Pirate deck seems to fairly invested in playing swordfish, so I would include Instrument Tech, probably over Hench-clan. I would also consider cutting boom for MC Blingtron. It would act as an extra damage per minion if you have a wide board from and could be a load of damage with Astalor if their can't remove it late game.
This is standard, correct? Stealer of souls is leaving the core set. Dirge of despair seem questionable too, as you don't want to malganis without the jailer to protect it, and CAN'T pull it once the jailer destroys your deck.
I believe Paladin got those self damage/health cost cards due to the expansion referencing the WoW expansions WotLK and BC, in lesser detail. Back then, Paladins in WoW had some self damage abilities Such as Seal of Blood which made their attacks do more damage at the cost recoil.
Playing Big Undead lock taught me that Dar'Khan Drathir pulled by a Habeas Corpses is a great late game heal, but yeah. The deck runs half those cards mention and leans pretty hard on them. Hellfire + Harp is looking pretty attractive, though.
At two damage, it's 3 mana Consecrate + 2 damage to your face and you need to play another fatigue card first. Hellfire is 1 more damage without any restrictions, but hits your minions too. So against aggro, I would say that Hellfire is the better turn 3-4 play. It's probably less of an either or and more of a "why not both?" situation. Plague Eruption is also a contender if you are running Scourge Supplies, Amorphous Slime and/or the new Rin.
As someone else also pointed out, some minion pools will be very small after rotation. Notable is Totem and Quilboar, of which warrior will only have 4 or 5 options for Amalgam of the Deep to hit, meaning that you could consistently nab a few more The One-Amalgam Bands, which at the very least could be used to clear some minions while healing you with lifesteal. Also the Mistakes can be used for draw fodder with Roaring Applause and used with Anima Extractor + Bladestorm to buff the hand. Audio Amplifier also helps pull off expensive combos, hold more cards after doubling you hand with Voone or drawing a bunch with Roaring Applause, and counts as a mech. Eh, probably put too much thought into this.
Sound like such a Hipster. Personally, I am still in withdrawals from the dopamine high I got when Renew and Palm Reading were in standard. Let me waste all my mana using discover cards to generate more discover cards while achieving nothing and I will lose with a goddamm smile on my face.
Out of the 5 people on this card, three of them have been revealed as minions, and the last two are on Power Chord: Synchronize. I guess the troll and... gnome? Dwarf? Shortish human? don't get names. Regardless, I wonder how many times I will burn this effect on coin, undying allies or illuminate...
Not sure why people are comparing this with Shadow Word: Death. This can kill things with 4 attack, which is normally priest's blind spot removal-wise. But yeah, it faces competition with Drown, Cannibalize, The Light it Burns, Fight Over Me, etc. Where is the aoe removal to replace Lightmaw Netherdrake and Undying Disciple?
Deathbringer Saurfang plus Death Growl could be fun. Weird Rune combination, but you can play Saurfang and Death Growl for just one mana (and five heath) so you could set up some interesting plays. Recycle some Nerubian Swarmguards for you handbuff deck, or just play patchwerk a few more times. The health costs might start to add up, though.
I feel like control priest is in a good place for the moment, actually. They got deathrattle taunts that draw, heal, and aoe the board. There is a lot of removal, cheap heal and draws, and even a few options to disrupt minion based combos. I found a list here that I have been playing with a few modifications. Been doing well, although I only play a few games a day. They can take like 10+ minutes and often go to fatigue, but I find that enjoyable and I recall Galakrond priest being much the same.
0
Pirate deck seems to fairly invested in playing swordfish, so I would include Instrument Tech, probably over Hench-clan. I would also consider cutting boom for MC Blingtron. It would act as an extra damage per minion if you have a wide board from and could be a load of damage with Astalor if their can't remove it late game.
Disclaimer: I haven't played rogue in years.
0
This is standard, correct? Stealer of souls is leaving the core set. Dirge of despair seem questionable too, as you don't want to malganis without the jailer to protect it, and CAN'T pull it once the jailer destroys your deck.
