• 0

    posted a message on Bloody Genius

    Absolutely! Thanks for the feedback!

    Posted in: Bloody Genius
  • 0

    posted a message on Bloody Genius

    After some commentary in the decklink, I am testing a version with Oondasta as well.  It is pretty hype so far.

    ### Bloody Genius
    # Class: Warrior
    # Format: Standard
    # Year of the Raven
    #
    # 2x (1) Omega Assembly
    # 2x (1) Shield Slam
    # 2x (2) Dead Man's Hand
    # 2x (2) Execute
    # 2x (2) Forge of Souls
    # 2x (2) Slam
    # 2x (2) Warpath
    # 1x (2) Weapons Project
    # 2x (3) Shield Block
    # 2x (4) Blood Razor
    # 2x (5) Brawl
    # 1x (5) Zilliax
    # 2x (6) Unidentified Shield
    # 1x (7) Dr. Boom, Mad Genius
    # 1x (8) Akali, the Rhino
    # 1x (8) Scourgelord Garrosh
    # 1x (8) Woecleaver
    # 1x (9) Oondasta
    # 1x (10) Hakkar, the Soulflayer
     
    Deck Code: AAECAQcIn9MC/ecC9PUCkvgCoIADmocDlooDm4oDC0uiBJEG/weyCMzNAo7OAvbPAs/lApvzAoP7AgA=

    Posted in: Warrior
  • 2

    posted a message on Bloody Genius

    There's also another aspect of Fatigue/Deadman's that is harder to quantify.  Stuff trapped in hand becomes excess deck-filler and dead draws.  Having too many big drops can actually stall us later when we have to Dead draw a lot of stuff that we never casted.  That is another reason why I upped the spot removal... in order to keep the hand size manageable.  we need tools for using (and then going away) instead of holding on to stuff for so long that dead man's becomes a tempo stall.

    Posted in: Bloody Genius
  • 2

    posted a message on Bloody Genius

    Regarding Bring It On!, I was having issues where the I needed the spot removal/draw and not MORE additional Armor.  I found that most times I was sitting on Bring It On! for Heavy Metal! or Dead Man's, but in doing so it was clogging up my draws/plays.

    Blood Razor is a comfort Zone pick for me.  It chews through boards and leaves residual damage which is nice for Execute/Whirlwind/Warpath.

    I think a heavy Recruit commitment is fine, though it is not what I was going for in this deck.  I am eyeballing your Oondasta though -- and can see some pretty sick shenanigans with Woecleaver->Oondasta->Akali, the Rhino->Zilliax.

     

    Posted in: Bloody Genius
  • 0

    posted a message on Bloody Genius

    If you just want to try it out as is... you can try to sub Molten edge in for Woecleaver and just get lucky, snapshotting it (with Dead Man's) and then using your tutor.

     

    You can still abuse Dead Mans Hand without the recruit engine, but you would probably want to take out Hakkar as well.  You could try slotting in something like Gorehowl or another weapon for big creatures... or you could tinker around with the numbers and add in some other, smaller, non-rush minions, since you don't care about your recruit quality anymore.

    In fact, there might be a case to try the Pyromancer/Acolyte of Pain engine to bolster your draws and sculpt out Dead Man's faster.  But it would also be fundamentally different, so it the larger shift in playstyle might reconstitute half the deck (I might just try to build something like that!).

    Posted in: Bloody Genius
  • 0

    posted a message on Bloody Genius

    I made some revisions to the core deck, and added a Gameplay video to the writeup.

    Posted in: Warrior
  • 3

    posted a message on Bloody Genius

    Silence only shuts off individual effects.  It doesn't prevent you from abusing Dead Man's Hand to keep on generating threats.

    Weapons Project is an additional source of Armor generation that also disrupts enemy Weapons.

    Posted in: Bloody Genius
  • 0

    posted a message on Bloody Genius

    Thanks!  Hope you enjoy!

    Posted in: Warrior
  • 10

    posted a message on Bloody Genius

    This deck has been modified to push more into a tempo form since it was originally published.  Changes in the meta, always necessitate that we adapt and evolve.  As we do so, however, we always want to remember our roots. If you want to see the original concept, I have preserved it in the following spoiler.

     


    Introduction


    So here's a shell I am tooling around that seems to be catching people off guard.  It is part Mech, part Control, part Fatigue and stupidly fun to play.

    Early game you are simply stalling, drawing/sculpting hand, and throwing your enemy off your trail, while building up armor.  Mid Game, you are playing to what you've drawn.  Late game you fall back on one of the following:

    • Dead Man's hand with Control -- Passively letting your opponent mill out and stack up Corrupted Blood
    • Dead Man's hand generating big hits between Akali and Zilliax
    • Stocking your deck with Omega Assemblies to unpack in hand and refill your tempo alongside Dr. Boom's Hero Power.

     


    Deck Link


    *special note:  My current Version has removed Woebringer, due to the increased number of smaller minions for tempo.  This hurts Hakkar somewhat as we can no longer "cheat" him into play, however he is still too valuable to pass up in certain matchups.  Some players may want to cut some of the added minions in favor of Forge and Woecleaver, others may want to cut Hakkar, depending on your matchup consistency and your ability to wombo.

