You can try those, but they're expensive and make it hard to empty your hand. The 0-cost makes a really big difference in how early you can go off on your turns. I've tried running Imbued Axe, and it isn't bad, but it isn't really necessary because the board you have afterwards is still negligible and it's more overkill than anything!
Even if improved, the frequency of changes leaves a lot to be desired. I really wish they'd tone back the power level without killing the cards or just banning the few options we do get in wild.
Looking at Tempo Storm's Meta Snapshot, these are the changes I'd make. This is my wishlist so feel free to disagree. This is coming from a Warlock / Control Warrior player, and I'll be addressing their issues too. My goal is to slow down the format, at least making it feasible to expect to reach turn 7.
The Murloc package is too oppressive right now, for combo, control or aggro to face. It needs to be taken down after being a top dog for the better part of Wild's history.
Beast Hunter:
- Tundra Rhino now reads: Your other beasts have Charge
As the only viable hunter deck in a while, I think it is not bad play-pattern wise yet. But it has a little too high burst from hand currently.
Mech Paladin:
- Bubblebot is now a 2/4 and no longer gives Taunt
A bit of a scam deck right now, but nerfing Mechwarper would nerf mech mage and also kill most of what this deck does, so I think this is a decent middle ground.
Similar to Even Shaman, there is a ridiculously high density of internal synergies. It'll still feel frustrating to face with Counterspell and Objection!, but there isn't much that can be done to nerf those cards.
This is a hard one, because the most frustrating aspect is being unable to deal with this through traditional weapon tech (go away Kobold Stickyfinger). I still genuinely think the deck will be very playable despite how harsh these changes are, but I think it's fair given how you still can't beat this without teching your deck in unfun ways just for a chance to beat it.
Too many internal synergies again, though less egregious than Even Shaman and Secret Mage, so a lighter touch. It will still always beat a control deck, which is unfortunate.
- Ship's Cannon now reads: Whenever you play a pirate, deal 2 damage to a random enemy.
The deck just has some absurdly powerful reach, Swordfish dealing 12 damage without needing any board is ridiculous. Cutlass Courier made a little easier to kill considering how impactful it is.
Quest Mage:
- Quest reward is now: The Waygate. Single-use location that gives you an extra turn
- Ice Block now reads: The first time you take lethal damage this game, prevent it.
A toxic deck that has most slower decks concede turn 1 once you realize what you're facing. Incredibly unfun to face. This essentially kills the deck, but I genuinely don't think this sort of solitaire is healthy for the game.
Tony Druid:
- Funnel Cake now reads: Restore 3 health to a minion and its neighbours. For each damaged minion healed, refresh a mana crystal
A notorious deck, Illuminate is way too highrolly for either side. Neptulon allowing you to connect 20+ damage easily is just silly, and not what was intended for the card.
Questline Warlock:
- Blightborn Tamsin now reads: For the rest of the game, damage you take from your cards damages the opponent instead.
I personally enjoy the deck, but the play pattern is toxic by giving inevitability against control decks. Removing the ability to fatigue the opponent leaves room for potentially outlasting the Quest warlock.
RENOLOCK - I always liked Corrupting Mist as a Doomsayer that doesn't dilute res pools and goes off all the time. Obviously with Theotar, the Mad Duke, Prince Renathal giving much room to be greedy and fit tech in the deck, it's generally improved. But why mention Corrupting Mist? I think Shadow Waltz is severely overlooked. The massive stats and annoying distribution of them, the Shadow spell synergy with Tamsin Roame and the new Lady Darkvein which works with Raise Dead makes for a compelling push for the deck
HELLKNIGHTS (BIG DEMON WARLOCK - I loved the addition of Prince Renathal already and added in Corrupting Mist. Being able to follow that up with a big Taunt wall with Shadow Waltz that doesn't dilute the rez pool OR demon pool and isn't a minion for more The Dark Portal and Free Admission consistency is so good.
MECHATHUN - My old favourite deck, it receives the imp package that is interesting as an alternative hyper cycle package to try out with Imp-ending Catastrophe, and Tome Tampering sees a slot as an alternate way to win / create powerful Malchezaar's Imp turns, especially with Runed Mithril Rod.
MOZAKI MAGE - I love the power fantasy Mozaki, Master Duelist brings and Frozen Touch just seems like a sensible flexible addition to the deck as a finisher or removal
IMPLOCK - A brand new deck I'm excited to try, a return to the midrange zoo of old if all goes to plan. with 40 health and a wealth of internal synergies from a mini-eggrattle package, discard, self-damage, demon, Cutelock, Galakrond, the Wretched synergies, and of course, the powerful new Imp package with notably Vile Library, Imp-ending Catastrophe and huge card draw payoffs with Veiled Worshipper to cycle through your deck, you'll be glad to have 40 cards and health whether piling on the pressure or out-resourcing the opponent with a more midrange strategy.
