Tuskarr Jouster just isn't consistent enough. Against aggro you'll win the joust, but against control or Dragon it'll be harder. Guardian of Kings is consistent and a very good Paladin card. Good stats, plus guaranteed 6 health.
1x Ironbeak Owl is enough. Spellbreaker is okay, but the stats aren't great. Most of the time one silence is enough in a deck. Sludge Belcher will give you much better value. You could also swap both of these slots for Azure Drake for some draw.
Zombie Chow is better for a control orientated deck. You'll get much better value out of Mini Bot and MFB. The problem with Zombie Chow here is that you'll often be trying to end the game before Turn 10 and Zombie Chow disrupts that due to it's heal.
Not much need for Thaurissan in this deck since you're really not trying to combo much aside from the obvious one. It's always nice to get that mana discount, but for consistency's sake I'd drop Thaurissan for more early to mid game.
Same deal as above. Sylvanas is a good card, but I think with Tirion, Boom and Loatheb already in the deck you'd benefit a lot more from the extra Quartermaster. What you're looking for is the Knife Juggler + Muster for Battle Combo and then following that up with QM next turn for a very nice board. Then Loatheb to protect your board.
I disagree with the above poster. I'd leave at least 1 Equality + Consecration in the deck. It's the ace up your sleeve to recover board control if things start going downhill.
After many, many edits, I think I may have perfected my dragopriest deck. Aggro outright concedes against it, and it holds up pretty well against control, too. What do you guys think?
In your deck, I'd change Nefarian for Ysera if you have it. Nefarian is just not consistent enough IMO. Even Chromaggus would be better. Also I'd switch the Drakonid Crusher for Sylvanas or a Cabal Shadow Priest and one of the Dragonkin Sorcerers for Dr. Boom and the other for a second Azure Drake. I'd also get rid of a both Divine Spirit and Flash Heal and switch them for Power Word: Shield.
T1 - Cleric + Coin + Power Word: Shield is a very good play most of the time.
I was just looking through the cards I own and thinking about some new abilities I'd like to see in Hearthstone.
First of all, Immunity. I'd like this to be utilized a lot more. Something like 3/3 Immune: If this card takes non-lethal damage it becomes Immune for 1 turn. Some more inventive uses than just Mal'Ganis and Commanding Shout. The good thing about Immunity is rather than make it just a plain ability (immune to everything) it could be more like a battle cry as well.
Immunity: This card is immune to Pirates. Immunity: This card is immune to cards with a mana cost of 2 or less.
So many different uses for that to make interesting cards.
Second is one I think we need is an official name for the card text 'Can't be targeted by spells or Hero Powers.' In MTG it's basically Hexproof. In this it could be called something more WoW flavoured. But I think it needs to take it's place as a named ability and there need to be a lot more cards that utilize it, including spells that grant it and specific cards that counter it.
So what card abilities would you like to see and what crazy win conditions can you envision?
Handlock/Demonlock are definitely my favourites. Just a crapton of fun to play. Dragon Priest, however is also really fun and really rewarding when played well however you need more Legendary's to have it work.
the reason youre probably having problems is that it isnt like normal decks. you have 5 key cards in your deck. emperor, 2 frothing, 2 warsong, 2 patron.
If you want to play around with Sneed, I suggest making a Mech Mage and running Loatheb, Sneed and Kel'Thuzad as you're legendary's instead of Antonidas/Rhonin. It won't be that competitive on the ladder, but it's a hell of a lot of fun to play and one of the first decks I ever built.
1. Ancient Watcher is a good Shadowflame target, but most of the time he's gonna uselessly sit on the board and do nothing and it's not too efficient to silence it with your Owl.
I have to disagree with this if you're versing Hunter/Pally/Mage and especially if you have The Coin. These are the specific two cards I mulligan for when I see that I'm versing Hunter as a Handlock.
T1 - Coin + Ancient Watcher T2 - Silence
Gives you a 4/5 minion that typically trades 3v1 against those decks and gives Handlock much needed breathing space.. You have no need to play a big hand against aggro anyway. There's no point ensuring that your drakes are 4/10 and you're likely not going to get to drop your Mountain Giants without taking far too much damage to recover without a lot of luck.
Some people argue that this is better: T1 Coin + Ancient Watcher T2 Sunfury
But I disagree because silence allows you to then make favorable trades (and not let your opponent choose what to trade) and also allows you to get some early face damage if they don't have a minion to play on curve.
The only cards you could really swap him out for would be Emperor Thaurissan or Justicar and I wouldn't personally.
Sneed is a nice card, but just doesn't fit anywhere in Control Warrior. With the large amount of Legends that could possibly pop from him, he's also going to be far less consistent than either Emp or Justicar.
