I made a control list for paladin that looks like it could be viable depending on the meta. Click the deck link and check out the write with synergies as well as board clears explained and let me know what you think!
Just based on the fact that the third expansion of the year looks like it's going to have a Zul'Gurub theme to it I'm calling hunter or warlock. It'd be nice to see a more aggresive DK for those two classes as both are extremely control oriented.
It would probably be extremely difficult to balance a neutral deathknight as there would probably be a class or two where there would be some broken combo. That or they would have to make it so underwhelming that it would defeat the purpose of making one and wouldn't feel special.
Made a control version of mech warrior that focuses more on getting to the late game and then letting Dr. Boom, Mad Genius and Omega Assembly provide massive value
It's the fact that all your mechs gain Rush and that his hero powers are all pretty high level.
- Discover a mech (it gets rush)
- Deal 3 damage
- Summon 3 1/1 microbots (they have rush)
- Gain 7 armor
The only mediocre one is deal 1 damage to all enemies which is still just ok
The reason it's so good is because Warrior can, usually, survive to the late game. This then allows you to make all your mechs proactive by being able to immediately deal with threats the opponent plays.
Who knows though I could be terribly wrong and he could be hot garbage LOL
Idk... I really do appreciate all the comments on Reddit about how salty Kripp is. Other than that this is hands down the best site/team of mods HS has ever seen!
Looking for opinions on my mechrattle secret deck I made. Has the classic secret package with spellstones and eaglehorn bows as well as a new mech package incorporated into it.
This version of zoolock involves a lot of mechs (including ones that are sticky) to provide the threat of an OTK. It plays like a traditional zoolock, but with glinda, mechwarper, and skaterbot all you need is a surviving mech from the previous turn and you can buff it infinitely and hit them in the face with a huge machine!
on If people aren’t playing too many super aggro decks, you might consider dropping a single explosive trap...or even both. (Especially if people play that goblin bomb hunter or just a lot of magnetic things getting fused into a single minion). It may not even counter the thing it was designed for next expansion. Just something to keep in mind. (I could totally be wrong though, especially with the zoolock support cards)
On the minion side of things, you don’t have much power to push on slower decks. I’d suggest looking into that
This can be quite aggresive against slower decks with the mechs and secrets into spellstone. I also included the DK in case it gets to that point though. Check the deck link as I wrote out some synergies that show the potential.
I'm not sure if the deathrattles other than Spider Bomb are strong enough to warrant the Terrorscale Stalkers, especially where they are at in the curve. It might help to have more of a late game, unless this is supposed to be really aggressive.
This is meant to be an aggro/midrange deck with the Deathstalker Rexxar being in there for the control matchups. The Terrorscale Stalker can always just be played as a 3/3 on turn three.
Wanted to get your guys opinions on my version of mechrattle hunter. The point of the mech package is to play sticky minions that make it easier to magnatize. Also running the secret package with spellstones as that has always been powerful.
I feel that people are underestimating this card. This gives you flexibility to deal with situations as most hunter secrets are very situational. Playing against handlock and facing down a mountain giant... pick freezing trap. Up against odd paladin and they have a full board... pick explosive trap. Otherwise wandering monster is a good pick for the early/midgame.
The fact that this gives you a third freezing trap/explosive trap/wandering monster is not to be overlooked.
1
And what if you draw your combo pieces/big minions before Luna's Pocket Galaxy? And that's why it's trash....
0
I made a control list for paladin that looks like it could be viable depending on the meta. Click the deck link and check out the write with synergies as well as board clears explained and let me know what you think!
0
Just based on the fact that the third expansion of the year looks like it's going to have a Zul'Gurub theme to it I'm calling hunter or warlock. It'd be nice to see a more aggresive DK for those two classes as both are extremely control oriented.
3
It would probably be extremely difficult to balance a neutral deathknight as there would probably be a class or two where there would be some broken combo. That or they would have to make it so underwhelming that it would defeat the purpose of making one and wouldn't feel special.
0
Made a control version of mech warrior that focuses more on getting to the late game and then letting Dr. Boom, Mad Genius and Omega Assembly provide massive value
Let me know what you guys think!
0
Top 5
Dr. Boom, Mad Genius
Zilliax
Electra Stormsurge
Omega Assembly
Flobbidinous Floop
0
It's the fact that all your mechs gain Rush and that his hero powers are all pretty high level.
- Discover a mech (it gets rush)
- Deal 3 damage
- Summon 3 1/1 microbots (they have rush)
- Gain 7 armor
The only mediocre one is deal 1 damage to all enemies which is still just ok
The reason it's so good is because Warrior can, usually, survive to the late game. This then allows you to make all your mechs proactive by being able to immediately deal with threats the opponent plays.
Who knows though I could be terribly wrong and he could be hot garbage LOL
2
Idk... I really do appreciate all the comments on Reddit about how salty Kripp is. Other than that this is hands down the best site/team of mods HS has ever seen!
0
Looking for opinions on my mechrattle secret deck I made. Has the classic secret package with spellstones and eaglehorn bows as well as a new mech package incorporated into it.
0
Made a deck for wild with the OTK combo
0
This version of zoolock involves a lot of mechs (including ones that are sticky) to provide the threat of an OTK. It plays like a traditional zoolock, but with glinda, mechwarper, and skaterbot all you need is a surviving mech from the previous turn and you can buff it infinitely and hit them in the face with a huge machine!
0
This can be quite aggresive against slower decks with the mechs and secrets into spellstone. I also included the DK in case it gets to that point though. Check the deck link as I wrote out some synergies that show the potential.
0
This is meant to be an aggro/midrange deck with the Deathstalker Rexxar being in there for the control matchups. The Terrorscale Stalker can always just be played as a 3/3 on turn three.
0
Wanted to get your guys opinions on my version of mechrattle hunter. The point of the mech package is to play sticky minions that make it easier to magnatize. Also running the secret package with spellstones as that has always been powerful.
0
I feel that people are underestimating this card. This gives you flexibility to deal with situations as most hunter secrets are very situational. Playing against handlock and facing down a mountain giant... pick freezing trap. Up against odd paladin and they have a full board... pick explosive trap. Otherwise wandering monster is a good pick for the early/midgame.
The fact that this gives you a third freezing trap/explosive trap/wandering monster is not to be overlooked.