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    posted a message on Palibot 1.0

     

    Palibot 1.0
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    This is a deck you can run for fun with some capability to be competitive as well. The focus of the deck is around using alarmobot to get strong minions out early. Paladin is probably the only class that can pull this off well as they have conditional ways to protecting alarmobot. You can set up a redemption prior to needing to summon it, place down a shieldbearer to prevent minion damage on alarmobot, or by turn 4 (unless you have coin) you can summon alarmobot with divine shield or noble sacrifice.

    This does have other plays you can make though that do not require alarmobot if you do not have it. Nat Pagle can give you card draw to potentially get you alarmobot as well as making it easier to summon Mountain Giant per card drawn. Blessing of Might can be applied to shieldbearers or pagle to allow for some early board control while you work into the late game. Overall though alarmobot should be effective since only three minions would be unfavorable to summon compared to other 14.

    Posted in: Paladin
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    posted a message on Dibullba's Control Priest

    It has some truth though if you come to a point for playing him before you have enough mana for rag and ysera. He is a powerful minion, so players will likely unload w/e responses they have to get rid of him thus making it more difficult to deal with Ysera and Ragnaros. Also helps that once you get to 6 mana, you have a lot of plays that become difficult for the opponent to deal with.

    Posted in: Priest
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    posted a message on Dibullba's Control Priest

    Dibullba's Control Priest 1.0
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    This is what I plan to run as priest when I can get to this point. Currently been playing around with a somewhat weaker version with mostly decent success. Here is the run down for the choices made:

    Spells:

    Holy Smite: Good in the early game especially if you will meet up against highly aggressive decks. As a cheap spell, it can still see good use in the late game as well.

    Power Word: Shield: Useful in the early and mid game also allowing you good card draw potential in conjunction with Northshire Clerics. Only ran one as it will be less likely used for the card draw since the clerics will fit that purpose well enough.

    Shadow Word: Pain: Obvious why it is in, but still good to keep in mind of the deck your against so that you can get the best targets possible.

    Shadow Word: Death: The "Oh Shit" card. Any minions that could give you trouble in the early game such as giants/buffed creatures out of the way before they can do any real damage. Late game for its cost gives you great board presence with your late game minions.

    Holy Nova: Will help to set you up for the late game as well as being incredibly powerful when used alongside Prophet Velen.

    Holy Fire: Has a high cost, but enough damage to deal with majority of minions you will come across while also giving a bit more stall time with health. Can also act as a hero nuke when used with Prophet Velen to deal potentially 20 maximum damage.

    Mind Control: Can not be a bread winner without the bread to your butter. Easily the most powerful card in the game which alone can make your opponent wary of playing certain minions. Be sure when playing against another priest that you are not the aggressor with this card.

    Minions:

    Northshire Cleric: Two of the few low cost minions you will be able to make use of and likely the most important. The card draw potential is necessary as the early game will be the weakest point for this deck.

    Lightwarden: Can be useful in the early game and late game. Used alongside northshire cleric will make it easier to reach the late game.

    Mana Wraith: If you are lucky to get this card at the beginning, will allow you to stall for a turn or two as well as giving you the ability to decide when to sacrifice it for continued board control mid game. Northshire cleric and lightwarden also have the capability to be played on turn two if you coined this minion out.

    Injured Blademaster: In a priests hand, it becomes the best normal 3 cost drop in the game. Works well with the northshire clerics and lightwarden. Also capable as a 5 drop.

    Chillwind Yeti: Their are actually quite a few different choices you can go for in place of this. Yeti just seems like the best since it is a 4 attack minion with above average health.

    Sylvanas Windrunner: Fantastic control card that will either force your opponent to kill off all his minions or risk you taking one they would rather you not have. If you do not feel comfortable with this card, then consider running Bloodmage Thalnos to function alongside holy nova.

    Argent Commander: Charge with divine shield.... enough said. Can consider swapping sunwalker for another commander.

    Sunwalker: Taunt with divine shield plus 5 health.... refer to above. With no silence, this card will generally trade (at minimum) 2 of your opponents cards. Can consider swapping commander for another sunwalker.

    Black Knight: If any card will get on your opponents nerves, it is the Black Knight. Quite often you will see players run Sunwalker in constructed to which this is a solid answer to that if not more. Tirion beware.

    Cairne Bloodhoof: This card can give your opponent a tough time as it is an improved version of the harvest golem. Can trade incredibly well without fear of it dieing the first time around. Practically has the health of the druid's ancient of war.

    Prophet Velen: Mostly gonna be used for the improved healing capability to keep your strong minions alive. Does have impressive functionality with certain spells though. If anything he will become fodder to set up for Ragnaros or Ysera.

