In an attempt to have some discussion about decks that start from a more positive point then "I played against this and it was awful", let's discuss the decks YOU played and what your opinion on them is. I'll start.
- Murloc Shaman. First deck I tried, cause I had quests for Shaman and because I do love a good Mrggll. Seemed fun, but VERY reliant on getting to turn 5 with a board and drawing into Bloodlust. The new cards that fit this swarm-y approach didn;t really stand out in a positive or negative way. Probably need to try this again with a perhaps more refined deck.
- Beast Druid. This deck is not quite what it was, but I think it definitely has potential. Especially with Sea Giant back in Core, there's some shenanigans possible. For instance, I had a game where I boardlocked my opponent with Troggs and then played Sea Giants, for free, and smacked the fool for 16+ on 2 turns. This deck in some form will definitely be on my play list this expansion.
- Mech Mage. Needed to see what the hype was about. It's a strong deck, but there's not much depth to it. That's not a bad thing per sé. It's just that the best way to win is to just pile up some mechs and then have a big turn with your Sharks, and then kind of steamroll from there. Straightforward, with not much possiblity to deviate from the one path. It was fun, but we have done this playstyle with Flamewaker and eh. Been there, done that.
- Silence Priest. I was eager to try this, after someone beat me handily with it earlier. It wasn't quite as effective when I played it, but there were some fun tricks and versatility. Whispers of the Deep is a FUN card. My main issue with the deck was card draw. I ended up with few cards in hand several times, where I wasn't really sure how I could have prevented the situation. That's the downside from having to use 2 cards to make 1 or more minions to attack with, instead of just 1 card, I guess.
- Pirate Rogue. This seemed the worst of the decks I tried. Just couldn't get it to work for me. I also didn't play against other Rogues much in all my other games, so not sure if there were obvious things in playstyle I was missing. I lost 3 times in fairly miserable fashion where I never felt I was doing anything interesting or cool or fun. The Weapon is nice, but I ended up having to adress the board with it instead of going face too often.
- Curse Warlock. I put this off as long as I could, cause I was both eager to try it and VERY apprehensive that it would be a bad deck and ruin my evening vibes. In the end, kind of both? IF you can survive the early game and get to the point where you are setting up some combos and doing generally interesting things with interesting decisions, it's a ton of fun. Unfortunately other players were trying to have fun with THEIR decks too, and that seemed to result in me not having much with mine. I also suspect that the deck I was running was not great, and probably too greedy. I will come back to this one for sure.
- Murlock. I wanted to try this deck but haven;t had time yet cause articles to be written and site business to take care of. I played against it twice, and one time I beat it handily and one time I got mrrggl'd. BIG BUFF MURLOCS seemed fun though, so definitely trying this as soon as I can.
Anyway, that's my experiences so far, what are yours? Which decks did you try and what did you think of them?
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Try Big Silence Priest instead of Silence Priest, it have similar package, but looks better. (It is control, not tempo deck, so it will need different skillset.)
I've been playing a highlander Druid deck which I've found is a great answer to Mech Mage. There's a lot of good control tools and throwing in Ambassador Faelin is tons of fun.
Pirate Rogue ended up much harder to figure out than other decks, but I believe it is the strongest tempo deck out there! Some important notes:
Shadowstep is bait here. This is the most shocking realization I had, a huge reason why ppl are having a hard time with the archetype. Most of the pirates in the deck have static effects, not enough battlecries/combos to abuse it.
Azsharan Vessel is a sleeper. Preparation + Vessel + Gone Fishing puts 12/12 stats WITH STEALTH on board on turn 4 or 3 with coin, only slow mage/priest/warlock can answer this play. 99% of the time the stealthed pirates survive, Southsea Captain comes down the next turn and the opponent just concedes, this happened A LOT. If w/o the combo just prep + vessel is a lot of value and stealthed pirates in the midgame put a lot of pressure.
Crabatoa is king. The King of all Tempo Kings. Love this card so much.
