
This is a REALLY cool deck that is combines two sub themes into one (possibly) powerful archtypes of a deck.
Gorehowl does not fit in the deck, you dont have big armor game cards to sustain your life total while killing minions with it. 4 weapons are also enough if you are a minion based deck.
Brawl seems to go against your game plan. And a second execute works much better with your deck. Often times you will have more minions than your opponent and brawl will be useful. Execute is also one of the best removal spells in the game.
The Jeeves seems out of place, both of them do.
My add/cuts for initial testing:
-1 gorehowl, -1brawl,
+1 execute, +1 black knight
These are the obvious changes to me. Consider warbot as it is a 1 mana warrior card and fits in the deck.
Besides that you seem to have the correct minions that fit into the duel archetype. try out those changes and see how they work. Keep experimenting and definitely comment again because I want to see how this deck does I have been looking for a good hobgoblin list personally.
Thanks for Posting! If you have more questions or want to learn more about deckbuilding/statagy, or want to just watch a high ranked legend player, I stream on Tues-Sun from 6:30/7pm-11/11:30pm PST. The link is in my signature!
Ive been playing hearthstone since beta and have played plenty of handlock. This decks plays similar, but with a dragon theme. Only one mountain giant, because it seems to be a dead card in aggro meta. A little more early game than conventional handlock with double blackwing technician. Plenty of taunts, well cause control lock needs them. What do you think of this deck, just put it together, only played half a dozen games but seems to be good so far against the meta. Haven't faced any face hunters or divine favour palladins yet though.
Hey! I thought I'd just get some advice here since I usually just copy decks from here, but I decided to try to make my own this season. Here's where I'm at with a Token Paladin and it's doing well, but not too great. I just added Sludge Belcher (and took out Warhorse Trainer) because I feel like I need the added protection. I've never had trouble with card draw as Lay on Hands seems to work well, but maybe throwing in a Cult Master wouldn't hurt? Let me know what you think
So I have two decks I've been playing around with but I cant quite seem to get them to work. They both have similar themes but slightly different objectives.
The first is a super aggro warlock deck. With the release of cards like Demonfuse and Wrathguard I thought it would be fun to make a warlock bumrush deck that relies on playing above curve demons such as Wrathguard and Flame Imp, buff them with cards like Demonfuse and Demonfire, and then proceed to smash peoples faces in.
What I have found so far: Doesn't seem to as well as I'd hoped. Main weaknesses are that it lacks the two tenets of aggro (of which at least one seems to be necessary for success); a) have lots of minions (ala shockadin) or b) have minions that immediately impact the board state upon play (charge, triggered abilities, buff giving, ect.). So perhaps this list is doomed, or perhaps I should tailor it to be more midrangy. I just like the massive buff Demonfuse and that Wrathguard is like a Totem Golem without the overolad. I feel like there should be something good here.
What does work well is dropping Demonfuse on Mistress of Pain. Healing 4 damage with every hit is really effective and serves well to counteract Wrathguard and Flame Imp's damaging abilities as well as life tap. Most games if I drop demon fuse on her early, I at least go 2 for one and often heal back to full health and stay there well into turn 4 or 5.
Let me know what you think
Here was my original idea, felt like it was too clunky, discard mechanic wasn't quite worth it.
Here is my current list. I tried to remedy some of the problems I discussed above, but still feel like its not even close to competitive above rank 20 yet.
On to the second deck, discard demons!! When I saw cards like Fist of Jaraxxus and Tiny Knight of Evil I thought it would be really cool to try to craft a demon based deck operating around the discard mechanic. The idea being that demons with a discard effect such as succubus or Doomguard are very powerful (basically overvalued for their cost) so the discard effect is added in order to counter act that. However, cards like Fist of Jaraxxus and Tiny Knight of Evil allow you to still generate value from discarding cards. My hope is that you can leverage this fact to mitigate the negative affects of the discard mechanic, allowing you to out tempo/value your opponent.
My conclusions so far: Getting only +1/+1 on Tiny Knight of Evil on discard just isn't worth it. The damage done by loosing a random card is worth at least +2/+2, Tiny Knight might just not be worth it. Fist of Jaraxxus is a decent card, but its pretty tricky to get it to trigger on discard, too often I loose something really important instead. Also with the minion heavy decks out there and the influx of token generating cards and buffs, there are just too many sub optimal targets making Fist often ineffective (ie hitting a 1/1 or a 2/2 or something).
I'm not really sure if this idea can work, but I'd really like it to.
+Ysera, +Sneeds/(late game value big minion that generates card adv), + A tech card like Bgh/Harrison/MCT/Kezan, +1 something like shredder.
This is a cool idea for a deck and can almost work as a midrange deck. try experiemnt with the changes I offered and tell me how the results are. I like the idea of adding a sparing partner black night combo into the deck but some of the cards you run are just too inconsistent and need to be replaced in order to optimize you deck.