    Ragnaros the Firelord: This may play with rng, but it has too many positive points for you to care. When it deals damage, it does not take damage and can bypass taunts that would otherwise cause you trouble. If somebody is foolish enough to silence him, then you have control of an 8/8 minion. If you really are not into the rng element, you can consider swapping him out for Gruul.

    Ysera: Best legendary in the game if not the best minion in game. Not only is it a 4/12 minion, but it also gives you some very powerful cards at the end of each of your turns.

    Mountain Giant: Has plenty of options in how you can play it. Since you will lack in the early game, but can run northshire clerics. This minion can be a saving grace to buffering the early and mid game.

    The choices made are very sound, but like any other deck it has weaknesses. Primarily with so many mid to late game cards, a lot of games you could end up exposed in the early game especially against very aggressive decks. Another weakness is that you do not run silences nor oozes. It would not matter to run oozes as it is useless unless you were against a warrior that uses gorehowl since you will have minimal early game to save. Despite these factors, if you are able to stall into the late game, you will win majority of the time.

    Posted in: Priest
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    posted a message on Warrior Beatdown - Win faster than ever!

    Think it would have been better to switch a korkron elite for execute rather than the frothing berserker if you feel you really need an execute. I also greatly disagree with having an armorsmith in constructed. The card will usually not have enough armor built to justify its use and is too weak to do anything useful on field.

    Posted in: Warrior
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    posted a message on Warrior Beatdown - Win faster than ever!

    Understandable on your viewpoint with grom. Only reason I suggested dropping an arcanite reaper for him is that you do want to be careful on the damage you take to your face even though you are using shield blocks to cushion the blows. More than likely you may never actually need to use Grom since this is a very powerful early game deck. More that control classes like mage and druid have some decent capability to taking on this deck. So its good to have a contingency plan to play off of. Situationally, lets say you actually do get to turn 7 against mage and have yet to win to which flamestrike is used. By that point you should have a lot of damage on the opponent, but lack a warsong commander to give your minions the ability to finish it. Grom in this situation can play his part by being a solo charger. Especially when you can apply an inner rage which essentially makes grom a more powerful pyroblast.

    Posted in: Warrior
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    posted a message on Warrior Beatdown - Win faster than ever!

    Only suggestion I would make to test out would be dropping either a shield block or an arcanite reaper to apply Grom Hellscream. This deck is very powerful in the early game, but is not impossible to beat. Situationally if you can not win the early game, the secondary goal is hopefully getting the opponent to a specific health that grom can finish off. Those being 4, 10 (whirlwind or slam applied), 12 (inner rage or cruel taskmaster applied). It is situational, but no doubt a big game changer.

    Posted in: Warrior
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    posted a message on Priest Control Deck

    The cards you say are worthless are in fact not completely worthless. With control priest, you will see less use for them however certain constructed decks can make good use for them. Lightspawn specifically alone has great use if you can force your opponent to waste a silence on that minion. Leper gnome is an ok card to run in constructed, but keep in mind that half the classes have a way to deal with it or the damage it deals: mage, priest, warrior, druid, rogue. Thoughtsteal can be a good card, but only when you can 1. maintain board control or 2. have more mana to spend than 3. Reasoning for this is when played turn 3, you skip a turn of doing anything effective. The biggest problem still with the card is the RNG factor even if constructed decks in general will be strong. For example you could go against the OTK hunter deck which runs a lot of low cost beasts like charging boar and young dragonhawk which makes thoughtsteal a dead card. Prophet Velen is a fine card to run in control priest since he costs less than the other big minions you will run. Essentially his role with either be control fodder or a valuable card in keeping valuable minions alive and not so much for abilities like mindblast (unless you are running a burn deck). Thoughts with Doomsayer is that it can be a good one turn stall card, but that mana wraith is just better for stalling in general. Compare Doomsayer drop on turn 2 to a mana wraith drop on turn 2: owl can be summoned against doomsayer, but not against mana wraith. When doomsayer is silenced, it is a dead card whereas mana wraith can still deal damage.

    Posted in: Priest
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    posted a message on Help improve (Priest deck)

    Definitely not a bad deck, though it does rely heavily on inner fire and divine spirit. To improve this, I would look to drop the knife jugglers for some potential late game creatures that can help you finish the opponent such as Ysera, Ragnaros, or Gruul. I believe I get the general idea of the tauren warriors mostly being their as taunts rather than for the enrage, but even so you should consider dropping them for either Raging Worgens or Injured Blademasters. Something to consider though this does have certain risks if you really require some form of a taunt being on field: switching frostwolf grunts for shieldbearers. The risk/reward factor to shieldbearer is doing a turn one shieldbearer into a turn two coin divine spirit/inner fire giving you a turn two 8/8 creature. Only good response to it in a single turn is a priest silence or an owl.