1) Ramp Giants Druid: I am impressed with this deck so far. There are so many spells that help get Sea Giants down early for 0-1 mana (opponents help too in that regard) and the same applies for Naga Giants too after turn 6-7 (you never pay mana for those since if you have the mana to play them you can cast a spell instead and drop them for free). From the recent VS article list I only run 1x Wild Growth and I don't run Hedra the Heretic as (a) I don't have the card and (b) I think the card sucks as it is a bad card to have early as it is unplayable and a bad card to draw late as again it is unplayable as a top-deck. Instead I added the perfect companion to 0-mana giants: Battlegrounds Battlemaster which can help close out games without needing your giants to stick for more than 1 turn.
2) Hooktusk Pirate Rogue: Pirate Admiral Hooktusk is a ton of fun and can win you games versus slow & grindy decks, but the deck feels strong as a tempo one thanks to the overall quality of the cards. Pufferfist is a great card, Swordfish is a 3-mana 4/3 weapon which is the nuts and Crabatoa is insane too. As for Azsharan Vessel, while great there is one annoying thing about it: You want to use the Swordfish to dredge a pirate (in order to get the +2 attack on both), which leaves only Gone Fishin' as the dredge card to pull the Sunken Vessel, meaning that I have to save them for later and can't play them early to fill my curve or draw into my next turn play. I consider running Tuskarrrr Trawler, but it's a meh card overall.
3) Zin-Azshari Warrior: This was the first deck I tried, 1h into the new expansion and OMG is it bad. Twice I managed to play The Fires of Zin-Azshari into Vanndar Stormpike on curve, but without a reliable way to find card draw the deck simply doesn't work.
4) Murloc Warlock: Another very bad deck IMO. There is a lot of murloc handbuff stuff going on which is way too slow. Azsharan Scavenger is too slow, Voidgill too, it's hard to have murlocs both in hand and on the board to get value from Chum Bucket, unless you wait till turn 6 to draw with Gorloc Ravager first, which is also too slow. The other problem is that the deck is not only slow, but doesn't have reliable comeback mechanisms. You can handbuff your murlocs to giant-level stats, but your only comeback card is Lushwater Scout in order to win back the board
Next up to try: Big Beast Hunter, Naga Mage, and Abyssal (or is it abysmal) Warlock
Dragon priest is back and better than ever. The core set is so good for this archetype, it turns out that Azure Drake, Twilight Drake and Drakonid Operative are still really good. Mech mages hate it when you copy their board swing turn with Murozond the Infinite and then he is the perfect target for Whispers of the Deep to clear out the board. The new additions of Horn of Wrathion and Lightmaw Netherdrake make for a smooth early game while Raid Boss Onyxia and Kazakusan provide ways to end the game. Speaking of onyxia, you know what is better than having your opponents spend several cards and all their mana to get rid of her? Playing another copy the next turn, which Amalgam of the Deep can reliably provide, that is, unless you want to steal another one of your opponent's colossal minions with another copy of drakonid operative. This is a very flexible control deck with good healing and lots of answers. Control warrior is probably more consistent but dragon priest is still a solid deck and there is a lot of room for growth with upcoming expansions.
On the other side that priest coin, I have been loving aggro naga priest! Turn one Vicious Slitherspear into Turn two Radiant Elemental + double Serpent Wig feels like bullying. And priest has so much draw now! Handmaiden especially in this deck, since she activates Serpent Wig again.
I play mech paladin. I love board oriented decks. Paladin does not have those heavy damage rounds like mech mage with the shark but much more value generation. I love killing quest warriors and hunters >:)
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"... but not less than (1)" is needed now more than ever!
1) Ramp Giants Druid: I am impressed with this deck so far. There are so many spells that help get Sea Giants down early for 0-1 mana (opponents help too in that regard) and the same applies for Naga Giants too after turn 6-7 (you never pay mana for those since if you have the mana to play them you can cast a spell instead and drop them for free). From the recent VS article list I only run 1x Wild Growth and I don't run Hedra the Heretic as (a) I don't have the card and (b) I think the card sucks as it is a bad card to have early as it is unplayable and a bad card to draw late as again it is unplayable as a top-deck. Instead I added the perfect companion to 0-mana giants: Battlegrounds Battlemaster which can help close out games without needing your giants to stick for more than 1 turn.