Let me know how it works out!
Thanks for Posting! If you have more questions or want to learn more about deckbuilding/statagy, or want to just watch a high ranked legend player, I stream on Tues-Sun from 6:30/7pm-11/11:30pm PST. The link is in my signature!
Hand lock is historically a difficult to match up for priest if your killing it than thats sweet haha.
Paladin, Aoe is very important, you need to hold light bomb for when challenger hits the field. It is a difficult matchup its true.
Your winrate vs midrange paladin along with any other mid range deck really should increase with the corrupters.
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This is an interesting list. First things first, when I looked at the list I say your are running Fjola Lightbane. I think she is strictly worse than darkbane. I think darkbane fits much better into this deck.
You have far too many 1 offs, and need to cut some cards that are sup optimal in order to make your deck more consistent.
First of all, flash heal really is not usefull in the deck, you already have so much healing, and if you want to run another survival card, just put in another lightwell. Resurrect is not the most efficient card in this list because you will often resurrect a 1-3 drop. When you use ressurrect, you aim to be getting at least a 4-5 drop creature in order for it to be worth it.
You are also missing a very important card in this deck. Defender of Argus is a card that makes every single wall creature in your deck a whole lot better.
Nefarian is not the best late game drop in my opinion, and since you do not have dr.boom in the list, I suggest you put it in. It often gets 2/3 cards worth of value out of your opponent and when you play this deck, you game plan is to grind out your opponent using high health creatures and efficient trades (from what it looks like)
In conclusion:
-1 Nefarian, +1Dr. Boom,
-1Fjola + 1 Eydis Darkbane
-2 resurrect, +2 defender
-1 Flash heal, +1 lightwell
-2 holy champion, +1 piloted shredder +1 tournament medic, (this one is up to you, but i prefer shredder almost always to holy champion, in addition, tournament medic is a much better wall as a 2 of when you are running defenders.)
-I recommend putting in one more late game powerhouse, maybe Confessor Paletress?
Try out my suggestions, it should make the deck more consistent overall, and therefore slightly better, however this deck is up to how you play it. Experiment with the deck, add and subtract different cards to keep changing up your list. Maybe a harrison fits good into the list, maybe a sludge belcher. These are things that you need to test through playing the deck with the cards, and see what works better for you. Different cards will be better than others in different meta's
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I need help with my mage deck. What cards will help me win against control warrior aka Tonka Tank?
After some more testing, Injured is OK on one, vs certain classes and if you don't have something to play on 2, as you can heal it and turn it into a 2 drop (2/3) worth of stats. Not ideal though so I did take them out, and added back in the shrinkmeister's (2 of them), as well as taking out the annoy's for another deathlord and putting back in a cabal.
Since I have 2 deathlords, I also took out the dark cultists as I saw a later post to another priest mentioning they don't generally run them together, and put in 2 shadow word: pain as well, as I have found having 1 death and 1 vol'jin good for larget minions and 2 pains good for smaller in other priest decks, especially as it creates another synergy with shrink's while being good on their own as well.
Lastly I took out the wild pyro as it has been underperforming and serves the same purpose as both pains and deathlords in killing early stuff but can make the deathlords worse as you want their hp as high as possible. I added back in the recombobulator as well.
Lastly, I am not sure if I should run 1 owl 1 shadomadness to make sure I have the silence or if I should run 2 shadowmadness for more consistency however. What would your opinion on it be? Both have been helpful in testing.
For some reason I like the hobgoblins and have tried to get a decent viable deck going. This is my best so far but it might be a touch slow. Other cards I'm thinking of using are hogger for the free taunter and the black knight, but it's hard to remove some of the cards since theres a good amount of synergy. Do you have any ideas to make it stronger?
Wow that was a lot of info, TY! :)
I think I get your point and I mostly agree after some testing
Will test some more and I'll message you if I need some more help.
uM0p3p!sddn
Also check out my new inspire majordomo mage! http://www.hearthpwn.com/decks/114619-mystery-mage-inspire-rangnaros-freeze
Owl is always a solid choice for a card,
Two shadow word pain is a lot, if you really want more early game run 1 zombie chow 1 pain.
Post your full list again after all the tweaks and ill give you a second opinion!
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A decklist would help!
Its hard for me to give you an opinion without a decklist because a lot of cards counter control warrior but you need to be able to syngergize them with you deck as well.
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I was running them for the extra shrinkmeister synergy and since priest has a fairly weak early game. I could cut one for the owl and keep 2 shadow madness then as well though. I think I will do that. Here is the updated current list:
I do have some questions on shrinkmeister (and somewhat recombobulator) though, wondering what your thoughts were on whether you should play them out on 2 vs aggro always or if you ever save them vs aggro since they are the only 2 drops. Also with them being the only 2 drops should you play them out vs control as well and only treat them as a combo piece with cabal or shadow madness if you draw one later?