    Posted in: Priest
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    posted a message on Savjz' Charging Worgen

    This definitely works quite well. The only major change I would suggest is dropping the imp masters for dread corsairs. The issue with imp masters in this case is the lack of damage they can deal to minions without on board buffing in general especially against certain classes. Dread corsairs will function much better with fiery war axe especially if you can get the dream combo of turn 1 coin war axe into turn 2 double corsair. Second major change to consider is switching out upgrades for whirlwinds (or just having one of each). The upgrades are a fine choice since it allows you to keep minions on field by buffing weapon, but it would be a crime to leave whirlwind out when you have frothing berserkers to use and on occasion mass enraging. Minor option to consider would be switching out an Arcanite Reaper for Grom Hellscream. This deck should do well enough in the early game, but by chance if things do not go well. Grom is a great card to have on backup especially if you can apply an inner rage when he is summoned to do 12 burst damage.

    Posted in: Warrior
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    posted a message on Sheriff's Control Priest

    Very well made indeed. Uses good synergy in the early game in order to have a more on board presence with the support of spells alongside an ok late game. Suggestions I would give to improve on this deck: Drop Harvest Golem in favor of Injured Blademaster as that will function well with northshire cleric as well as being a strong 3 drop for turn 3 or 5. One mana wraith might do well enough since you have somewhat better capability in the early game than other control deck options. Probably trade it in favor of an owl or spellbreaker to have a silence. Aside from those, secondary options (in terms of tournament or just preference where you can switch cards) would be with swamp oozes and crazed alchemist for something you would find more favorable.

    Posted in: Priest
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    posted a message on Priest Control Deck

    Quote from Mamizou»

    Dibulba how's this? I like your suggestions.

    It does feel much better.

    Very well made, though you will most likely run a single mana wraith unless you really are pushing to have it in the early game. Would probably be a good idea to drop one of the mass dispel (or both if you see rare play with it) in favor of getting an owl or spellbreaker for a direct silence. Pay attention to how much valuable use you get with Alexstrasza as well since other cards could have better use than her in general such as Ysera, but if she is playing a huge part to burning the opponents health by all means keep her. Aside from that, it becomes testing Bloodmage Thalnos to see if it gets you the value you need with holy smite and holy nova. If it does not work out, you can probably opt for an Injured Blademaster to cover a turn 3 drop which with use of your heal can help to set up for holy nova or other options that can keep him solely on the field until late game.

    Posted in: Priest
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    posted a message on Priest Control Deck

    RealStarke, you seem to be very off on a lot of things you mentioned. I agree that running Venture Co. could be a good choice though, albeit some risks with priests having the healing ability. Mana Wraith is not meant to actually stay on field and does not affect spells as is. So pretty much you can trade mana wraith at any given time to continue having the field advantage. Mana Wraith has no real synergy with Cabal Shadow Priest since it is a 6 cost card (7 if mana wraith is still alive) to which Mana Wraith will usually die between turns 2-4. The opponent is more likely to play higher cost cards once the mana wraith trades itself to allow more on board control with a replacement minion. Ragnaros is an excellent card to run regardless of the type of deck it is in since it will always deal 8 damage, can bypass taunts by luck, takes no damage when it does its attack, and when silenced is a controllable minion. It is a very formidable minion to use in the late game which is what control decks aim to get to in the first place. Bloodmage Thalnos is still not a terrible option even with the limitation of spells. The given goal being that holy smite with the sp buff is a 3 cost in a single turn and holy nova being a 7 cost that deals 3 damage throughout the board preparing you for turn 8 minions or responses. Novice engineer is not a quality card to run in a constructed deck unless you are playing off of draw effects such as Miracle Rogue. Acolyte of Pain is an ok choice though you really do not want to aim to running 1 damage minion combos in the early game as your opponent could potentially snowball minions before even getting to the late game. Soulpriest with Circle of Healing does have potential, but more so the purpose of not doing that is using the healing ability and the priest to clear the board by dealing 5 damage. I am completely against running shadowform in general for a control deck. The capability to heal yourself or valuable minions pays off better in the late game. Actually surprised that I did not mention Prophet Velen since healing for 4 each turn stacks well and he does become fodder to unwanted spells and minions. To run mind blast with priest would be more likely an option with a certain hybrid burn/control deck that focuses with on board control early game to using spells like mind blast, holy fire, and holy smite (especially in conjunction with Velen) to burn majority of opponents health. Not sure why you mentioned Lightwell since it has no place in a control deck. To run a deck with it and inner fire would be a combo style sort of deck and not control to which inner fire works well with majority of cards you pick. I am generally against running Divine Spirit though it does have potential value if a control deck was made with that in mind (guess just not the one I was suggesting anyways). Good to maybe have a silence, but better to run an owl or spellbreaker for added value.

