• 3

    posted a message on Jai/Coexist Pirate Warrior - Mean Streets of Gadgetzan

    I think its possible to make this deck even more cancerous by taking out Sir Finley and Hobart and adding 2x Southsea Captains in their place.

    1: You will basically not use your hero power ever so sir finley seems like a moot point. Hero powering means youve run out of steam which means you lose. Finley also doesnt provide pirate synergy.

    2: Hobart's extra attack for weapons is nice but rarely makes or breaks games, plus again no pirate synergy. Not much immediate board presence for a deck that wants to win by turn 5.

    3: The southsea captains have the potential to give you 3 or 4 extra damage on turn 3, which very much could win a game. It also puts your fragile little 1 health pirates out of swipe and maelstrom range.

    Posted in: Jai/Coexist Pirate Warrior - Mean Streets of Gadgetzan
  • 0

    posted a message on Xixo's Totem Shaman
    Quote from Belzzzz >>

    My main concern is: how does this deck go against Zoo?

     Normally very well. T1 Trogg into T2 Golem will beat almost anything they can do their first two turns. If they swarm, lightning storm can swat them down, and they will definitely lose minions trying to kill a low-costed Thing. Ultimately you can simply out-trade them and then board control is yours.
    Posted in: Xixo's Totem Shaman
  • 2

    posted a message on [WoToG] New Legend Zoo

    Cult Master is a good tech, but I would replace the 2x Spawn of NZoth with 2x Defender, and possibly find a way to squeeze Gormok in.

    Posted in: [WoToG] New Legend Zoo
  • 7

    posted a message on [WoToG] New Legend Zoo

    Spawn of N'zoth is just a touch too slow for this deck. Since everything else is more or less in its place, I would replace it with 1x Gormok and 1x Black Knight for tech, or 2x Bilefin for more pressure and Councilman fattening, depending on preference.

    Posted in: [WoToG] New Legend Zoo
  • -6

    posted a message on Trump's Theorycraft - Yogg-Saron Mage

    I just can't see the win condition here. I changed up my old tempo mage deck, took out all the scientists/secrets/shredders, added mirror image, cabalists tome, rhonin and yogg, and it's piling up the wins.

    edit: I just looked again. Mage deck capitalizing on spells and doesnt have flamewaker? wtf?

    Posted in: Trump's Theorycraft - Yogg-Saron Mage
  • 1

    posted a message on Weekly Card Design Competition 3.12 - Submission Topic

    It's a bit wordy but I couldn't think of a way to shorten it.

    Posted in: Fan Creations
  • 1

    posted a message on Headed for Legend - S24 March 2016

     First time ever since I started playing back in classic:

    http://imgur.com/JbjMBBq

    Playing a zoolock with enhance-o and leeroy. Probably going to write up the decklist later.

     

    Greatest moment: getting 2x PO from peddler, then a turn 9 leeroy + 4x PO. That poor warrior did not see it coming.

    Posted in: General Discussion
  • 0

    posted a message on New Card - Spawn of N'Zoth

    Solid replacement for creeper in many low-curve decks.

    Posted in: Card Discussion
  • 3

    posted a message on Weekly Card Design Competition 3.10 - Submission Topic

                          We must continue the work of the Gods.

    Posted in: Fan Creations
  • 2

    posted a message on Weekly Card Design Competition 3.09 - Submission Topic

                                 Ah, more essence to capture...

    Posted in: Fan Creations
  • 1

    posted a message on Indepth Guide to Mid-Range Druid

    'Mulligan for growth, roots, shade, shredder, sometimes swipe and keeper. Even if you make a mulligan list for every possible opponent it basically never changes'

    'Trade with your opponent until your wombo combo will be lethal. Doesn't happen? Must have not smorc'd enough'

    'Here's a paragraph describing the benefits to cards everyone has been using in this deck for months'

    Add 3000 words and a video, now you have a guide!

    Posted in: Indepth Guide to Mid-Range Druid
  • 1

    posted a message on Indepth Guide to Mid-Range Druid

    Step 1: Turns 1-8: clear your opponents board turn after turn + do a minor amount of damage to face

    Step 2: Savage combo. Add salt to taste. For extra richness, add innervate + 2nd roar.

    Posted in: Indepth Guide to Mid-Range Druid
  • 1

    posted a message on [LEGEND] Fatigue Tzar

    Seeing this deck a lot at rank 2 today. When it works it works, but it doesn't work often.  Very easy to outvalue a lot of the stall cards and if the warrior doesn't draw justicar before 10 mana they can't keep up.

    That said, Nefarian in a fatigue deck just doesn't seem to work. I feel like Rafaam or Deathwing would be a much more potent pick. Not much is crueler than dropping a Deathwing against an opponent with no cards left in the deck.

    Posted in: [LEGEND] Fatigue Tzar
  • 0

    posted a message on Legend 76% Winrate Reno Warrior

    Strong deck but gets stomped by combo druid.

    Posted in: Legend 76% Winrate Reno Warrior
  • 17

    posted a message on Weekly Card Design Competition 3.02 [Submission Topic]

    He's ready to rattle some chains! The goal here was to make something synergistic with other cards that has to be handled very carefully. Hell, I would wonder if someone could make an explorers hat hunter deck with a card like this. I see this as similar to the warriors frothing berserker: not exactly threatening in its summoned state but can balloon if not responded to. Also simple and straight to the point; complexity adds nothing when its only there for its own sake.

    Posted in: Fan Creations
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