Not really. The only deck that sees her being consistently played is Control Warrior. Sometimes you'll see her in an aggro pally or a Control Priest, but she's certainly not a must have in those. Haven't seen her played in a Mage, Hunter, Rogue or Druid. Shaman is okay for Totem choice, but since Shaman is still pretty low tier I wouldn't exactly count that in the maths.
best deck to ladder from 11, been having some miserable luck lately
Your knowledge and opinions are all appreciated <3
Generic Answer 101:
Whatever you're most competent at playing. If your main deck is struggling, make some tech choices to counter whatever you're coming up against most often.
Without more info about what you're playing and what cards you have available it's hard to give you any other answer.
Depends what you're playing. I tech'd Mass Dispel into my Dragon Priest for Secret Pally. It's quite funny. He drops mysterious challenger, I use whatever my weakest minions are to trigger all his secrets and then hit him with a Mass Dispel. Almost as good as flare and hasn't let me down so far.
Beauty is it works quite well on Mech Mage and Zoolock too.
Obviously if you're playing Hunter then tech in a Flare.
Warrior I'd tech in a Kezan Mystic and try and play around his secrets using your weapons and save your Brawl for after Challenger has been played and secrets have been triggered.
This is what I've been playing at the moment and been doing really well. It's definitely not fully optimized but I wanted to play around with Icehowl.
I have to disagree with most people about Varian. At worst he draws you three cards. At best he puts Rag, Ysera and Icehowl/Grom on the board and opponents instant concede. I think you pretty much have to play him turn 10 or 11 though to get the maximum value.
I struggled to find value in Chillmaw for the first few weeks of using him, but now I see exactly how he should be played:
Chillmaw is best held as a Dragon activator until your opponent has almost no cards. The worst result is dropping Chillmaw only to have your opponent clear him and then build the board on the same turn, which means that he's pointless to play on curve most of the time unless you have no other options. You get no advantage from playing him this way, in fact you lose tempo and probably get yourself killed within in the next few turns.
So I find it's best to hold him until very late in the game when your opponent either can't clear him, or can clear him but has no options to rebuild his board that same turn - this gives you the tempo swing that you need in the late game to win. He actually works much better against mid/control etc than aggro I find. On those games that nearly go to fatigue he's saved me a bunch of times so far by just holding him until the very end game.
Typically I almost never end up actually playing him, however now when I do find occasion the value is usually enough to win me the game.
lol dude, then dr. boom (same mana) does the same job better. No dragon condition, better stats, can be played at any point in the game (boom bots with a little help often clear the board), is playable when u're ahead. The situation u're describing when an opponent have to clear a big minion and cant rebuild his board, other legendaries would do the job better, aka ysera and so on (if u're holding him untill late game like u're saying).
Boom doesn't activate other Dragons. The extra synergy from Chillmaw means she's the better choice for Dragon Priest. Boom is also not a taunt so at end game when everyones at low health, dropping him means your opponent can still shoot for lethal by going face.
0
I think you've got too many 'one offs' in your list which makes it less consistent than it should be.
These are the changes I'd make:
- Tuskarr Jouster x2
+ Guardian of Kings x2
Tuskarr Jouster just isn't consistent enough. Against aggro you'll win the joust, but against control or Dragon it'll be harder. Guardian of Kings is consistent and a very good Paladin card. Good stats, plus guaranteed 6 health.
- Spellbreaker
+ Sludge Belcher
1x Ironbeak Owl is enough. Spellbreaker is okay, but the stats aren't great. Most of the time one silence is enough in a deck. Sludge Belcher will give you much better value. You could also swap both of these slots for Azure Drake for some draw.
- Zombie Chow x2
+ Shielded Minibotx1
+ Muster for Battle x1
Zombie Chow is better for a control orientated deck. You'll get much better value out of Mini Bot and MFB. The problem with Zombie Chow here is that you'll often be trying to end the game before Turn 10 and Zombie Chow disrupts that due to it's heal.
- Emperor Thaurissan
+ Quartermaster / Piloted Shredder
Not much need for Thaurissan in this deck since you're really not trying to combo much aside from the obvious one. It's always nice to get that mana discount, but for consistency's sake I'd drop Thaurissan for more early to mid game.
- Sylvanas Windrunner
+ Quatermaster / Piloted Shredder
Same deal as above. Sylvanas is a good card, but I think with Tirion, Boom and Loatheb already in the deck you'd benefit a lot more from the extra Quartermaster. What you're looking for is the Knife Juggler + Muster for Battle Combo and then following that up with QM next turn for a very nice board. Then Loatheb to protect your board.
I disagree with the above poster. I'd leave at least 1 Equality + Consecration in the deck. It's the ace up your sleeve to recover board control if things start going downhill.
