Step 1: Put '100%' winrate' in the title of your deck
Step 2: Watch your deck get a shitload of upvotes
Step 3: Profit
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Step 1: Put '100%' winrate' in the title of your deck
Step 2: Watch your deck get a shitload of upvotes
Step 3: Profit
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Quote from thepowrofcheese >>Now I'm not great a deck building, but why are so few people running Vanish? IMO it looks perfect for a Quest deck. Clear the board, reset our Battlecrys and Combos, then fill the board again with cheap 5/5s. Perfect with Charge minions and Dopplegangsters.
Plus, with the quest done, 3 Charge Pirates (Southsea Deckhand x2, Patches) + Prep + Vanish +3 Pirates again is 30 damage for 9 mana.
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Not going to work. You're going to be dead long before you get your 6th spell, seeing as there are only 6 in the whole deck. Plus you are going to be holding a big old hand of combo doing exactly fuck all, waiting for the 'amazing' OTK combo (that will almost certainly never happen)
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if it was deal 1 dmg to all minions, add 2 razor petals to your hand, then it would be amazing, right now i'm not sold on this spell, needs future testing...
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Lots of people seem to think that Bittertide Hydra is being under-valued. It's worth remembering that Fel Reaver saw very limited play during GvG, despite being an aggro-dominated meta-game. Bittertide Hydra's downside also seems much worse - while aggro decks don't care about getting closer to fatigue, they do care about buffing their opponent in the mirror match. Allowing 1-Attack Pirates, Beasts and Murlocs to hit for three can't be a good idea. In any event, most aggro decks want to be more pro-active than spending 5-mana to deal 8 damage a turn later - it allows the opponent a full turn to find removal, play a Taunt, or otherwise delay the damage. Every card will be tested over the course of the next month, and I imagine that Hydra will see considerable play - but I'm guessing it will see much less play by the end of the month.
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Underrated: Living Mana - A great many people have downplayed the power that Living Mana provides. Now that we've seen Spiritsinger Umbra, Token Druid has three cards it can run to immediately regain all lost mana immediately (Umbra + 2x Pilfered Power if they need to. These happen to be practical ways to negate the downside for Druid, so Living Mana makes for a great board refill and puts your opponent in check if they just spent their resources clearing your previous board.
Lyra the Sunshard - A lot of Priest's more situational spells are rotating out with TGT, and since Priest spells are either extremely cheap or have powerful effects, under most circumstances, you'll be able to cycle into something powerful while pumping out value incrementally. The only truly dead card you can get is Shadow Word-Horror, since it doesn't cycle easily, nor is the effect good at all.
Fire Plume Harbinger - Though it has the unfortunate honor of being the best 2-drop elemental Shaman has access to (being a mere 1/1), people are sleeping on its effect. Bear in mind, Al'Akir the Windlord is receiving the new tag, and can consequently now have its cost reduced. Rockbiter Weapon and Primal Fusion are both fine ways to buff this card and greatly augment Shaman's ability to close out games, or can help it pair with Lava Burst if need be.
Ozruk - The sheer amount of options you have to generate Flame Elemental tokens ensure that you'll almost always have a way to pump up Ozruk's health to the extreme. Any skilled player knows how to bait removal to protect their bigger threats, and Elemental decks have enough threats that you can make your opponent use them before you set up a massive Ozruk turn. Most control decks won't have a way to punch through this if you play your cards right.
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I would also like to mention Frozen Crusher. This according to community is one of the worst cards in the set. But in certain elemental decks (not shaman) it might actually see play. Almost unconditional Drakonid Crusher with elemental tag that comes before Blazecaller. Certain decks can taunt it up or silence if needed. And its still an 8/8 for 6. It will get that value trade unless you remove it.
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I tried theorycrafting a Druid Quest deck and I have to agree, I don't think it will be better than Jade Druid, a big reason is because we are missing Rag and Sylvanas, but playing 0 mana Y'Shaarj, Ysera, Soggoth, AoW and Bog Creeper still sounds pretty tempting so if I get Jungle Giants from a pack I'll probably try something like this:
Druid Quest Ramp Druid Deck by FunKaliTy - Apr 3, 2017Export to BBCode Export to Cockatrice Export to MarkDown Export to Html Clone this deckMinion (19)
- 1x Elise the Trailblazer
- 1x Hemet, Jungle Hunter
- 1x Soggoth the Slitherer
- 1x Ysera
- 1x Y'Shaarj, Rage Unbound
- 2x Ancient of War
- 1x Fight Promoter
- 1x Celestial Dreamer
- 2x Shellshifter
- 2x Bog Creeper
- 2x Dark Arakkoa
- 2x Elder Longneck
- 2x Tortollan Forager
Ability (11)
- 1x Jungle Giants
- 2x Innervate
- 2x Nourish
- 2x Wild Growth
- 2x Wrath
- 2x Swipe
Loading Collection I've tried to take care of the need for card draw to really benefit of all your minions costing 0 by including 2x Nourish, Elise the Trailblazer, Hemet, Jungle Hunter and a Fight Promoter.
Hemet will make your topdecks better while also having 5+ atk for the quest, Elise as well help you complete the quest and she can give you a way to refill your hand once you've activated the quest and played out all your minions...I might wanna try to find room for a 2nd Fight Promoter depending on how well she performs.
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I don't think people understand the concepts of over- and under-hyped, since people keep saying cards that everyone agrees are awful are over-hyped and that everyone agrees are amazing as under-hyped.
Anyhow, one card I have not really seen mentioned at all before this thread is Emerald Hive Queen, but I'd like to put a different twist on her, which is that she is might be AMAZING for the Paladin buff quest. I've tried out a pre-ungoro version with current Pally spells and found that very often I'm spending turns 2-4 playing only buff cards. Playing Emerald Hive Queen on turn 1 followed by quest and buff and turn 2 seems like a pretty solid opener. And if you can hero power and buff on 3 or play a couple more buffs, you still have not been hurt by the negative effect.
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Yea by now i noticed it too, quest is only minions.Well in that case... maybe malygos miracle, but then again Thaurissan leaves too.The card is not great at all.The card exists only to support Sherazim Corpse Flower, and it doesn't even do that well. The issue is that at one mana the tokens are bad, at 0 mana they are too good. Maybe if they were free and the starting cost was 3...
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I would be concerned with the number of cards you have that can generate spells to complete the quest. (Since Antonidas is your win condition, I'm not counting him in that list.)
By my count, there are only 8 in this deck, and you need 6 for the quest. With the Coin, not too bad, but without it, I think that might be a challenge. You need to ensure you draw at least 3/4 of your deck (about 21 cards) and have time to cast the spells generated to get there. You might just need a little bit more fuel.
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Sleep. You don't even know what specific time they will be released. If they take an hour or two later than you expect, you will be annoyed.
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Just noticed one mistake: you're missing Mirror Entity in your list of Mage spells.
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Not a huge fan of the artwork this expansion, but Stampede is pretty nice both with the art and the power-lever.
Favorite card, by far, is Open the Waygate, because it's just awesome. I don't even like playing Mage, but I'm gonna have to give it a go just for this.
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