EVENLOCK - At first I was NOT excited for the deck. I mean maybe the new Mischievous Imp fits since it's super overstated and a powerful comeback board card? Then I realized Imp King Rafaam is 1: Even-costed and 2: Revives Imps from Dark Alley Pact. This is the constant pressure pile-on that Evenlock loves and I am fully on board.
MURLOCK - Murlocula seems like a decent add in, I think the deck should be built to take advantage of the Chum Bucket highroll as much as possible instead of Seadevil Stinger and Gigafin stuff
DISCOLOCK - I got legend twice with this deck back then. Then it didn't get anything at ALL for a year. Now we get Tome Tampering and boy, was the wait WORTH IT. A full hand discard to hit all our Discard lovers like Hand of Gul'dan and Silverware Golem? A full cycle with the good ol Malchezaar's Imp. And it fixes one of the absolute worst downfalls of the deck going into fatigue before turn 7? Jesus christ wow.
I put Elemental as a placeholder, he could probably work as just a regular minion! I just wanted to bring attention to the fact that he wouldn't be a tribal demon.
I hope a change like this does happen, because I love the concept of the card, he just needs a little push...
He really hasn't aged well, and if they are going to keep pushing a big demon archetype, giving him some love to make him an exciting option for Renolock decks while also letting reno warlock compete with the other two reno classes will be a fantastic and cool way to do so. Here's my suggestion, thoughts?
This deck is all about mulligans and playing your outs. Always keep the Imp to draw and Knight of Evil, and play around those power cards to build a board. This deck does have it's up and downs, I think the reason it feels worse to play is that when it doesn't work, it's painfully obvious like discarding doomguard and the like, and when it does work it feels great.
Secret mage is a really tough matchup, I recommend growing the Tiny Knight of Evil to get him fat enough to survive their AOE options and trying to win that way.
Reno Matchups are actually quite easy if you draw a decent start early, you can run them over by turn 3-5 since most decks don't run simple damage tools now like Darkbomb.
I've been taking a break from Hearthstone after finally hitting legend. The advice I can give is that legend is all about grinding and tanking the losses and savouring the winstreaks. Many times did I float just below Legend only to lose it all back to rank 5. Keep at it and eventually, you can get there. I like this deck because it wins fast and can come back well, but if you lost a game you can quickly move on to the next one, so it alleviates a lot of the grinding for me. Good luck friend!
The quest is a very restrictive addition since it's a slow, value generation effect in a deck all about speed. You can't risk using your other discard cards unless you play the quest reward too, and that is pretty awkward at times. The value generation isn't as good since the minions you get are at 2 health, and don't really make all the hoops you need to jump through worth it. I wish the quest was better, but as it stands it doesn't do much in the way of winning you the game
Yeah it allows you to be wayyy more consistent than relying on emperor hitting the right cards (you don't always draw him, and when you do, you might die playing him at that point)
Especially with the new buffs coming in, I think it's going to be sweet
Have you experimented with variations including Dark Peddler, Refreshment Vendor, Defender of Argus, Blast Crystal Potion, Emperor Thurassium and Sylvanas Windrunner? Thoughts on them?
Hits acolyte for ez draw, heals for alot, scales with spell damage like thalnos well, cheap way to dump your hand size, me like for my combo priest, you should like to.
you are 100% right i forgot to add hex to the deck completely XD i forgot to update the list it should be ok now.
Cairne Bloodhoof is a fine replacement for Sylvanas, but Sylvanas brings alot to the table that is invaluable such as limiting the board state the opponent can have. She demands immediate attention and is hard to play around for most decks. The same is not entirely true for Cairne Bloodhoof since a 4/5 can simply be ignored. However in a very minion heavy matchup Cairne is a great substitute which is even better in some cases than Sylvanas
This list has seen reasonable success however i have a more updated one after playing the deck a few games. I took out Acolyte of Pain, Volcano and added in Brann Bronzebeard, 1 Mana tide Totem, 1 Faceless Manipulator and 1 Jade Chieftan. Try this list if the current one feels to clunky.