    Bloody Genius
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    Minion (12) Ability (15) Weapon (2) Playable Hero (1)
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    Core Synergies


    The Rush Play:

    https://i.imgur.com/pfgTKIp.png

    Akali, and Zilliax are best buddies when is comes to big explosive plays and recovery.  It gets even more disgusting when you throw Dead Man's Hand into the mix allowing you to wombo Akali with a copy of herself, and combo more than once in a game (given the need or opportunity).

     

    Fast and Furious:

    https://i.imgur.com/1x6deYf.png

    Dr. Boom to doesn't just have a bunch of different hero Powers, he also gives all your Mechs Rush. Going "infinite" by saving Omega Assembly for late (with Dead Man's), gives you options for board control that doesn't involve burning valuable other resources.  Not only does this take some of the burden off your other spells, but sometimes means getting extra copies of Zilliax for playtime with Akali!

     

     The Long Game:

    https://i.imgur.com/8xEjW3Y.png

    Dead Man's hand alone, is extremely valuable for late game value in games that look like they are going to fatigue.  Hakkar, doubles down on late game giving you a source of late game grind even before fatigue is guaranteed to hit.  Corrupted Blood punishes decks that want to draw out way too fast, and it accelerates very quickly once it starts rolling.  This also gives you some surprising reach versus decks that want to stack tons of excess health or armor.  To drive drive it all home... the extra copies of cards we make with Dead Man's Hand help to manage our probability of triggering corrupted blood versus our opponent.

     

     


    Card Choices


     

    • Omega Assembly -- Can be used early game if you need a creature for tempo. Late game becomes a card advantage engine.
    • Shield Slam -- Spot removal based on stacked armor. can be used to suicide Hakkar if necessary.
    • Cornered Sentry -- Decent ward with a downside that can be mitigated by a number of effects from our deck. Sometimes you even use it to play with Brawl math.
    • Dead Man's Hand -- Long game deck stuffing and fatigue engine
    • Drywhisker Armorer -- Armor stacker for big boards. Great for getting a body in play along with the armor.
    • Execute -- Spot removal that plays nice with all the whirlwind/ping damage in the deck. Always try to restock one of these (with another ping too if there isn't one in your deck) when using dead man.
    • Heroic Strike -- Sometimes you just gotta do stuff yourself. Early game removal, stacks with weapon attack. And sometimes even goes face.
    • Slam -- Cantrip damage or spot removal.
    • Warpath -- Whirlwind with Echo.
    • Weapons Project -- Armor stacking and Weapon disruption.
    • Acolyte of Pain -- Card drawing on a body. Can draw multiple cards if left unattended.
    • Gluttonous Ooze -- Weapon disruption. Sometimes just tempo-d out for a body, can be combo'd for a bonus after weapons project... if you don't need it for something else.
    • Blood Razor -- AoE, board chewing weapon.
    • Brawl -- One copy because we have so much other removal, it can clog our hand to get multiples, especially after we start using dead man.
    • Dyn-o-matic -- Mini-AoE on a body, similar to Brawl... and its a Mech :)
    • Harrison Jones -- Weapon removal that also draws us cards. Can be used on weapons project if you dont need it for other targets.
    • Zilliax -- All around good creature, taunt, lifesteal. Great combos with Akali.
    • Dr. Boom, Mad Genius -- hero replacement that gives us ridiculous options with our hero power, and also gives rush to all our Mechs.
    • Akali, the Rhino -- Rush removal that sets up something BIG in your hand. Combos with Zilliax or itself (after you Dead Man's). if necessary, you can even stock your deck with a tiny rush minion to still get the effect.
    • Hakkar, the Soulflayer -- Punishes decks that like to draw heavy, and magnifies Fatigue. Harder to get out without some form of recruit, but still incredibly valuable.

    Gameplay Videos


    This one is courtesy of Tommy Wave who braved playing the original version of the deck blind on his stream.  Lots of good observations, especially about learning the deck. Thanks for the video Tommy!


     

    Here is one from my Original Build (before Oondasta)

     


    Conclusion


    This list has come a long way with input, and refinement from its original form, but am still excited to share it and get feedback from other players.  I will happily keep evolving it with continued interest.

     

    Posted in: Warrior
  • 0

    posted a message on Bloody Miracle

    v.3 updated.  Also includes Gameplay Video.

    Posted in: Rogue
  • 0

    posted a message on Bloody Miracle

    v.2 updated

    Posted in: Rogue
  • 0

    posted a message on Bloody Miracle

    Introduction


     

    My Third pass at a Powerful Rogue deck for the new set combines tech from Miracle, Deathrattle, Shuffle, and Kingsbane, In order to lock games and with a combination of Kingsbane hits or Corrupted Blood.  It is most potent against draw dependent control/combo decks, and can suffer vs aggro if you get a slow start.  Even still, it is showing promise.

     


    Overview


     

    The Deathrattle engine is used to try and cheat out Gadgetzan Auctioneer to Initiate a miracle phase, or Hakkar, the Soulflayer to start stuffing Corrupted Blood into both decks.

