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    posted a message on [66%] ODD Gonky

    The hero power is a downgrade. Why pay 7 mana to change your hero from "get +2/+2" to "get +3/+0" or "get +0/+3"? Either malfurion option is only 1 point better than one half of your odd hero power.

    Posted in: [66%] ODD Gonky
  • 1

    posted a message on Odd Warrior vs Exodia Paladin
    Quote from Muxtar >>

    I defeated exodia paladin with my odd warior (w/o quest) just yesterday. You just have to be sure to have 60+ hp when he uses his 2*25dmg cards in the end, and have some removals for his loa. Its not that hard. Priest or hunter match up is much harder for odd warrior now imo.

     We're talking about DK OTK. Shirvallah OTK is not an exodia OTK because it does not have either a "destroy the enemy hero effect" or infinite damage effect.

    Posted in: General Discussion
  • 0

    posted a message on Why is control warlock tier 4 deck?

    Control decks automatically lose against combo decks unless they are able to adapt their gameplan early enough to a tempo/midrange gameplan once they've realised they're up against combo. Control Warlock finds it very difficult to do this because its control tools are primarily focused around removal spells. Compare this with for example any variant of odd control warrior, which uses more minions, or quasi-combo control decks like quest warrior, which has a clear win condition (Sulfuras) against slower decks. These kinds of decks are able to a) scrape wins through tempo, or b) win with their clearly defined win condition (respectively), neither of which control warlock can do very well. Arguably Bloodreaver Gul'dan at least partially falls under point b), and this card very commonly single-handedly wins games on the spot. I would suggest hard-mulliganing for it if you suspect you're up against a combo deck, or draw lots (try to weave in taps wherever possible) if you only realise later that you're up against combo.

    If you're losing a lot, try to work out why, and adapt your deck accordingly. Are you dying to aggro decks every time you face one? Add cheap taunts (Tar Creeper if you don't already run it - I assume you're already running Stonehill Defender) and more early removal (I assume you already run Doomsayer, and you could also experiment with things like Drain SoulMortal Coil and Shriek). Losing to combos just sitting back and eventually pulling off their combo? Control Warlock has the best hard-counter package in the game to counter combo decks: 2x Gnomeferatu + 2x Demonic Project. Wait as long as you feel you can before playing project to maximise your chances of removing one of their combo pieces.

    Or, as others have said, try Cubelock, which is essentially a control warlock shell + the cube package. This gives you far more board pressure and will often allow you to win in the mid-to-late game with Doomguard. If you play cubelock against a control or combo deck, it can be a tactic to try to avoid playing (or at least avoid cubing) voidlords, and to try to play and destroy as many doomguards as possible, so that your gul'dan will have the best chance of summoning as many doomguards as possible, which will give you a win condition and potential OTK against high-health control/combo opponents.

    One final point: you say you've got a 14k deck as if having lots of expensive cards should allow you to win more. This is bad and simply incorrect logic. A variation of zoolock has been viable in almost every meta since the beginning of hearthstone (and zoolock decks are always very cheap), and you can build a probably tier-2 budget version of the current midrange hunter for anything between around 100-1000 dust - see Kripp's 24 winstreak 960 dust hunter below. The point is that card synergy, cohesive deck-building, adaptation to the meta and good mechanical skill and forethought - and not necessarily card cost or rarity - will allow almost any deck to find success.

    Kripp's deck:

    Posted in: Warlock
  • 0

    posted a message on Midrange works in Brawl too

    Obviously not, lol.

    Posted in: Midrange works in Brawl too
  • 0

    posted a message on Fun decks?

    I didn't mean to make my climb to rank 5 last night but I did it quickly with 74% winrate over 15-20 games from rank 8 with this off-meta keleseth/hooktusk/graal the shark tempo rogue:

    https://hsreplay.net/decks/9Ht2VRlCkAK09oQSoIl0vg/

    I know you want a fun deck and don't care about winrate, however this is both fun and effective. I beat most hunters I came across but also beat odd control mage, odd paladin, midrange hunter etc. In other words it was effective against a wide variety of different styles of top meta deck. It also just feels good to play, even when you draw most of your pirates before Hooktusk and never draw Keleseth (which happens every game, obviously).

    Another suggestion I would make is the new Miracle Mecha'thun Druid:

    https://hsreplay.net/decks/IWeZyRYIY9wd7HD3Copab/

    It is potentially the most consistently fast mecha'thun deck there's ever been because you can fairly consistently draw your entire deck by turn 10 or before. It is also viable because wild pyromancer + a boatload of low-cost spells (including Barkskin, which is important to allow your pyro to keep damaging the board) is actually very powerful at controlling the board. In the few games I played with it I was able to consistently clear my big priest opponent's large minions, and eventually won even after they had played two psychic screams to slow me down. It's a fairly high-skill deck that requires lots of micro-decision-making so approach it with care, but Miracle archetypes where you draw a million cards per turn are always lots of fun and this is no exception. Check out this sweet clip from Dog (which I believe may be a large part of why we are starting to see this deck crop up now):

    Posted in: General Discussion
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    posted a message on [Theorycraft] Murloc Secret Paladin!