What does control shaman need? card draw. They have a bunch of good clears, healing and value already. Decks like control warrior used acolyte of pain to draw cards because they had access to great deal 1 damage effects like Ravaging Ghoul and Death's Bite. This card gives shaman an actual good way to activate acolyte of pain. Why hasnt this been talked about
0
You can try those, but they're expensive and make it hard to empty your hand. The 0-cost makes a really big difference in how early you can go off on your turns. I've tried running Imbued Axe, and it isn't bad, but it isn't really necessary because the board you have afterwards is still negligible and it's more overkill than anything!
2
Even if improved, the frequency of changes leaves a lot to be desired. I really wish they'd tone back the power level without killing the cards or just banning the few options we do get in wild.
2
party crasher, jailer, x2 fleshgiant,x1 faceless, sunfury, arson, soul rend
0
ODD WARRIOR - Gets a wincondition with Remornia, Living Blade and Charge. 6 Damage x3 over 2 turns as a wincon. Combined with Prince Renathal, and both combo pieces able to double as removal Charge with things like Lord Barov and Remornia, Living Blade as general weapon goodness, I'm excited to press the button
https://www.hearthpwn.com/decks/1411976-odd
RENOLOCK - I always liked Corrupting Mist as a Doomsayer that doesn't dilute res pools and goes off all the time. Obviously with Theotar, the Mad Duke, Prince Renathal giving much room to be greedy and fit tech in the deck, it's generally improved. But why mention Corrupting Mist? I think Shadow Waltz is severely overlooked. The massive stats and annoying distribution of them, the Shadow spell synergy with Tamsin Roame and the new Lady Darkvein which works with Raise Dead makes for a compelling push for the deck
https://www.hearthpwn.com/decks/1412209-reno#related:revisions
HELLKNIGHTS (BIG DEMON WARLOCK - I loved the addition of Prince Renathal already and added in Corrupting Mist. Being able to follow that up with a big Taunt wall with Shadow Waltz that doesn't dilute the rez pool OR demon pool and isn't a minion for more The Dark Portal and Free Admission consistency is so good.
https://www.hearthpwn.com/decks/1412639-cubelock-but-without-cubes#related:revisions
CURSELOCK - Probably the deck I'm most excited for. Running more early minions with Shadowborn for trading, cutting clunky cards like Defile, Hysteria, Loatheb, Zola the Gorgon, and adding in Runed Mithril Rod, Backfire, and the new Lady Darkvein, it adds more consistency and general useful cards in a variety of matchups.
https://www.hearthpwn.com/decks/1410377-wild-curselock-2-0
MECHATHUN - My old favourite deck, it receives the imp package that is interesting as an alternative hyper cycle package to try out with Imp-ending Catastrophe, and Tome Tampering sees a slot as an alternate way to win / create powerful Malchezaar's Imp turns, especially with Runed Mithril Rod.
https://www.hearthpwn.com/decks/1412210-thunmech#related:revisions
MOZAKI MAGE - I love the power fantasy Mozaki, Master Duelist brings and Frozen Touch just seems like a sensible flexible addition to the deck as a finisher or removal
https://www.hearthpwn.com/decks/1412860-its-time-to-dudududuudududeuel
IMPLOCK - A brand new deck I'm excited to try, a return to the midrange zoo of old if all goes to plan. with 40 health and a wealth of internal synergies from a mini-eggrattle package, discard, self-damage, demon, Cutelock, Galakrond, the Wretched synergies, and of course, the powerful new Imp package with notably Vile Library, Imp-ending Catastrophe and huge card draw payoffs with Veiled Worshipper to cycle through your deck, you'll be glad to have 40 cards and health whether piling on the pressure or out-resourcing the opponent with a more midrange strategy.
https://www.hearthpwn.com/decks/1412134-implock
EVENLOCK - At first I was NOT excited for the deck. I mean maybe the new Mischievous Imp fits since it's super overstated and a powerful comeback board card? Then I realized Imp King Rafaam is 1: Even-costed and 2: Revives Imps from Dark Alley Pact. This is the constant pressure pile-on that Evenlock loves and I am fully on board.
https://www.hearthpwn.com/decks/1412251-evenlor#related:revisions
MURLOCK - Murlocula seems like a decent add in, I think the deck should be built to take advantage of the Chum Bucket highroll as much as possible instead of Seadevil Stinger and Gigafin stuff
https://www.hearthpwn.com/decks/1412849-mrrgll#related:revisions
DISCOLOCK - I got legend twice with this deck back then. Then it didn't get anything at ALL for a year. Now we get Tome Tampering and boy, was the wait WORTH IT. A full hand discard to hit all our Discard lovers like Hand of Gul'dan and Silverware Golem? A full cycle with the good ol Malchezaar's Imp. And it fixes one of the absolute worst downfalls of the deck going into fatigue before turn 7? Jesus christ wow.