0
This is my version, modified from Kolento's DP:
In your deck, I'd change Nefarian for Ysera if you have it. Nefarian is just not consistent enough IMO. Even Chromaggus would be better. Also I'd switch the Drakonid Crusher for Sylvanas or a Cabal Shadow Priest and one of the Dragonkin Sorcerers for Dr. Boom and the other for a second Azure Drake. I'd also get rid of a both Divine Spirit and Flash Heal and switch them for Power Word: Shield.
T1 - Cleric + Coin + Power Word: Shield is a very good play most of the time.
0
I was just looking through the cards I own and thinking about some new abilities I'd like to see in Hearthstone.
First of all, Immunity. I'd like this to be utilized a lot more. Something like 3/3 Immune: If this card takes non-lethal damage it becomes Immune for 1 turn. Some more inventive uses than just Mal'Ganis and Commanding Shout. The good thing about Immunity is rather than make it just a plain ability (immune to everything) it could be more like a battle cry as well.
Immunity: This card is immune to Pirates.
Immunity: This card is immune to cards with a mana cost of 2 or less.
So many different uses for that to make interesting cards.
Second is one I think we need is an official name for the card text 'Can't be targeted by spells or Hero Powers.' In MTG it's basically Hexproof. In this it could be called something more WoW flavoured. But I think it needs to take it's place as a named ability and there need to be a lot more cards that utilize it, including spells that grant it and specific cards that counter it.
So what card abilities would you like to see and what crazy win conditions can you envision?
2
Nerf nerf nerf. It's not going to happen, and it shouldn't happen. L2p.
0
Handlock/Demonlock are definitely my favourites. Just a crapton of fun to play. Dragon Priest, however is also really fun and really rewarding when played well however you need more Legendary's to have it work.
2
Do you even math bro? XD
0
If you want to play around with Sneed, I suggest making a Mech Mage and running Loatheb, Sneed and Kel'Thuzad as you're legendary's instead of Antonidas/Rhonin. It won't be that competitive on the ladder, but it's a hell of a lot of fun to play and one of the first decks I ever built.
0
I have to disagree with this if you're versing Hunter/Pally/Mage and especially if you have The Coin. These are the specific two cards I mulligan for when I see that I'm versing Hunter as a Handlock.
T1 - Coin + Ancient Watcher
T2 - Silence
Gives you a 4/5 minion that typically trades 3v1 against those decks and gives Handlock much needed breathing space.. You have no need to play a big hand against aggro anyway. There's no point ensuring that your drakes are 4/10 and you're likely not going to get to drop your Mountain Giants without taking far too much damage to recover without a lot of luck.
Some people argue that this is better:
T1 Coin + Ancient Watcher
T2 Sunfury
But I disagree because silence allows you to then make favorable trades (and not let your opponent choose what to trade) and also allows you to get some early face damage if they don't have a minion to play on curve.
1
The only cards you could really swap him out for would be Emperor Thaurissan or Justicar and I wouldn't personally.
Sneed is a nice card, but just doesn't fit anywhere in Control Warrior. With the large amount of Legends that could possibly pop from him, he's also going to be far less consistent than either Emp or Justicar.
0
Not really. The only deck that sees her being consistently played is Control Warrior. Sometimes you'll see her in an aggro pally or a Control Priest, but she's certainly not a must have in those. Haven't seen her played in a Mage, Hunter, Rogue or Druid. Shaman is okay for Totem choice, but since Shaman is still pretty low tier I wouldn't exactly count that in the maths.
1
Generic Answer 101:
Whatever you're most competent at playing. If your main deck is struggling, make some tech choices to counter whatever you're coming up against most often.
Without more info about what you're playing and what cards you have available it's hard to give you any other answer.
0
I would just like an emote that says 'Good game'. I'd be happy with just that. I don't use anything other than Well Played and Greetings anyway.
0
Depends what you're playing. I tech'd Mass Dispel into my Dragon Priest for Secret Pally. It's quite funny. He drops mysterious challenger, I use whatever my weakest minions are to trigger all his secrets and then hit him with a Mass Dispel. Almost as good as flare and hasn't let me down so far.
Beauty is it works quite well on Mech Mage and Zoolock too.
Obviously if you're playing Hunter then tech in a Flare.
Warrior I'd tech in a Kezan Mystic and try and play around his secrets using your weapons and save your Brawl for after Challenger has been played and secrets have been triggered.
0
This is what I've been playing at the moment and been doing really well. It's definitely not fully optimized but I wanted to play around with Icehowl.
I have to disagree with most people about Varian. At worst he draws you three cards. At best he puts Rag, Ysera and Icehowl/Grom on the board and opponents instant concede. I think you pretty much have to play him turn 10 or 11 though to get the maximum value.
0
Boom doesn't activate other Dragons. The extra synergy from Chillmaw means she's the better choice for Dragon Priest. Boom is also not a taunt so at end game when everyones at low health, dropping him means your opponent can still shoot for lethal by going face.