non sense .
Nasty moving is always caused by " shadow step "
they should increase the cost of it insted of edwin .
and that weapon's attack is doesnt matter.
0
non sense .
Nasty moving is always caused by " shadow step "
they should increase the cost of it insted of edwin .
and that weapon's attack is doesnt matter.
17
What? You guys haven't played wild yet... It's super fun!!
13
-2x Igneous Elemental / + 2x Polymorph... already will have enough elementals to play each turn, need more answers to threats.
-2x Bonfire Elemental / +2xSteam Surger...more synergy. another elemental to play and more threat removal.
other than that, great work on the guide
41
They probably went AFK, but they want to make sure it costs the shudderwock player 15 minutes to get his win.
5
Naga Giant decks are as close to a "push button; win game" deck as you can get in this game. Naga almost always comes down on turn 5 and then immediately floods the board with giants. only 3 classes have a single card (Poison Seeds, Brawl, and Lightbomb) that can deal with this kind of board-state on-curve (and only one of which actually clears the board), and 3 more have a 2-card combo that could also work (Wild Pyromancer + Equality, Frost Nova + Doomsayer, Bloodbloom + Twisting Nether). But 2-card combos are unreliable, and not worth putting in your deck simply to counter a bullshit strategy to begin with.
For Hunter, Shaman, Rogue, the game just ends on turn 5... either they were an aggro deck and managed to find lethal, or the giants just stomp their heads in on the next turn.
I honestly don't know how the Naga interaction is still in the game. It is 100x worse than pre-nerf quest rogue, which was nerfed simply because people hated playing against it.
2
At least your name is appropriate...
4
Everyone here are talking about naga giantlock.... Last month and this one from rank 7 to rank 2 with around 70 games i faced giantlock les then 10 times and mostly won... You guys dont know what you are talking about.... I play only wild since first rotation...never touch standard..yes, i played mybe 10-20 games of stadard after rotation because i have quest like all of us.. But dude in wild you have much more viable decks for every class...yes some classes are better then others but it is the case in standard too...last moth i got rank 2 with fcking malygos warlock then drop back to 5 intetionaly and again hit rank 3 (almost 2 but ww came out) with fckin tempolock... Like, what the fckkk...and i never grind for legend because im not tryhard... In wild there is much more viable decks...
Btw
dr.7 does not see play.
Loatheb. Does not see play only in some paladin lists
Piloted shreder. Does not see play
Sludge belcher. See very little play
Ragnaros. See very little play.
Sylvanas. See very little play.
Reno. Not everybody is playing or loving reno decks so in the end he see very little play (but i play mostly renolock)
Misterious challanger. He see very very VERY little play.
Emparor thaurasian. See play in combo decks only.
4 mana 7/7. Does not see play.
Standard player talking about wild......
80
In the end, we know which one they are gonna see the most.
1
Toxic Arrow is missing, it should definitely be in there with the Unstable Ghoul
3
No! Absolute fun!
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2
It lowers damage and stops them from dropping some zero mana 3/3 taunts on turn 5, so yeah it does matter
3
Kaelthas is just better
1
It means you always have activators for warrior removal, which is why it is played in DMH warrior, and also is amazing against aggro and helps with enrage-like cards with frothing berserker.
2
Shudderwock doesn't count previous shudderwocks
2
It only does like 6-10 battlecries and then it triggers again w/ murmuring so it shouldn't affect that.
2
I would add skulking geist and molten giant. Molten is just good in warlock and insane with glinda while at low health. Also shallow gravedigger seems to weak and Idk why you don't have voidcaller in this deck. And it doesn't even have dirty rat!?!?
2
I think wingblast should be included, its an insane card especially in reno. Love the deck, I am missing feign death but I don't think its essential.
2
80% winrate is for OP only, he made this deck himself and has obviously had some sucsess. If he played 20 games and won 16 of them (not that hard in a small sample size) then he can say he has that winrate, but if the community plays it for thousands of games, then the winrate will stabilize to a realistic number.
1
Doomsayer, maybe the ghoul with the whirlwind deathrattle, wild pyro with counterfeit coin and prep, explosive sheep, sludge belcher, deathlord, probably more draw if you want consistency. Maybe prep/sprint and shiv. Also, you should get rid undercity valiant, it doesn't do enough.
Rogue as a class doesn't have the ability to surive vs. aggro as a control deck, so you should look towards neutral answers.
7
Most fast decks are built on a "curve", meaning there are more one drops than 2 drops, more 2's than 3's and so on. This doesn't mean they are lucky but rather that they are more likely to draw cheaper minions then expensive ones, and therefore are more likely to have better plays early in the game.