2) Hooktusk Pirate Rogue: Pirate Admiral Hooktusk is a ton of fun and can win you games versus slow & grindy decks, but the deck feels strong as a tempo one thanks to the overall quality of the cards. Pufferfist is a great card, Swordfish is a 3-mana 4/3 weapon which is the nuts and Crabatoa is insane too. As for Azsharan Vessel, while great there is one annoying thing about it: You want to use the Swordfish to dredge a pirate (in order to get the +2 attack on both), which leaves only Gone Fishin' as the dredge card to pull the Sunken Vessel, meaning that I have to save them for later and can't play them early to fill my curve or draw into my next turn play. I consider running Tuskarrrr Trawler, but it's a meh card overall.
3) Zin-Azshari Warrior: This was the first deck I tried, 1h into the new expansion and OMG is it bad. Twice I managed to play The Fires of Zin-Azshari into Vanndar Stormpike on curve, but without a reliable way to find card draw the deck simply doesn't work.
4) Murloc Warlock: Another very bad deck IMO. There is a lot of murloc handbuff stuff going on which is way too slow. Azsharan Scavenger is too slow, Voidgill too, it's hard to have murlocs both in hand and on the board to get value from Chum Bucket, unless you wait till turn 6 to draw with Gorloc Ravager first, which is also too slow. The other problem is that the deck is not only slow, but doesn't have reliable comeback mechanisms. You can handbuff your murlocs to giant-level stats, but your only comeback card is Lushwater Scout in order to win back the board
Next up to try: Big Beast Hunter, Naga Mage, and Abyssal (or is it abysmal) Warlock
So I played some Big Beast Hunter with decent success (went 3-2). The deck is a ton of fun, the high-rolls are great. The low-rolls are annoying when Sunken Saber pulls out your 2nd Azsharan Saber..., the low-key star in this deck has been Ambassador Faelin though. Turns out 6 out of 10 colossal minions are beasts so you almost always have something insane to cheat out of your deck. Without him the deck would run out of gas in longer matchups
As for Naga Mage, I think this will become the most busted tier 1 deck at high levels of play once the meta starts settling down and decks get optimized. I didn't lose a single game and I think that Spitelash Siren is a legitimate nerf target due to its insane mana-cheating potential. I was consistently able to clear the enemy board, get my own full board and draw a ton of card on turn 5 every single time. And the deck will only get better as it gets better figured out and optimized
- Silence Priest. I was eager to try this, after someone beat me handily with it earlier. It wasn't quite as effective when I played it, but there were some fun tricks and versatility. Whispers of the Deep is a FUN card. My main issue with the deck was card draw. I ended up with few cards in hand several times, where I wasn't really sure how I could have prevented the situation. That's the downside from having to use 2 cards to make 1 or more minions to attack with, instead of just 1 card, I guess.
Switcheroo and Handmaiden definitely fit nicely into Silence Priest.
I've been playing Naga Mage and Naga Priest, both are a lot of fun. Curselock is fun too.
It's a pretty straight forward list, funnily enough it wrecks druids and is good against shamy but struggles against all that board heavy aggro decks, even though its heavy control.
It seems control (warlock) hasnt enough tools to deal with that massive board refills of the current aggro decks.
- Naga Mage - had quests, fun deck for my least favourite class. Did well too, my deck needs refinement, as too many quest cards (arcane damage) in it.
- Midrange Naga Hunter - first deck, fun stuff, has secret package in it which has some cool, unexpected interactions in it (esp. the new secret and colossal minions).
- Murloc Shaman - fine, needs refinement once the meta settles.
- Zoolock - generally good minions to test them out ... fine. No one expects the deck so have no idea what minions are coming, wins come because people don't know the cards. This will probably become my main deck to ladder, though I really did enjoy the Hunter deck.
Too early days to say anything, people are trying out lots of things, I've basically been trying to figure out answers my opponents have to my board etc. and how I can counter their expected stuff. My least favourite opponents so far have been Quest Warrior, Freeze Shaman and Quest Hunter (yawn), oh and a Warrior who played zero minions it felt like, no idea what their deck was trying to do ... I've not lost once to any form of Rogue or Druid. Overall I've had fun but I've got a feeling that with quests around the kinds of decks I enjoy will fade out soon.
