This could enable so many shenanigans. If there are some really strong or even moderately strong 3 mana magnetic cards this could snowball like crazy. You know how hard it is to destroy a five health minion on turn 2-3? Almost impossible. This could be very very dangerous. Also, is this a lot of stats for a minion with no downside.
It is working out pretty well. I win almost all of the control match ups. Other match ups vs Rogue and Paladin are more of a toss up. But the hunter match up seems impossible to win if they run the hunter death knight. It is obvious WHY; the hunter death knight gives infinite value. The win condition of my deck is survival and fatigue. So I understand that it is a direct counter, some match ups are just bad and you gotta deal with it. But this feels like an almost guaranteed loss no matter how you play it, which seems wrong? I have never played a deck that is an auto-loss against a certain class. I am just wondering if there is anything I can do to my deck , or how I play my deck, to help make the match up more even?
I only play on the weekends, so I am just jumping in this season. Went from 22 -10 today, but got stuck because I keep running into warriors. Thanks for the jade druid suggestion!
After playing 30 games today I was looking at my stats and realized over 1/3 of my games were against warriors. Most of them seemed to be quest warrior with a couple pirate warriors. So my question is what counters this? I feel like if I could find a deck that counters both of those decks my win rate would by default be much better if I am winning 1/3 of my games from the outset.
I have wanted a rogue combo healing card. Something like 3 mana heal 2 combo heal 2 for every card played prior to this one. So you have access to potential big healing but you have to super combo for it. Or it can just be a cycle card.
Personally I think that Malygos rogue will evolve into Spell rogue. It will lose malygos simply because he will be too expensive to play and combo with effectively without emperor. Depending on stealth to keep malygos works but it is incredibly slow and may just get you killed. I have been playing malygos with evolved kobold a lot lately. The thing I noticed is that I almost never need malygos. Holding evolved kobold and comboing with 2-3 spells does as much damage as the turn ten malygos combo did. Since all the component cards are cheaper too you can actually do that combo much earlier. The deck will be more tempo oriented with a strong spell finisher built into it. You can easily get +3 spell damage most of the time if a drake survives or you have bloodmage in your hand along with kobold.
Hey dude! Cool list you got going on so far. My main thought is that you are adding ALLLLL the cool stuff you got gang up happening and shadowsteps and all sorts of shenanigans. But I think the hang up you are going to have is that you wont survive long enough to make all that cool stuff really work for you. Rogue in general doesnt have access to very good healing options so that means the class is on a bit of a clock in every single match. That being said I dont think the super slow cards such as doomcaller are particularly good in rogue. Same kind of think happening with gang up. You dont really have a ton of great gang up targets and even if you do gang something up you dont have a ton of draw which means that you are again playing a really long game which I dont think rogue currently has the tools to play. So all that being said I would suggest trimming things down a bit.
I would say you can safely cut - emperor, doomcaller, shadowstep, gang up, deadly poison, sprint, and the bladed cultists.
Then I might suggest adding - sap, double gadgetzan, fan, brann, stealth, I would finally add two azure drakes.
I think overall those changes give you A TON more tempo to work with. Odds are you could kill your opponent before even needing C'thun. Those are my suggestions. feel free to use some or none of them! Good luck with it!
Ah, alright, thanks. A bit less excited now about the card. It can still be alright, but it is far less impact to druid as I was hoping it would be. But who knows! Maybe someone smarter than I can find some broken stuff to do with this card.
Yeah, I have had almost no luck with him at all. Everytime I use him I end up with an armor smith and two spells. So, yeah, I am not impressed. Way too RNG for my tastes I think.
Yeah, exactly! You have to think of it like a combo card. The game plan of everyone when fighting control warrior is to rip off armor so they cant get good shield slam value. That strategy will work too! Assuming you aren't careful and hold onto shield block or shieldmaiden in order to combo them together. Sometimes you have to play shieldmaiden because you need tempo. But you should never throw out shield block just to cycle or because you have extra mana. If you think of it like that you will have a bit more luck I think.
I don't think control warriors need emperor at all! He reduces the cost of things but for control warriors even after doing that you tend to only play one thing a turn anyway. His value lies in the ability to chain cards together more easily but control warrior doesnt need or utilize that ability all that well. So there are better options for his deck slot. Looking at your list I think I would suggest running 1 brawl. When I tried two I always had too many of them sitting in my hand. If you have him put in baron geddon. I would take out emperor for sludge belcher. I know that isn't a super fancy legendary, but he is important in keeping you alive until the late game where you can play your threats. If you really want to add rag I would take out Dr. Boom. he is a great card but almost all of his value comes out of his battlecry. You have other minions like that such as alexstraza but I feel like that is a much more important card to keep in a lot of match ups so it is worth the risk. just my .02
Yeah, sad to say that playing control warrior without grom will be tough, you will lack the late game burst needed to kill some classes such as priest. That mach up is only won by bursting them down within a couple turns. I went ahead and built something pretty quickly. It is a standard Control warrior shell with swapped out big bodies. There are a few epic cards in this list which means we may have to look for replacements of some kind for them. I will be honest though I don't think you can run control warrior very well without shield slams, even a budget one. But take a look and see where the problems are.
On a side note! I have been toying with the idea that a good varian deck would be more mid game focused. Varian doesn't need to pull out HUGE bodies to get value, if he pulls out a shredder and a sludge belcher, that is still a really strong board to work with! So if you are missing a ton of cards you can play with that idea bit. More of a mid range warrior.
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This could enable so many shenanigans. If there are some really strong or even moderately strong 3 mana magnetic cards this could snowball like crazy. You know how hard it is to destroy a five health minion on turn 2-3? Almost impossible. This could be very very dangerous. Also, is this a lot of stats for a minion with no downside.