Also cleric, being the only one drop, but also being your draw engine, do you just drop it vs aggro as well?
Thanks for the reply! (and sorry for the long response delay) You're probably right about the holy champions I've just always been hesitant to run low hp minions in priest but I'll give the shredders a shot and if the Champions go the pyro will obviously goes with them as he was just for greedy circle plays.
The dark cultist was more of a comfort pick because I wasn't too sure about what else to use but with just 1 copy I find myself rarely getting use from the deathrattle so it probably makes sense to cut him.
I'll be sad to see justicar go because I think maybe someday she'll find a spot in priest but this probably isnt the deck for her because you're right about the auchenai justicar just being too overall ineffective. Not sure why I wasnt running SW:P in the first place honestly, it's a no brainer with 2 Shrinks I just glossed over it I guess.
I always like KT I'm probably just thinking about him in his ideal situation and honestly if any of the actual threats stay alive long enough to matter then its probably game over anyways so I'll throw sneeds in instead of him because sneeds is pretty cool.
I'm going to leave out boom for the time being because its the beginning of the month and the amount of rush decks is obscene but when I start to see less rush I'll probably take out a deathlord and throw him in. Also if I added Boom he would be the only BGH target in the deck, not counting summoned legendaries.
So for now the changes I'm making are -1 pyro, -2 Holy Champions, -1 Cultist, -1 Justicar, -1 KT. +1 SW:P, +1 Lightbomb, +1 Holy Nova, +2 shredders and +1 sneeds because I like him.
Thank you very much for the feedback, hopefully the deck works well and I'll be back to tell of its glorious escapades!
This list is very solid, and if you are new to hearthstone it teaches you a lot about board control and minion trading. Zoo is an excellent starting deck.
As for my advice for which legendary to craft.
-Ronin is a good mage card, but unless you have archmage antonidus you should probably stay away from mage as most decks are sup-optimal without him.
-Voljin is a solid card but only fits in specific decks, making it not a core craft.
-Slyvanis is an extremely solid craft as many decks use it as a core card as well as many other decks using it as a tech card. I would reccomend this card most. I hope this helps!
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This one is pretty hard for me. I am not a big fan of mech priest as I dont think it is the strongest deck, and therefore havent played much of it. However I can help you with closing out the game and optimizing your deck and improving its consistency.
The first thing I would recommend is cutting mass dispel and holy fire. They are tech cards that dont further your game plan. 5 damage for 6 mana is very bad, considering you dont need the healing if you are the agressor.
I would reccomend cutting you aoe also, as it doesnt futher your game plan. You need as many value minions as possible.
Im sorry for the short response but I start streaming very soon so ill give you a quick add/cut:
-2 holy nova, (you can keep 1 if you think it helps you SIGNIFICANTLY around 50% of the time) -1 light bomb,
-1 shadow madness. (doesnt further your game plan.
+1 upgraded repair bot, +1 loatheb, You need to fill out your 5 slot in terms of minions and they are both good cards in the deck.
-+1 piloted sky golem, High value card, that fits with the theme and helps fill out your 6 drop. Add 2 if games are going more control oriented.
Play for board control and tempo, dont play to grind. Push for damage while clearing the enemies board. Use minions to accomplish these tasks and not spells as it is a mech deck!
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I am streaming in 15 minutes so ill give you a quick analysis.
This is a REALLY cool deck that is combines two sub themes into one (possibly) powerful archtypes of a deck.
Gorehowl does not fit in the deck, you dont have big armor game cards to sustain your life total while killing minions with it. 4 weapons are also enough if you are a minion based deck.
Brawl seems to go against your game plan. And a second execute works much better with your deck. Often times you will have more minions than your opponent and brawl will be useful. Execute is also one of the best removal spells in the game.
The Jeeves seems out of place, both of them do.
My add/cuts for initial testing:
-1 gorehowl, -1brawl,
+1 execute, +1 black knight
These are the obvious changes to me. Consider warbot as it is a 1 mana warrior card and fits in the deck.
Besides that you seem to have the correct minions that fit into the duel archetype. try out those changes and see how they work. Keep experimenting and definitely comment again because I want to see how this deck does I have been looking for a good hobgoblin list personally.
Thanks for Posting! If you have more questions or want to learn more about deckbuilding/statagy, or want to just watch a high ranked legend player, I stream on Tues-Sun from 6:30/7pm-11/11:30pm PST. The link is in my signature!
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Ive been playing hearthstone since beta and have played plenty of handlock. This decks plays similar, but with a dragon theme. Only one mountain giant, because it seems to be a dead card in aggro meta. A little more early game than conventional handlock with double blackwing technician. Plenty of taunts, well cause control lock needs them. What do you think of this deck, just put it together, only played half a dozen games but seems to be good so far against the meta. Haven't faced any face hunters or divine favour palladins yet though.