I've been focusing a lot on pirate and burgle rogue builds as well as shadow priest. Regarding rogue, Faelin + Tess replaying colossals is sick. I had a lot of success with Reno pirate burgle rogue as a result, as I ended up just running a lot of single copies of cards anyway and, with Reno to restore health after stabilizing, the deck can hold its own against most decks.
Priest has been interesting. We got one shadow spell this expansion and it works very well with some of the deathrattle shadow spells we've gotten in prior expansions. With 4 different minions that can generate spells, working around the shadow spell restriction is easier and allows for a solid midrange deck that can beat most control decks as well as stabilize against aggro. I think it still needs just a little more support to be super consistent (or, you know, a 2 mana importer so that I can actually have a play on turn two), but it's quite fun.
I only play Shaman. I tried to get Quest with Queen Azshara random spells to work. It didn't but I did Pyro someone twice in the face for 1 mana that was cool.
I'm currently playing Legend in the 2-3k range and alternate these 2 decks which I'm pretty hype about cus they both work pretty well
I feel like Elemental Shaman is sleeper OP deck right now. It can Hard Win against Mech Mage, Naga Mage, Shellfish Priest and Pirate Warrior. I was a favorable match up against Druid. That's most the meta right now.
This Burn Shaman is the other deck I play it has well above a 50% WR as well, I thought the Quenn Bio combo with Ring that give you a 1 mana spell would be good, but literally don't think I've used that combo once. LMAO! Queen can be cut don't know what for but one copy of Bio actually has won me some games. The Aucitoneer Hammers are fantastic to keep tempo with some of the more aggro stuff out there right now.
Pirate Rogue ended up much harder to figure out than other decks, but I believe it is the strongest tempo deck out there! Some important notes:
Shadowstep is bait here. This is the most shocking realization I had, a huge reason why ppl are having a hard time with the archetype. Most of the pirates in the deck have static effects, not enough battlecries/combos to abuse it.
Azsharan Vessel is a sleeper. Preparation + Vessel + Gone Fishing puts 12/12 stats WITH STEALTH on board on turn 4 or 3 with coin, only slow mage/priest/warlock can answer this play. 99% of the time the stealthed pirates survive, Southsea Captain comes down the next turn and the opponent just concedes, this happened A LOT. If w/o the combo just prep + vessel is a lot of value and stealthed pirates in the midgame put a lot of pressure.
Crabatoa is king. The King of all Tempo Kings. Love this card so much.
I haven't tried this deck, and I'm sure it's an inconsistant combo but man when Pirate Rogue gets poisonous on Pufferfist it makes me want to throw my computer through a window. lol.
Naga Mage, took me to Legend with a 17:3 winrate. Consistently cheating out 10-20 mana on turns 4-5 and feels absolutely disgusting.
Played much more of this in Legend as well as Token DH, Mech Paladin, Curselock (that was a horrible idea lmao) and Big Beast Hunter (surprising almost 60% winrate, Hydralodon is one of my favorite cards of the expansion). Also played a bit of Pirate Rogue but I guess I suck at piloting that deck since I went 6:12 with it.
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In an attempt to have some discussion about decks that start from a more positive point then "I played against this and it was awful", let's discuss the decks YOU played and what your opinion on them is. I'll start.
- Murloc Shaman. First deck I tried, cause I had quests for Shaman and because I do love a good Mrggll. Seemed fun, but VERY reliant on getting to turn 5 with a board and drawing into Bloodlust. The new cards that fit this swarm-y approach didn;t really stand out in a positive or negative way. Probably need to try this again with a perhaps more refined deck.
- Beast Druid. This deck is not quite what it was, but I think it definitely has potential. Especially with Sea Giant back in Core, there's some shenanigans possible. For instance, I had a game where I boardlocked my opponent with Troggs and then played Sea Giants, for free, and smacked the fool for 16+ on 2 turns. This deck in some form will definitely be on my play list this expansion.