Oh and it makes all the cards cost 1.
https://www.hearthpwn.com/decks/1412252-dis-card-mine
0
Felsoul Jailer seems like a Loatheb esq card, stalling their combo for a turn. Wonder if it is enough, as Loatheb isn't seeing play in Reno already.
Drain Soul dealing 3 seems like a strictly better Darkbomb for control warlock decks
Enslaved Fel Lord sounds like an excellent demon, comparable to Voidlord in some ways without the icky demon pool messup
Lord Jaraxxus is so iconic, but I don't know where he'd see play over a Bloodreaver Gul'dan even after the changes.
Big Game Hunter is back and super powerful, just that wild doesn't revolve around single huge threats anymore...
Taelan Fordring is by far the most exciting. A Zilliax style card that can be resurrected with N'zoth the Corruptor, that he can also fetch himself?
As for the so far revealed cards for Barrens, only one comes to mind.
Mankrik would be insane in a fast drawing tempo/aggro deck. So Discard warlock?
0
I put Elemental as a placeholder, he could probably work as just a regular minion! I just wanted to bring attention to the fact that he wouldn't be a tribal demon.
I hope a change like this does happen, because I love the concept of the card, he just needs a little push...
1
He really hasn't aged well, and if they are going to keep pushing a big demon archetype, giving him some love to make him an exciting option for Renolock decks while also letting reno warlock compete with the other two reno classes will be a fantastic and cool way to do so. Here's my suggestion, thoughts?
0
This deck is all about mulligans and playing your outs. Always keep the Imp to draw and Knight of Evil, and play around those power cards to build a board. This deck does have it's up and downs, I think the reason it feels worse to play is that when it doesn't work, it's painfully obvious like discarding doomguard and the like, and when it does work it feels great.
Secret mage is a really tough matchup, I recommend growing the Tiny Knight of Evil to get him fat enough to survive their AOE options and trying to win that way.
Reno Matchups are actually quite easy if you draw a decent start early, you can run them over by turn 3-5 since most decks don't run simple damage tools now like Darkbomb.
I've been taking a break from Hearthstone after finally hitting legend. The advice I can give is that legend is all about grinding and tanking the losses and savouring the winstreaks. Many times did I float just below Legend only to lose it all back to rank 5. Keep at it and eventually, you can get there. I like this deck because it wins fast and can come back well, but if you lost a game you can quickly move on to the next one, so it alleviates a lot of the grinding for me. Good luck friend!
0
The quest is a very restrictive addition since it's a slow, value generation effect in a deck all about speed. You can't risk using your other discard cards unless you play the quest reward too, and that is pretty awkward at times. The value generation isn't as good since the minions you get are at 2 health, and don't really make all the hoops you need to jump through worth it. I wish the quest was better, but as it stands it doesn't do much in the way of winning you the game
0
Thank you so much! Give it a whirl and see if you like how the whole list runs
0
Yeah it allows you to be wayyy more consistent than relying on emperor hitting the right cards (you don't always draw him, and when you do, you might die playing him at that point)
Especially with the new buffs coming in, I think it's going to be sweet
0
Have you experimented with variations including Dark Peddler, Refreshment Vendor, Defender of Argus, Blast Crystal Potion, Emperor Thurassium and Sylvanas Windrunner? Thoughts on them?
0
Hits acolyte for ez draw, heals for alot, scales with spell damage like thalnos well, cheap way to dump your hand size, me like for my combo priest, you should like to.
0
you are 100% right i forgot to add hex to the deck completely XD i forgot to update the list it should be ok now.
Cairne Bloodhoof is a fine replacement for Sylvanas, but Sylvanas brings alot to the table that is invaluable such as limiting the board state the opponent can have. She demands immediate attention and is hard to play around for most decks. The same is not entirely true for Cairne Bloodhoof since a 4/5 can simply be ignored. However in a very minion heavy matchup Cairne is a great substitute which is even better in some cases than Sylvanas
This list has seen reasonable success however i have a more updated one after playing the deck a few games. I took out Acolyte of Pain, Volcano and added in Brann Bronzebeard, 1 Mana tide Totem, 1 Faceless Manipulator and 1 Jade Chieftan. Try this list if the current one feels to clunky.
0
Arcane missiles incarnate?
What does control shaman need? card draw. They have a bunch of good clears, healing and value already. Decks like control warrior used acolyte of pain to draw cards because they had access to great deal 1 damage effects like Ravaging Ghoul and Death's Bite. This card gives shaman an actual good way to activate acolyte of pain. Why hasnt this been talked about