Was playing this in legend a lot last season with a 56% winrate at the end of the season with more than 300 games played. I liked the deck because it never lost to aggro. It seems to be a more consistent aggro counter than priest. here is a base list, without any tech
- Dustincr
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Remhouse posted a message on Headed for Legend - S17 August 2015Posted in: General DiscussionI'm on Tempo Mage right now, it counters the other rush decks pretty well at the beginning of the season and plays pretty quick games. Once I get up to a more reasonable rank I'll probably switch to Handlock.
Way to go mate !
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Zenmasta posted a message on Blizzard NeverluckyPosted in: General DiscussionI just feel sad for Blizzard because their communities for their different games are different people with SAME toxicity. They are all QQ'ing about something else (That's what I'm doing right now lol). But seriously, WoW community has it's own "X xpac sucked, Y patch killed WoW" dudes while HS having the most pessimist community I've ever seen in my life. An average dude on this forum has no idea about +90 cards that are still not revealed, but guarantees that the expansion will suck. On the other hand there are that ancient "This game is P2W" people from the stone age, and many other people whining about any "hole" they find. Remember when Naxx announced? People had the lowest expectations and they actually thought 700 gold was hella cheap; the result was beyond awesome. Now people whine until they want to see whatever they want no matter what and It's pretty hard pleasing everyone. (Wow that took ages, damn you mobile)
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Beesman93 posted a message on Theme song under the seaPosted in: General DiscussionI don't understand what are you trying to get across exactly.
Only think i get from this is you can't get into the game and you are too lazy to google how to contact CS properly or register your shit under email you will use in future.
Go here first:
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Remhouse posted a message on Ben just said we won't be disappointed in the Druid cardsPosted in: General DiscussionIDK, this worries me. Druid is a very dangerous class to make better. Between innervate, wild growth, and the damage potential of force of nature + savage roar there is always a chance that this class gets completely out of control. There is just the potential that the game degrades to 1. who draws wild growth.
2. who draws innervate.
Every class is dangerous to make better. Not just Druid. Every class has powerful class cards. That's why they are designing this game over something called balance and they don't listen/read everything on this forum/all over the Internet.
And the game actually goes into the favor of the Druid if they draw an early ramping mechanic card... but that goes for every class if they drew into their core early cards... like... that's not a unique situation that can apply only to Druid.
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aegisis posted a message on [TGT] Token Paladin + MulliganPosted in: [TGT] Token Paladin + MulliganI like the shape this deck is going, can I suggest maybe some early/midgame taunt? anyway I really like the token synergy in this
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Halimawers posted a message on [TGT] Token Paladin + MulliganPosted in: [TGT] Token Paladin + MulliganThis deck has gotten me to top 100 legend!! Thanks bro!! The garrison commnder is super strong in the meta! It kills all opponent on sight they dont even stand a chance!!!!
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bnzone posted a message on [TGT] Token Paladin + MulliganPosted in: [TGT] Token Paladin + Mulliganthanks! got legend with this deck!
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AwkwardEternity posted a message on [TGT] Token Paladin + MulliganPosted in: [TGT] Token Paladin + MulliganThis kind of deck will only be made better by Inspire and actually getting some paladin cards. (You Must Construct Additional Mana Crystals)
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Handlock is generally not too bad. Deal as much damage as possible going up to turn 4, when the first Drake or Giant (or Voidcaller) will drop. Hold burst to finish them off after this point.
Remember how much Molten Giant/etc costs and keep an eye on the lock's health. The magic thing to remember is how much Molten + Sunfury will cost. Try to keep your opponent slightly above the health this can be pulled off (so, for example, going into turn 5 they should be at 14+ health). After this turn, burn them down as low as you can, to the point where they have to either drop a healbot, losing enough tempo to ensure you win, or drop a taunt/etc and you can finish them off with spells.
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We've talked about this a lot already (http://www.hearthpwn.com/search?search=patron). I think they should nerf it somehow, I don't really care how they do it. Getting kind of sick of the discussion though.
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The synergy between shirtlessness and the Inspire mechanic was too strong.
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I agree. I'd rather have interesting, moderately useful cards come out as the first implementation of a mechanic.
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I don't see a good reason to arbitrarily restrict deck design options
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Double Innervate Spectral Knight used to be a thing.
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It's on the front page.
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I like how the top 3 decks from the past month are
1) Midrange Hunter
2) Face Hunter, but titled "Cancer in a Nutshell" and uses the word "face" 41 times as its guide
3) This deck.
Never change, Hearthpwn community.
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The problem with Foe Reaper is that there are better options at 8 mana, since he does nothing the turn he drops. That doesn't make him a bad card, just a suboptimal choice in most situations. If you want to use him, just sub him for any other big legendary in someone else's deck.
You could try this deck if you want to use him.
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Will you like their golden animation?