- Mech Mage. Needed to see what the hype was about. It's a strong deck, but there's not much depth to it. That's not a bad thing per sé. It's just that the best way to win is to just pile up some mechs and then have a big turn with your Sharks, and then kind of steamroll from there. Straightforward, with not much possiblity to deviate from the one path. It was fun, but we have done this playstyle with Flamewaker and eh. Been there, done that.
- Silence Priest. I was eager to try this, after someone beat me handily with it earlier. It wasn't quite as effective when I played it, but there were some fun tricks and versatility. Whispers of the Deep is a FUN card. My main issue with the deck was card draw. I ended up with few cards in hand several times, where I wasn't really sure how I could have prevented the situation. That's the downside from having to use 2 cards to make 1 or more minions to attack with, instead of just 1 card, I guess.
- Pirate Rogue. This seemed the worst of the decks I tried. Just couldn't get it to work for me. I also didn't play against other Rogues much in all my other games, so not sure if there were obvious things in playstyle I was missing. I lost 3 times in fairly miserable fashion where I never felt I was doing anything interesting or cool or fun. The Weapon is nice, but I ended up having to adress the board with it instead of going face too often.
- Curse Warlock. I put this off as long as I could, cause I was both eager to try it and VERY apprehensive that it would be a bad deck and ruin my evening vibes. In the end, kind of both? IF you can survive the early game and get to the point where you are setting up some combos and doing generally interesting things with interesting decisions, it's a ton of fun. Unfortunately other players were trying to have fun with THEIR decks too, and that seemed to result in me not having much with mine. I also suspect that the deck I was running was not great, and probably too greedy. I will come back to this one for sure.
- Murlock. I wanted to try this deck but haven;t had time yet cause articles to be written and site business to take care of. I played against it twice, and one time I beat it handily and one time I got mrrggl'd. BIG BUFF MURLOCS seemed fun though, so definitely trying this as soon as I can.
Anyway, that's my experiences so far, what are yours? Which decks did you try and what did you think of them?
If you see a bad post on the forum use the report function under it, so I or someone else of the moderation team can take care of it!
Try Big Silence Priest instead of Silence Priest, it have similar package, but looks better. (It is control, not tempo deck, so it will need different skillset.)
Control paladin. Both Reno and dragon variants. Was a blast. Happy control is back
mech pally was my first go-to after i got golden legendary The Leviathan
i'm now trying Naga hunter
Playing on my youth is getting old............. need $, see it coming! Hates asparagus. https://harrah.newgrounds.com/
it savs tree https://steamcommunity.com/id/earthplay/
I've been playing a highlander Druid deck which I've found is a great answer to Mech Mage. There's a lot of good control tools and throwing in Ambassador Faelin is tons of fun.
Having a lot of success with Tempo Pirate Rogue, went on a 10-3 streak yesterday with my list to rank 5 and plan to get legend with it later:
Pirate Rogue ended up much harder to figure out than other decks, but I believe it is the strongest tempo deck out there! Some important notes:
Shadowstep is bait here. This is the most shocking realization I had, a huge reason why ppl are having a hard time with the archetype. Most of the pirates in the deck have static effects, not enough battlecries/combos to abuse it.
Azsharan Vessel is a sleeper. Preparation + Vessel + Gone Fishing puts 12/12 stats WITH STEALTH on board on turn 4 or 3 with coin, only slow mage/priest/warlock can answer this play. 99% of the time the stealthed pirates survive, Southsea Captain comes down the next turn and the opponent just concedes, this happened A LOT. If w/o the combo just prep + vessel is a lot of value and stealthed pirates in the midgame put a lot of pressure.
Crabatoa is king. The King of all Tempo Kings. Love this card so much.
1) Ramp Giants Druid: I am impressed with this deck so far. There are so many spells that help get Sea Giants down early for 0-1 mana (opponents help too in that regard) and the same applies for Naga Giants too after turn 6-7 (you never pay mana for those since if you have the mana to play them you can cast a spell instead and drop them for free). From the recent VS article list I only run 1x Wild Growth and I don't run Hedra the Heretic as (a) I don't have the card and (b) I think the card sucks as it is a bad card to have early as it is unplayable and a bad card to draw late as again it is unplayable as a top-deck. Instead I added the perfect companion to 0-mana giants: Battlegrounds Battlemaster which can help close out games without needing your giants to stick for more than 1 turn.
