Don't know if I'm getting the wrong matchups or what, but I can't even muster a 50% winrate with this deck -- and I do pretty OK with regular Evenlock. With this, though, I get crushed by Odd Rogue. Even lost to a Tempo Shudder, and not just lost but got destroyed by it. Maybe if/when I finally run into a Togwaggle Druid or an Odd Warrior, it will feel worth it but right now it just feels like the Mecha'thun package just gets in the way of what are typically better cards.
This is such a fun deck. Thanks for the brew! I haven't actually taken it onto the ladder yet -- but I can't imagine it would do too terribly. Either way, it's just a tremendously enjoyable deck to play. Surprisingly powerful.
How are you all faring with this beautiful meme? I've played 20 games and still haven't made the elusive Voltron. I have 5 wins -- one legit, and 4 from people conceding as soon as I played the quest. And many many games steamrolled by aggro.
I am not, however, dissuaded. I shall press on! For the nostalgia! For the memes!
Yes. Very true about hand management. I sometimes have to throw stuff away or, if I have everything but one more spell damage card, I'm fine using Sprint even when I have 7 or 8 cards in hand, playing the odds.
For anyone who's interested, here's the win/loss breakdown over those 71 games
Druid: 7-2 Hunter: 1-7 (not sure why so bad here) Mage: 3-2 Paladin: 7-5 Priest: 4-4 Rogue: 7-3 Shaman: 2-2 Warlock: 5-2 Warrior: 6-2 (one of those lost to Weapons Project after I stopped running Necrium Vial)
I run a pretty similar list with a few key differences. Right now I'm 42-29 on the ladder with it -- and easily 6-7 of those losses were games I could've won but screwed up as I was still learning/refining the deck. Most satisfying win was burning down a Druid for 73 damage in a single turn.
Instead, I run 1 Cavern Shinyfinder to get my Blade, 2 Evasion, 2 Sprint, and Valeera the Hollow. I think 1 Sprint [/card] may be enough, but I keep 2 for consistency. This deck lives and dies on card draw. I wasn't sure about Valeera for a bit, but she and [card]Evasion have single-handedly won me several games by giving me that one extra turn I need to draw that last combo piece or gain that last needed mana crystal.
TL;DR... This is a super fun and (for me, at least) viable deck. You just need to tweak it for what you're seeing. Although if you're only facing hyper-aggro, put this one on the shelf for a bit.
I feel like you almost always want to keep Elven Minstrel and, if you draw it, the Cavern Shinyfinder. Against aggro, keep any removal, really. But yeah, this deck struggles against an aggro deck that can consistently refill board (especially Paladin and Shaman, of course). I've swapped out the two Shadowstep for secrets to help keep a live a little bit longer. Not sure if that's the best option, but as OP says those are the first to go, and anything that can help with survivability seems ideal.
I find I win almost all the slower matchups. The games I lose are because I die a turn or two before I'm able to pull off the combo -- quite often just the turn before, which tells me this is a pretty good deck. It's usually because the opponent pressures more than I can safely remove (i.e., a Pally that can buff an existing board or a Shaman that can Bloodlust or something similar).
I ended up dropping the two Shadowstep and putting in one Sudden Betrayal and one Evasion to help me last that extra turn. I haven't played enough games to see if card draw is most what's needed, though. I've only lost a couple because I didn't draw my Minstrel or Illusionist/Maly.
Really fun deck, though. I'm sure it can be tweaked a bit here and there for consistency.
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Done. Thank you!
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Done! Thanks!
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Has this moved somewhere?
I would definitely be interested in teaming up for this.
DONE! THANKS!
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Don't know if I'm getting the wrong matchups or what, but I can't even muster a 50% winrate with this deck -- and I do pretty OK with regular Evenlock. With this, though, I get crushed by Odd Rogue. Even lost to a Tempo Shudder, and not just lost but got destroyed by it. Maybe if/when I finally run into a Togwaggle Druid or an Odd Warrior, it will feel worth it but right now it just feels like the Mecha'thun package just gets in the way of what are typically better cards.
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This is such a fun deck. Thanks for the brew! I haven't actually taken it onto the ladder yet -- but I can't imagine it would do too terribly. Either way, it's just a tremendously enjoyable deck to play. Surprisingly powerful.
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How are you all faring with this beautiful meme? I've played 20 games and still haven't made the elusive Voltron. I have 5 wins -- one legit, and 4 from people conceding as soon as I played the quest. And many many games steamrolled by aggro.
I am not, however, dissuaded. I shall press on! For the nostalgia! For the memes!
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Yes. Very true about hand management. I sometimes have to throw stuff away or, if I have everything but one more spell damage card, I'm fine using Sprint even when I have 7 or 8 cards in hand, playing the odds.
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Sure, here you go:
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For anyone who's interested, here's the win/loss breakdown over those 71 games
Druid: 7-2
Hunter: 1-7 (not sure why so bad here)
Mage: 3-2
Paladin: 7-5
Priest: 4-4
Rogue: 7-3
Shaman: 2-2
Warlock: 5-2
Warrior: 6-2 (one of those lost to Weapons Project after I stopped running Necrium Vial)
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I run a pretty similar list with a few key differences. Right now I'm 42-29 on the ladder with it -- and easily 6-7 of those losses were games I could've won but screwed up as I was still learning/refining the deck. Most satisfying win was burning down a Druid for 73 damage in a single turn.
I don't run Cheap Shot, Sudden Betrayal, Assassinate, or Necrium Vial. For a while I had 1 Necrium Vial but literally never used it in my win once. It was always off the Necrium Blade. I swapped it for a Sudden Betrayal for a bit but I needed the second Blade for those pesky Warriors with their Weapons Project.
Instead, I run 1 Cavern Shinyfinder to get my Blade, 2 Evasion, 2 Sprint, and Valeera the Hollow. I think 1 Sprint [/card] may be enough, but I keep 2 for consistency. This deck lives and dies on card draw. I wasn't sure about Valeera for a bit, but she and [card]Evasion have single-handedly won me several games by giving me that one extra turn I need to draw that last combo piece or gain that last needed mana crystal.
TL;DR... This is a super fun and (for me, at least) viable deck. You just need to tweak it for what you're seeing. Although if you're only facing hyper-aggro, put this one on the shelf for a bit.
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You just have to hard mulligan for Elven Minstrel and always keep Cavern Shinyfinder, Malygos, and/or Kobold Illusionist.
I definitely struggle against aggro but don't automatically lose either.
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I feel like you almost always want to keep Elven Minstrel and, if you draw it, the Cavern Shinyfinder. Against aggro, keep any removal, really. But yeah, this deck struggles against an aggro deck that can consistently refill board (especially Paladin and Shaman, of course). I've swapped out the two Shadowstep for secrets to help keep a live a little bit longer. Not sure if that's the best option, but as OP says those are the first to go, and anything that can help with survivability seems ideal.
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I find I win almost all the slower matchups. The games I lose are because I die a turn or two before I'm able to pull off the combo -- quite often just the turn before, which tells me this is a pretty good deck. It's usually because the opponent pressures more than I can safely remove (i.e., a Pally that can buff an existing board or a Shaman that can Bloodlust or something similar).
I ended up dropping the two Shadowstep and putting in one Sudden Betrayal and one Evasion to help me last that extra turn. I haven't played enough games to see if card draw is most what's needed, though. I've only lost a couple because I didn't draw my Minstrel or Illusionist/Maly.
Really fun deck, though. I'm sure it can be tweaked a bit here and there for consistency.
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Done. Thanks!
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Done.