• 1

    posted a message on Why isnt Control Thanoslock played more often?
    Quote from Kovachut >>
    Quote from BennyTheMiller >>

    For the same reason control warlock wasn't played before, nothing changed. It is bad against aggro, other control decks and right now there aren't enough combo decks to justify playing it.

    Defile, Doomsayer, Hellfire, Stonehill Defender, Despicable Dreadlord, Lesser Amethyst Spellstone, Shadow Bolt, Skull of the Man'ari+ Voidlord, Lord Godfrey, Rotten Applebaum, Shroom Brewer.

    Ok then.

    Against control we have Rin and Bloodreaver gul'dan. The only issue we have are druid decks, which can puke minions after minions and which can exhaust our removals (Twisting Nethers) like Taunt Druid.

    And then you pay 8 life to destroy half of someone's deck, only to get destroyed by the 5 minions in their hand while you tap desperately for enough removal.

    Too many match-ups rely on RNG.  Even your Mulligan is basically random, needing to assume what they are playing before you see the first card.

    Posted in: Standard Format
  • 3

    posted a message on Bloody Genius

    I have roughly a 60% winrate with different versions of the deck.  The spread between all the different variations is 53-77.  However I have not been playing this at Legendary, so some of the numbers are going to be skewed.  Also, because I am literally the creator of this very specialized toolbox, my winrate is going to be higher than someone playing the deck blind.

    Most importantly, the winrate of the deck isn't going to matter unless and until it is played by enough people that it that trackers can collect meaningful stats instead of the small sample size of one person's games.  That is a flaw of every decklist with "X% winrate" in the title. It is an attention grab more than a meaningful measure of a deck, and I don't have the brass knobs to assume I've created a metabreaking masterpiece.  All have done here is find a mix that hits the meta from a very different angle, while showcasing what warrior can do even if it isn't the strongest class at present.

    The core deck is likely going to be more of a tournament style deck than a ladder deck, and if you need the stats before you pick it up it probably isn't right for you.  That is why I am working on a more ladder friendly version in the tempo version.

    Posted in: Bloody Genius
  • 1

    posted a message on Bloody Genius

    Updated to include an additional video courtesy of Tommy Wave.  Lots of good content for learning the deck!

    Posted in: Warrior
  • 4

    posted a message on Bloody Genius

    Geez, why are people dusting Death Knights?!  It is really hard to replace everything Garrosh does for us.

    Maybe Something like Reckless Flurry if you can avoid sabotaging your armor completely.

    Maybe Commanding Shout since it can be a toolbox card for when you start playing minions, or you can just cantrip it away.

    Posted in: Bloody Genius
  • 1

    posted a message on Bloody Genius
    Quote from Koalucas >>

    I got and Idea like this but my initial plan was not only zileax but also using 1 bakefull banker.

    Baleful Banker can be some good tech, but he would be a little redundant to Dead Man's Hand and there is a chance he can screw up your Recruiting from Woecleaver.  Also, this deck tends to hit really slow and then really hard.  I worry that Banker would only be relevant after you have already "won".  Not a bad thought, however... thank you!

    Posted in: Warrior
  • 1

    posted a message on Bloody Genius

    Updated to Include Oondasta, which is performing really well so far.  Updated info-graphics to reflect changes,  make certain interactions more readable, and to add a little fun/humor.

    Posted in: Warrior
  • 1

    posted a message on Bloody Genius
    Quote from Kla_guy >>

    Congrats for the idea, and for making it work.

    But... 32 minutes for one game? Not my cup of tea, sorry mate.

    For what its worth, most games aren't as long as dueling fatigue decks... but yeah, our games are longer than the average ladder spam.

    Thanks for checking it out in any case.

    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
  • 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
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