2) Hooktusk Pirate Rogue: Pirate Admiral Hooktusk is a ton of fun and can win you games versus slow & grindy decks, but the deck feels strong as a tempo one thanks to the overall quality of the cards. Pufferfist is a great card, Swordfish is a 3-mana 4/3 weapon which is the nuts and Crabatoa is insane too. As for Azsharan Vessel, while great there is one annoying thing about it: You want to use the Swordfish to dredge a pirate (in order to get the +2 attack on both), which leaves only Gone Fishin' as the dredge card to pull the Sunken Vessel, meaning that I have to save them for later and can't play them early to fill my curve or draw into my next turn play. I consider running Tuskarrrr Trawler, but it's a meh card overall.
3) Zin-Azshari Warrior: This was the first deck I tried, 1h into the new expansion and OMG is it bad. Twice I managed to play The Fires of Zin-Azshari into Vanndar Stormpike on curve, but without a reliable way to find card draw the deck simply doesn't work.
4) Murloc Warlock: Another very bad deck IMO. There is a lot of murloc handbuff stuff going on which is way too slow. Azsharan Scavenger is too slow, Voidgill too, it's hard to have murlocs both in hand and on the board to get value from Chum Bucket, unless you wait till turn 6 to draw with Gorloc Ravager first, which is also too slow. The other problem is that the deck is not only slow, but doesn't have reliable comeback mechanisms. You can handbuff your murlocs to giant-level stats, but your only comeback card is Lushwater Scout in order to win back the board
Next up to try: Big Beast Hunter, Naga Mage, and Abyssal (or is it abysmal) Warlock
I've been playing mech paladin and that's really it, kinda want to build reno Priest or paladin but I'm missing only a few cards
𝔅𝔶 𝔱𝔥𝔢 𝔢𝔩𝔢𝔪𝔢𝔫𝔱𝔰 𝔠𝔬𝔪𝔟𝔦𝔫𝔢𝔡!
Dragon priest is back and better than ever. The core set is so good for this archetype, it turns out that Azure Drake, Twilight Drake and Drakonid Operative are still really good. Mech mages hate it when you copy their board swing turn with Murozond the Infinite and then he is the perfect target for Whispers of the Deep to clear out the board. The new additions of Horn of Wrathion and Lightmaw Netherdrake make for a smooth early game while Raid Boss Onyxia and Kazakusan provide ways to end the game. Speaking of onyxia, you know what is better than having your opponents spend several cards and all their mana to get rid of her? Playing another copy the next turn, which Amalgam of the Deep can reliably provide, that is, unless you want to steal another one of your opponent's colossal minions with another copy of drakonid operative. This is a very flexible control deck with good healing and lots of answers. Control warrior is probably more consistent but dragon priest is still a solid deck and there is a lot of room for growth with upcoming expansions.
On the other side that priest coin, I have been loving aggro naga priest! Turn one Vicious Slitherspear into Turn two Radiant Elemental + double Serpent Wig feels like bullying. And priest has so much draw now! Handmaiden especially in this deck, since she activates Serpent Wig again.
I play mech paladin. I love board oriented decks. Paladin does not have those heavy damage rounds like mech mage with the shark but much more value generation. I love killing quest warriors and hunters >:)
"... but not less than (1)" is needed now more than ever!
So I played some Big Beast Hunter with decent success (went 3-2). The deck is a ton of fun, the high-rolls are great. The low-rolls are annoying when Sunken Saber pulls out your 2nd Azsharan Saber..., the low-key star in this deck has been Ambassador Faelin though. Turns out 6 out of 10 colossal minions are beasts so you almost always have something insane to cheat out of your deck. Without him the deck would run out of gas in longer matchups
As for Naga Mage, I think this will become the most busted tier 1 deck at high levels of play once the meta starts settling down and decks get optimized. I didn't lose a single game and I think that Spitelash Siren is a legitimate nerf target due to its insane mana-cheating potential. I was consistently able to clear the enemy board, get my own full board and draw a ton of card on turn 5 every single time. And the deck will only get better as it gets better figured out and optimized
Switcheroo and Handmaiden definitely fit nicely into Silence Priest.