    You heard that right! This is my first deck I've decided to post on Hearthpwn following the success of my ice cream shaman deck (RIP). I believe it could be very powerful, but I've not yet tried it out in game and I thought I would ask for the community's input first. Please check it out and let me know what you think!

    Murloc Secret Paladin
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    Posted in: Paladin
  • 0

    posted a message on [Theorycraft] Murloc Secret Paladin

    You heard that right! This is my first deck I've decided to post on Hearthpwn following the success of my ice cream shaman deck (RIP). I believe it could be very powerful, but I've not yet tried it out in game and I thought I would ask for the community's input first. Please check it out and let me know what you think!

    Murloc Secret Paladin
    Export to BBCode Export to Cockatrice Export to MarkDown Export to Html Clone this deck
    Minion (23) Ability (7)
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    Posted in: General Deck Building
  • 0

    posted a message on [LEGEND] Bringing Secret Pali Back- 69% Winrate!

    Why on earth would you play masked contender over a second Bellringer Sentry?

    Posted in: [LEGEND] Bringing Secret Pali Back- 69% Winrate!
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    posted a message on Armour-plated Ice Cream Shaman

    Thank you for the nice comment :)

    Excellent suggestion - actually from  day 1 of this deck I had in mind Zihi because when your Shudderwock costs 1, only having 5 mana per turn doesn’t really matter, and as you say it really locks the opponent out. I’ve never made room for it because it has seemed non-essential - if I was going to make any cuts, my first instinct would be to add more healing, stall, or draw, all of which the deck would benefit from. But perhaps I will make the change you sugggest if only because it would be cool lol, and as you say would actually work wonders against otk/combo/even just control decks.

    Posted in: Armour-plated Ice Cream Shaman
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    posted a message on Armour-plated Ice Cream Shaman

    Yeah it can be really problematic if you don't draw any draw tools. I would say if you feel like you need more draw, you could safely cut 1 Bomber for another good draw card (i.e. far sight or a second acolyte of pain, as you already have 2 mana tide totems). Beyond that I would not be too keen to cut anything else, but I would say the cards you can most afford to lose after 1x bomber (depending on the matchup of course) are 1x Hex and if you're desperate, 1x Tar Creeper. However the tar creeper is so essential as an anti-aggro tool that I think you'll real feel the absence of it against any fast deck. Another thing you could try is cutting 1 or 2 each of the armour combo activators (Frostrider and Ice Cream) if you don't really care about the combo, in which case you're pretty much playing standard shudderwock but with a slight chance for some ice cream goodness if you happen to draw it. That would give you all the room you could want for more draw and for things like a second Healing Rain or second Tar Creeper.

    Hope that helps :)

    Posted in: Armour-plated Ice Cream Shaman
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    posted a message on Armour-plated Ice Cream Shaman

    Which are you missing? Unless they're essential, I can try and recommend a budget version based on what you're missing. I have noticed too that the deck has ended up very expensive in its latest version :L

    Posted in: Armour-plated Ice Cream Shaman
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    posted a message on Armour-plated Ice Cream Shaman

    I never claimed it is supposed to be better - it's mainly for fun but also does hold its own (in my experience with my latest version). Sorry you haven't had a good experience though. I've been saying this to a couple of people now - try playing it as a tempo deck, mulliganing for keleseth and your midrange minions (but not ice cream peddler). It's surprising how often you can compete with and win the board on the back of turn 3 frostrider, turn 4 chain gang/corpsetaker.

    Posted in: Armour-plated Ice Cream Shaman
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    posted a message on Armour-plated Ice Cream Shaman

    What do you think Seaforium Bomber does? Otherwise the deck works quite well as a tempo deck so often you can win with board pressure if they are not super control-heavy (and if they are, that means you'll have time to set up your combo).

    Posted in: Armour-plated Ice Cream Shaman
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    posted a message on Armour-plated Ice Cream Shaman

    Only if it's an exodia win condition. This deck is pretty much built to counter purely damaging OTKs because you get infinite armour, lol.

    Also in my quite large experience of the meta so far it's nowhere remotely close to that percentage OTK. Most people are finding that it's a ton of spell hunters, quite a few odd mages, zoolock, odd paladin, and some odd warrior and quest priest.

    Thanks for the comment though!

    Posted in: Armour-plated Ice Cream Shaman
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    posted a message on Armour-plated Ice Cream Shaman

    As I was discussing below in another comment, the deck is surprisingly strong as a tempo deck. Try mulliganing for keleseth (obviously), frostrider (turn 3 4/4 is actually quite powerful), corpsetaker (divine shield windfury on turn 4 is very strong), chain gangs, but also card draw. Grumble is usually very good on turn 6 as well - again in terms of tempo a 6 mana 7/7 is just pretty good, but if you even get one chain gang bounced it's suddenly very good. This all obviously depends on the matchup, so against zoo for example you'll probably want to mulligan for taunts and board clears. The deck honestly usually works better initially if you try to play it as a tempo deck. This lets you compete on board (and sometimes just win with board pressure), which in turn gives you the breathing room to set up the combo - that is if you even need to. Thanks for the comment :)

    Posted in: Armour-plated Ice Cream Shaman
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