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So I am going up ladder with this deck.
It is working out pretty well. I win almost all of the control match ups. Other match ups vs Rogue and Paladin are more of a toss up. But the hunter match up seems impossible to win if they run the hunter death knight. It is obvious WHY; the hunter death knight gives infinite value. The win condition of my deck is survival and fatigue. So I understand that it is a direct counter, some match ups are just bad and you gotta deal with it. But this feels like an almost guaranteed loss no matter how you play it, which seems wrong? I have never played a deck that is an auto-loss against a certain class. I am just wondering if there is anything I can do to my deck , or how I play my deck, to help make the match up more even?
0
I only play on the weekends, so I am just jumping in this season. Went from 22 -10 today, but got stuck because I keep running into warriors. Thanks for the jade druid suggestion!
0
After playing 30 games today I was looking at my stats and realized over 1/3 of my games were against warriors. Most of them seemed to be quest warrior with a couple pirate warriors. So my question is what counters this? I feel like if I could find a deck that counters both of those decks my win rate would by default be much better if I am winning 1/3 of my games from the outset.
0
I have wanted a rogue combo healing card. Something like 3 mana heal 2 combo heal 2 for every card played prior to this one. So you have access to potential big healing but you have to super combo for it. Or it can just be a cycle card.
0
Personally I think that Malygos rogue will evolve into Spell rogue. It will lose malygos simply because he will be too expensive to play and combo with effectively without emperor. Depending on stealth to keep malygos works but it is incredibly slow and may just get you killed. I have been playing malygos with evolved kobold a lot lately. The thing I noticed is that I almost never need malygos. Holding evolved kobold and comboing with 2-3 spells does as much damage as the turn ten malygos combo did. Since all the component cards are cheaper too you can actually do that combo much earlier. The deck will be more tempo oriented with a strong spell finisher built into it. You can easily get +3 spell damage most of the time if a drake survives or you have bloodmage in your hand along with kobold.
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This is the deck I have been using. Let me climb super easy at the end of the season and has been doing well this season so far.
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Hey dude! Cool list you got going on so far. My main thought is that you are adding ALLLLL the cool stuff you got gang up happening and shadowsteps and all sorts of shenanigans. But I think the hang up you are going to have is that you wont survive long enough to make all that cool stuff really work for you. Rogue in general doesnt have access to very good healing options so that means the class is on a bit of a clock in every single match. That being said I dont think the super slow cards such as doomcaller are particularly good in rogue. Same kind of think happening with gang up. You dont really have a ton of great gang up targets and even if you do gang something up you dont have a ton of draw which means that you are again playing a really long game which I dont think rogue currently has the tools to play. So all that being said I would suggest trimming things down a bit.
I would say you can safely cut - emperor, doomcaller, shadowstep, gang up, deadly poison, sprint, and the bladed cultists.
Then I might suggest adding - sap, double gadgetzan, fan, brann, stealth, I would finally add two azure drakes.
I think overall those changes give you A TON more tempo to work with. Odds are you could kill your opponent before even needing C'thun. Those are my suggestions. feel free to use some or none of them! Good luck with it!
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Ah, alright, thanks. A bit less excited now about the card. It can still be alright, but it is far less impact to druid as I was hoping it would be. But who knows! Maybe someone smarter than I can find some broken stuff to do with this card.
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I am unclear. Does this effect work for the rest of the game? Or is it only active while this card is alive?
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Yeah, I have had almost no luck with him at all. Everytime I use him I end up with an armor smith and two spells. So, yeah, I am not impressed. Way too RNG for my tastes I think.
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ARHGHAHARHASDF! Just had the biggest arena loss streak EVER.
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UGH! Everyone just has all the answers all the time!
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Yeah, exactly! You have to think of it like a combo card. The game plan of everyone when fighting control warrior is to rip off armor so they cant get good shield slam value. That strategy will work too! Assuming you aren't careful and hold onto shield block or shieldmaiden in order to combo them together. Sometimes you have to play shieldmaiden because you need tempo. But you should never throw out shield block just to cycle or because you have extra mana. If you think of it like that you will have a bit more luck I think.
0
I don't think control warriors need emperor at all! He reduces the cost of things but for control warriors even after doing that you tend to only play one thing a turn anyway. His value lies in the ability to chain cards together more easily but control warrior doesnt need or utilize that ability all that well. So there are better options for his deck slot. Looking at your list I think I would suggest running 1 brawl. When I tried two I always had too many of them sitting in my hand. If you have him put in baron geddon. I would take out emperor for sludge belcher. I know that isn't a super fancy legendary, but he is important in keeping you alive until the late game where you can play your threats. If you really want to add rag I would take out Dr. Boom. he is a great card but almost all of his value comes out of his battlecry. You have other minions like that such as alexstraza but I feel like that is a much more important card to keep in a lot of match ups so it is worth the risk. just my .02
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Yeah, sad to say that playing control warrior without grom will be tough, you will lack the late game burst needed to kill some classes such as priest. That mach up is only won by bursting them down within a couple turns. I went ahead and built something pretty quickly. It is a standard Control warrior shell with swapped out big bodies. There are a few epic cards in this list which means we may have to look for replacements of some kind for them. I will be honest though I don't think you can run control warrior very well without shield slams, even a budget one. But take a look and see where the problems are.
On a side note! I have been toying with the idea that a good varian deck would be more mid game focused. Varian doesn't need to pull out HUGE bodies to get value, if he pulls out a shredder and a sludge belcher, that is still a really strong board to work with! So if you are missing a ton of cards you can play with that idea bit. More of a mid range warrior.