I've been playing Naga Mage and Naga Priest, both are a lot of fun. Curselock is fun too.
I can give you my curselock list if you want.
It's a pretty straight forward list, funnily enough it wrecks druids and is good against shamy but struggles against all that board heavy aggro decks, even though its heavy control.
It seems control (warlock) hasnt enough tools to deal with that massive board refills of the current aggro decks.
P.s. it's great to roll over druids though :)
- Naga Mage - had quests, fun deck for my least favourite class. Did well too, my deck needs refinement, as too many quest cards (arcane damage) in it.
- Midrange Naga Hunter - first deck, fun stuff, has secret package in it which has some cool, unexpected interactions in it (esp. the new secret and colossal minions).
- Murloc Shaman - fine, needs refinement once the meta settles.
- Zoolock - generally good minions to test them out ... fine. No one expects the deck so have no idea what minions are coming, wins come because people don't know the cards. This will probably become my main deck to ladder, though I really did enjoy the Hunter deck.
Too early days to say anything, people are trying out lots of things, I've basically been trying to figure out answers my opponents have to my board etc. and how I can counter their expected stuff.
My least favourite opponents so far have been Quest Warrior, Freeze Shaman and Quest Hunter (yawn), oh and a Warrior who played zero minions it felt like, no idea what their deck was trying to do ... I've not lost once to any form of Rogue or Druid.
Overall I've had fun but I've got a feeling that with quests around the kinds of decks I enjoy will fade out soon.
I've been focusing a lot on pirate and burgle rogue builds as well as shadow priest. Regarding rogue, Faelin + Tess replaying colossals is sick. I had a lot of success with Reno pirate burgle rogue as a result, as I ended up just running a lot of single copies of cards anyway and, with Reno to restore health after stabilizing, the deck can hold its own against most decks.
Priest has been interesting. We got one shadow spell this expansion and it works very well with some of the deathrattle shadow spells we've gotten in prior expansions. With 4 different minions that can generate spells, working around the shadow spell restriction is easier and allows for a solid midrange deck that can beat most control decks as well as stabilize against aggro. I think it still needs just a little more support to be super consistent (or, you know, a 2 mana importer so that I can actually have a play on turn two), but it's quite fun.
Playing a Phylactery Mine deck. It's not good but feel satisfying when I can pull up an OTK.
Currently Platinum 3 and grinding slowly toward Diamond.
I only play Shaman.
I tried to get Quest with Queen Azshara random spells to work. It didn't but I did Pyro someone twice in the face for 1 mana that was cool.
I'm currently playing Legend in the 2-3k range and alternate these 2 decks which I'm pretty hype about cus they both work pretty well
I feel like Elemental Shaman is sleeper OP deck right now. It can Hard Win against Mech Mage, Naga Mage, Shellfish Priest and Pirate Warrior. I was a favorable match up against Druid. That's most the meta right now.
This Burn Shaman is the other deck I play it has well above a 50% WR as well, I thought the Quenn Bio combo with Ring that give you a 1 mana spell would be good, but literally don't think I've used that combo once. LMAO! Queen can be cut don't know what for but one copy of Bio actually has won me some games. The Aucitoneer Hammers are fantastic to keep tempo with some of the more aggro stuff out there right now.
I haven't tried this deck, and I'm sure it's an inconsistant combo but man when Pirate Rogue gets poisonous on Pufferfist it makes me want to throw my computer through a window. lol.
Naga Mage, took me to Legend with a 17:3 winrate. Consistently cheating out 10-20 mana on turns 4-5 and feels absolutely disgusting.
Played much more of this in Legend as well as Token DH, Mech Paladin, Curselock (that was a horrible idea lmao) and Big Beast Hunter (surprising almost 60% winrate, Hydralodon is one of my favorite cards of the expansion). Also played a bit of Pirate Rogue but I guess I suck at piloting that deck since I went 6:12 with it.