    Posted in: Priest
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    posted a message on Priest Control Deck

    I would hardly see this as a control deck to be honest. In terms of constructed, using thoughtsteal, mind games, and mind vision have too much of an rng dependance to truely be useful. The primary point to having a control deck is to be able to deal with the early game so you can dominate in the late game. The primary cards that will help you in the early game as priest are holy smite, SW:P, and possibly shadow madness. Aside from the spells, the most important early game minion you could have in the deck is mana wraith to stall for 1 or 2 turns when unopposed even if in that one turn it takes away a response from your opponent. Minions that I disagree with are as follows:

    Light Wells: a nuisance card that does not have much of an actual affect on field unless you already have on field board control. Control Decks are less about having on field board control, so these become completely useless.

    Demolishers: Like the light wells, you need to have board presence for these to be continuously effective. Constructed decks in general will make these useless.

    Cabal Shadow Priests: For the mana cost compared to damage and health, this card is not worth it based on that alone. The effect more so makes this a bad choice since it only effects a 2 attack and less minion. What minions in the late game are you actually going to see that have 2 attack and less?

    Azure Drakes: These are not bad in constructed, but you have a lot of better options in terms of getting card draw and even spell power. Essentially with priest only having 4 cards at most that can benefit from the spell power effect, its usefulness is greatly diminished.

    Mind Control Techs: Absolutely dreadful cards in general. Damage and Health for cost is no different than a worgen, but worgen's effect is better. The rng of the card can be greatly unreliable, though not dismissive to being on rare occasions rewarding.

    Optional to being replaced:

    Mass Dispel: Not bad to have one of these in deck, but may see rare use.

    List of Cards that can be chosen to replace the above not yet mentioned: Holy Fire, Auchenai Soulpriests, PW:S, Holy Nova, Lightspawn, Sen'jin Shieldmaster, Fen Creeper, Argent Commander, Lightwarden, Mountain Giant, Sea Giant, Twilight Drake, Ironbeak Owl, Spellbreaker, Abomination, Sylvannas, Black Knight, Ragnarros, Gruul, and Bloodmage Thalnos. (More options are available, but generally these will be prime choices)

    Any questions you may have, feel free to ask.

    Posted in: Priest
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    posted a message on Seriously need help with my priest deck

    Again, all in trial and error. The main point to having faceless manipulator in a control deck quite simply is for the versatility you get with it. Can copy opponents cards or even your late game cards on field. Having 2 rag or 2 ysera on field is quite a frightening thing indeed. Though from what I am looking at now, you are focusing more towards cards that synergize with the priest healing ability. If this is indeed the direction you are aiming to go, some things to consider such as dropping auctioneer in favor of Power Word: Shield which can give you early card draw mechanic on top of more health to minions. If you do want to sub gnomish inventors, best suggestions would be fen creeper, lightwarden, and temple enforcer. I would not be as worried about Mana Wraith since this is less of a control deck. You instead aim to gain control using early game minions alongside spells to keep them around and use of healing spell in conjunction to that. By time you get to mid and late game, options open up more as to what you will be able to do. Also a final point, though this is more from a personal stand point, dropping the lightwells may be a worthwhile thing to do as they do not do much aside being an annoyance to your opponent. Its not a bad thing to have them, just more so in order to make use of them you better have board control established to protect them in gaining the value.

    Posted in: Priest
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    posted a message on Seriously need help with my priest deck

    Firstly, you need to understand the different deck types to create a strong deck. What you have here has no real goal in mind aside from making use of Prophet Velen for "special plays". The current set up you have is leaning toward a more control style deck which means you need to aim to do a few things. Firstly, compensate for the early game disadvantage. How will you do this? By making use of low cost removal and a very special card known as the Mana Wraith. Secondly with so many spells, you have to be able to deal damage at some point in the game. What will allow for this? Stronger mid and late game minions to empower a threat to the enemy especially in combination of control cards. Such cards being: Ysera, Sylvannas, Giants, Sunwalkers, Faceless Manipulators and various other cards that will either bring damage on board or add to the control factor. Aside from those points, the only other advice I can give is understanding where shadowform works with constructed. Long story short: it rarely does. The only real purpose for applying shadowform is when you already have board control established and are likely playing an aggro deck. So if you aim to do control priest, drop the shadowforms and add another Mind Control and Holy Smite. It is fine to keep velen if you still want him as he can function well with your spells and hero ability. The capability to heal for 4 with hero ability will pay off more in the late game, though he will usually just bait removal cards. The choice is yours on what minions you think will work well with this deck, but best way to know if your choices are good is to test it out for trial and error.

    Posted in: Priest
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