Hey! I thought I'd just get some advice here since I usually just copy decks from here, but I decided to try to make my own this season. Here's where I'm at with a Token Paladin and it's doing well, but not too great. I just added Sludge Belcher (and took out Warhorse Trainer) because I feel like I need the added protection. I've never had trouble with card draw as Lay on Hands seems to work well, but maybe throwing in a Cult Master wouldn't hurt? Let me know what you think
Tirion Fordring at the bottom
I have no time for gains!
So I have two decks I've been playing around with but I cant quite seem to get them to work. They both have similar themes but slightly different objectives.
The first is a super aggro warlock deck. With the release of cards like Demonfuse and Wrathguard I thought it would be fun to make a warlock bumrush deck that relies on playing above curve demons such as Wrathguard and Flame Imp, buff them with cards like Demonfuse and Demonfire, and then proceed to smash peoples faces in.
What I have found so far: Doesn't seem to as well as I'd hoped. Main weaknesses are that it lacks the two tenets of aggro (of which at least one seems to be necessary for success); a) have lots of minions (ala shockadin) or b) have minions that immediately impact the board state upon play (charge, triggered abilities, buff giving, ect.). So perhaps this list is doomed, or perhaps I should tailor it to be more midrangy. I just like the massive buff Demonfuse and that Wrathguard is like a Totem Golem without the overolad. I feel like there should be something good here.
What does work well is dropping Demonfuse on Mistress of Pain. Healing 4 damage with every hit is really effective and serves well to counteract Wrathguard and Flame Imp's damaging abilities as well as life tap. Most games if I drop demon fuse on her early, I at least go 2 for one and often heal back to full health and stay there well into turn 4 or 5.
Let me know what you think
Here was my original idea, felt like it was too clunky, discard mechanic wasn't quite worth it.
Here is my current list. I tried to remedy some of the problems I discussed above, but still feel like its not even close to competitive above rank 20 yet.
On to the second deck, discard demons!! When I saw cards like Fist of Jaraxxus and Tiny Knight of Evil I thought it would be really cool to try to craft a demon based deck operating around the discard mechanic. The idea being that demons with a discard effect such as succubus or Doomguard are very powerful (basically overvalued for their cost) so the discard effect is added in order to counter act that. However, cards like Fist of Jaraxxus and Tiny Knight of Evil allow you to still generate value from discarding cards. My hope is that you can leverage this fact to mitigate the negative affects of the discard mechanic, allowing you to out tempo/value your opponent.
My conclusions so far: Getting only +1/+1 on Tiny Knight of Evil on discard just isn't worth it. The damage done by loosing a random card is worth at least +2/+2, Tiny Knight might just not be worth it. Fist of Jaraxxus is a decent card, but its pretty tricky to get it to trigger on discard, too often I loose something really important instead. Also with the minion heavy decks out there and the influx of token generating cards and buffs, there are just too many sub optimal targets making Fist often ineffective (ie hitting a 1/1 or a 2/2 or something).
I'm not really sure if this idea can work, but I'd really like it to.
Thanks so much again for your advice! Just clarifying - if it's either Mal'ganis or Sylvanas I'm going to craft, which one you'll recommend more?
Something like this http://www.hearthpwn.com/decks/318852-counter-hell-v2-0
or Dragon Mage http://www.hearthpwn.com/decks/308495-tgt-wings-legendary-dragon-mage
I'd really appreciate some help with this auto lose match-up.....so bad soo bad :(
You run a lot of 1 offs, which make the deck fairly inconsistent.
Cut frost giant, there are other big minions you can run with lots of value like Ysera
KT is a slow and underwhelming card in most situations are be replaced with a multitude of good late game cards like justicar, sneeds, etc.
Do not run gromash wtihout alextraza, either run both or neither.
Varien wyrnn is too slow for the deck unfortunatly. This deck is almos tlike a midrangy deck and varien is much much too slow.
The rest looks ok, try justting a shield block since you are running bash.
A quick cut/add would be:
-kt, -frost giant, -sheild block, -varien, -1 cruel taskmaster,
+Ysera, +Sneeds/(late game value big minion that generates card adv), + A tech card like Bgh/Harrison/MCT/Kezan, +1 something like shredder.
This is a cool idea for a deck and can almost work as a midrange deck. try experiemnt with the changes I offered and tell me how the results are. I like the idea of adding a sparing partner black night combo into the deck but some of the cards you run are just too inconsistent and need to be replaced in order to optimize you deck.
Let me know how it works out!
Thanks for Posting! If you have more questions or want to learn more about deckbuilding/statagy, or want to just watch a high ranked legend player, I stream on Tues-Sun from 6:30/7pm-11/11:30pm PST. The link is in my signature!
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