    Miracle is used to draw through the deck and get various combo/engine pieces.

    The Kingsbane Engine helps to control the board, and keep our health total up while we either: let Corrupted Blood do its thing - or look to hit face with Kingsbane.

    A singleton shuffle effect from Lab Recruiter is saved for use with Valeera to restock your deck with useful creatures (the first wants to target itself using the copy hero power) and keep your density of corrupted blood low.

    Blood Corruption is a simple finisher mechanic that simply works with time and can work in tandem with fatigue. However it is most useful versus decks that want to draw lots of cards for combos.

    Regardless of how you win, the deck is a blast to play and is turning out to be surprisingly resilient.

     


    Decklink:


     

     

    Bloody Miracle
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    Minion (12) Ability (16) Weapon (1) Playable Hero (1)
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    Card Choices:


     

    • Preparation -- A single copy for clutch moments, or for getting big draws off Gadgetzan Auctioneer.
    • Deadly Poison -- Best when used with Kingsbane. Sometimes you have to use it as a combo activator. If you do try to save #2 for when you have Valeera active for the doubletap.
    • Sap -- Single target bounce used to buy time of deal with a buffed body/blocker.
    • Blade Flurry -- He's back boys! For when you really just need everything dead.
    • Captain Greenskin -- Pirate target for Raiding Party. Weapon Enhancer for Kingsbane
    • Fan of Knives -- Cantrip AoE
    • Backstab -- Tempo spot removal and combo activator
    • Vanish -- You cant always kill everythingbut this can buy you time. Most often used after you drop Valeera or Evasion, or just generally when your opponent overcommits to board.
    • Leeching Poison -- Lifesteal for Kingbane. I hate having two copies, but I have lost plenty of games that I should have won, because I never drew the ONE copy in mu deck.
    • Valeera the Hollow -- Deathknight hero power magnifys everything we do and allows us to go infinite. The 1 Turn stealth is one of her least noticed attributes.
    • Doomerang -- Allows you to hit with Kingsbane 2x in one turn while resetting its Durability. Crazy stuff with Doomerang, Requip, Attack, Blade Flurry.
    • Kobold Illusionist -- This guy is mostly used to try and cheat out Hakkar or Auctioneer without casting them. Sometimes has other synergies depending on what is in your hand.
    • Evasion -- Best if saved for late game. Panic button for lethal swings and OTKs.
    • Elven Minstrel -- Two cards on a body. Used to fish for Hakkar and Illusionist to try and set them up early. General card advantage if you have already accomplished that.
    • Kingsbane -- Reusable weapon that keeps its stats. Sometimes used early to activate combo.
    • Cavern Shinyfinder -- Dig for Kingsbane or Necrium Blade
    • Bloodmage Thalnos -- Cheap creature that can enhance our removal, play nice with our Deatrattle effects, or just generally draw us a card.
    • Cutthroat Buccaneer -- Pirate Target for Raiding Party
    • Lab Recruiter -- Late game Deck restocker, that lets us pick and chose what we are restocking into our deck while keeping our own corrupted blood density low.
    • Skulking Geist --Tech card for various matchups.  Can even be used to filter cards out of our deck -- however, VERY tricky to navigate around your own spells.  If you have to use him  before you can buff Kingsbane, you will need to hang on to one or both of your pirates for Valeera Tricks.
    • Walk the Plank -- Sometimes you just need to make something dead without having ot worry about combo.
    • Vilespine Slayer -- Combos for removal with a body.  Plays nice with Valeera and Recruiter, if you still have it late.
    • Raiding Party -- Pirate and weapon tutor. Best if saved for when the additional creatures in hand wont interfere with Hakkar/Illusionist shenanigans.
    • Hakkar, the Soulflayer -- The Centerpiece. This guy gives both players Corrupted Blood which intensifies each time they draw it (we use deck restocking to try and avoid it).

     


    Gameplay Video:


    (Note: this is a Raw Capture without commentary, so you may want to Fast Forward past the slow parts until I can sit down with an editor)

     


    Thanks for reading this far.  I will update this as I make changes and have time. 

    I managed to get a decent capture of one of my games with this build so I have uploaded it for this update and I will save the next update with mull/play tips for further revisions or interest.

    Posted in: Rogue
  • 0

    posted a message on Lucky No7

    First Deck of the new Patch, courtesy of my gratuity copy of Gral, the Shark and a lucky Captain Hooktusk from packs.  We are primarily playing tempo Rogue with a few recovery tactics and nasty tricks thrown in.

    We gain control of the board quickly, And lean on Gral and Elven Minstrel to refil our hand while keeping pressure on the board.  Come late game we use either: Captain Hooktusk to set up for our final push; or Mojomaster Zihi to reset the clock and give our opponent a moment of panic.

    If you want my thoughts on specific cards, check out the Decklink which has comments on both included cards, and the ones I cut.

    Lucky No7 Rogue
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    Posted in: Rogue
  • 1

    posted a message on The Gonkening

    Or Prince Taldaram for a clean 10 mana combo that can bank attacks to OTK

    Posted in: The Gonkening
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