Nice for a first take on the Deck !
Yeah hunter match ups can be frustrating, but those are kinda 50/50 in the end ^^
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Sparkaz posted a message on [Spark] Tempo Miracle (S10)Posted in: [Spark] Tempo Miracle (S10) - To post a comment, please login or register a new account.
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He's got a point. I've had bad consecutive hands where all I did in my first 3 turns was power up. Not drawing wild growth and innervate can mean death. By the time you drop a taunt they've flooded the board with creatures that can't be removed with just 1 swipe.
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It feels clunky when you draw your taunts early. I think at the lower ranks where mage has enough tempo to just fire ball my turn 4 senjin and keep up the pressure is where I kept dying. Not drawing a single innervate and wild growth till the point of death was a bit frustrating.
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Thats a joke right? Theres a reason every hand/demon lock runs him.
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I tried trading it with loatheb with the exact deck list above. It acts like a taunt since your control opponent wants it dead ASAP. Zoo just runs past it and goes for face. I switched it back to loatheb. He gives a decent body and setups the combo the next turn.
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I think it would be more constructive if you created the deck and played it in the rank your in. I think that would provide more insight for all of us than just retelling an encounter. That would help alot.
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Got all the cards except neptulon(replaced him with a black knight). With all the one of's it feels like im playing an Arena Deck.
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This deck crush's any form of aggro i've come against, from mech mage and face hunter to mech rogue. How does this fair against warrior control?(I don't see any in the low ranks im in right now).
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Belchers? Why belchers? Blood mage can be subbed for geomancer for spell power(this deck has a ton of spells, and a two drop would help you combo them off) or loot hoarder if you are concerned about the draw. Belcher's won't save you from mech mage when they start getting board presence and fireballing/frost bolting your belcher. And that 1 sprint you subbed is amazing with preparation to get the right cards to kill your opponent with a combo.
Mech mage in my experience is 50/50. If they get the god draw and you lose, they get a decent or bad draw, if you draw your poison, backstab, SI agent etc. its manageable.
The deck isn't about stalling the game with belchers. You don't have any late game threats like Dr. Boom or Ragnaros in this deck. Its about using your early removal and clearing the board turn 3-4, dropping threats like violet teacher and azure drake around turn 4-6, and then killing him with a combo. You can get pieces through cards like prep+sprint. They drop taunts you sap. Mech mage builds board, you combo off with a poisoned blade furry+spell power. I've dealt 24-31 damage from combos. The only problem is getting minions to stick and get combos off of. Thats the use of deckhand and shade.
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With all the spells in this deck i'd go geomancer for spell power. If not, go for loot horder for the draw.
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He ran betrayal before(for the lols), then replaced it with shade. The whole point of shade is getting a minion to stick on the board so you can use your combo. Its too vital for the game plan to replace.