1
I believe Paladin got those self damage/health cost cards due to the expansion referencing the WoW expansions WotLK and BC, in lesser detail. Back then, Paladins in WoW had some self damage abilities Such as Seal of Blood which made their attacks do more damage at the cost recoil.
And for what it is worth, priest has had self damaging cards, Shadowbomber Spawn of Shadows Psyfiend, and health costs, G'huun the Blood God.
0
Playing Big Undead lock taught me that Dar'Khan Drathir pulled by a Habeas Corpses is a great late game heal, but yeah. The deck runs half those cards mention and leans pretty hard on them.
Hellfire + Harp is looking pretty attractive, though.
2
At two damage, it's 3 mana Consecrate + 2 damage to your face and you need to play another fatigue card first. Hellfire is 1 more damage without any restrictions, but hits your minions too. So against aggro, I would say that Hellfire is the better turn 3-4 play. It's probably less of an either or and more of a "why not both?" situation. Plague Eruption is also a contender if you are running Scourge Supplies, Amorphous Slime and/or the new Rin.
0
Well, I guess I am old :P
1
So how about a meme The One-Amalgam Band OTK?
Buff The One-Amalgam Band with cards like Lor'themar Theron, Blackrock 'n' Roll, Anima Extractor + Bladestorm, (or even Sunfire Smithing if you feel brave enough to let that card see the light of day).
Use Rock Master Voone with a few copies of Mistake and Amalgam of the Deep in hand so you can easily push your minion types played count to 8, guaranteeing that The One-Amalgam Band gains all it's effects.
Play a massive stealth, windfury, divine shield minion with some other goodies. (Twice or more if you let Rock Master Voone dupe it.)
IF your opponent can't kill a stealthed and divine shielded minion, then next turn swing for face!
As someone else also pointed out, some minion pools will be very small after rotation. Notable is Totem and Quilboar, of which warrior will only have 4 or 5 options for Amalgam of the Deep to hit, meaning that you could consistently nab a few more The One-Amalgam Bands, which at the very least could be used to clear some minions while healing you with lifesteal. Also the Mistakes can be used for draw fodder with Roaring Applause and used with Anima Extractor + Bladestorm to buff the hand. Audio Amplifier also helps pull off expensive combos, hold more cards after doubling you hand with Voone or drawing a bunch with Roaring Applause, and counts as a mech.
Eh, probably put too much thought into this.
0
Which is pretty par for the course with poor War Master Voone!
2
Sound like such a Hipster. Personally, I am still in withdrawals from the dopamine high I got when Renew and Palm Reading were in standard. Let me waste all my mana using discover cards to generate more discover cards while achieving nothing and I will lose with a goddamm smile on my face.
2
Out of the 5 people on this card, three of them have been revealed as minions, and the last two are on Power Chord: Synchronize. I guess the troll and... gnome? Dwarf? Shortish human? don't get names.
Regardless, I wonder how many times I will burn this effect on coin, undying allies or illuminate...
0
Not sure why people are comparing this with Shadow Word: Death. This can kill things with 4 attack, which is normally priest's blind spot removal-wise. But yeah, it faces competition with Drown, Cannibalize, The Light it Burns, Fight Over Me, etc. Where is the aoe removal to replace Lightmaw Netherdrake and Undying Disciple?
6
So the design philosophy of rogue this expac really was "just kill them with Astalor"...
5
Deathbringer Saurfang plus Death Growl could be fun. Weird Rune combination, but you can play Saurfang and Death Growl for just one mana (and five heath) so you could set up some interesting plays. Recycle some Nerubian Swarmguards for you handbuff deck, or just play patchwerk a few more times. The health costs might start to add up, though.
0
I was thinking it was a sort of magic microphone.
0
I feel like control priest is in a good place for the moment, actually. They got deathrattle taunts that draw, heal, and aoe the board. There is a lot of removal, cheap heal and draws, and even a few options to disrupt minion based combos. I found a list here that I have been playing with a few modifications. Been doing well, although I only play a few games a day. They can take like 10+ minutes and often go to fatigue, but I find that enjoyable and I recall Galakrond priest being much the same.