Hey! You are awesome for playtesting this with me. I feel similarly to you, really. Unleash is kind of meant to help vs. token, murlocs, etc. As I just posted below, I'm trying Bloodmage Thalnos and Zilliax as replacements for Unleash the Hounds. We have zero healing so although thalnos can help with board control and get an extra draw, the question is whether or not the heal and 3 damage is more valuable. Still testing it out.
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GamerPanda posted a message on The Fury of the Stars!Posted in: The Fury of the Stars! -
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GamerPanda posted a message on The Fury of the Stars!Posted in: The Fury of the Stars!Hey there! I appreciate this feedback so much. I agree I also haven't gotten into fatigue where frenzy helped. Better suited for a more midrange focused deck rather than my spell focused deck. I've seen so many Vereesa variants now. Kripp's Jepetto OTK, Midrange-Spell, Secrets-Spell, and I feel that I've kind of carved out this pure Spell version so that I can get the satisfaction of getting the highest impact off of Vereesa (so long the weapon isn't removed right away).
I want Arcane Fletcher to be good. It's a neat card, but christ it is understatted and only gets 1-2 draws when used at best. The 'when played' win rate of the card can't be very good.
I appreciate the multi-shot/halazzi feedback. I tried Halazzi and it's too greedy, I feel, with little support for all the Lynx's unless you add Toxmonger or 2X Fletcher and we see how Fletcher is working out. Multi-Shot is good, would help with token a bit, good with Zul'jin, but... i don't know.. the cost is a bit high. I find more often that I am lacking a good beast for Kill Commands sometimes, and to consider the token druid problem, I think Unleash the Hounds might be the best here. The only drawback being if the enemy board is full when you play Zul'jin and he repeats Unleash the Hounds before Unleash the Beast. I literally just won a match vs. Bomb Hunter because of it.
I also tried out Chaos' Control Hunter and I like the idea of including Archmage Vargoth as a high-health 4-drop with a soft taunt that can allow you to use twinspells like Rapid Fire (that you'd prefer to save) safely by restoring a copy to your hand. I don't know if Zul'jin copies spells repeated by Vargoth. So I am going to make those changes now! Try it and let me know if you find it better.. so far I think it's better than Frenzy/Fletcher.
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Hasn't happened to me in any game, so I wouldn't be concerned about that in your place. You only run one copy of Unleash the Hounds, meaning the probabillity to draw and play both, Zul+Hounds, is really small.
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I have been trying out the new version of the deck for exactly 20 games now and there are a few things I'd like to share:
Archmage feels amazing in most of the situations I had during those 20 games, thus I think he should be in the deck. While he doesn't help so much against Aggro, he is insanely effective against Bomb Warrior and Khadgar Mage (which are the most common matchups for me). That is, if u get to play him with spells like Unleash the Beast, Deadly Shot and Animal Companion. In addition I want to mention that Archmage rng can make some things harder for you, especially when used with the other spells than those 3. It has happened to me, but it has never lost me an already won game.
Same thing can't be said about Unleash the Hounds. The card has bought me some additional turns (in 3/20 games to be precise), but it hasn't been gamechanging at any point. I know 20 games is not much to tell if a card fits into a deck or not, but this is just my personal experience.
I really like the suggestion with Zilliax. Since Token Druid has 2/2, 3/3, 4/4 minions most of the time, he might be able to get you an additional turn by healing you up, setting the board up for some spells or just clearing it.
To sum up my thoughts: Vargoth should be in this deck. Unleash the Hounds is not necessary and can be subbed out for anything, depending on what you face the most.
That being said, the deck feels perfect to me and should be even stronger once Token Druid will be balanced.
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So I have played quite a few games with this deck and it's probably the deck i had the most fun playing with in quite some time. I feel like every single card in this deck is usefull and makes this deck work, except for Fletcher and Frenzy. There are two main issues with these cards:
Firstly, out of 20+ games, I haven't gotten into fatigue, even though Frenzy was still in the deck. In some very rare cases i got to use it as a way to get back board control, but 90% of the time I had it in hand, it simply was a wasted spot. The deck struggles against Token Druid and Frenzy doesn't really help in fixing that problem.
Secondly Fletcher feels almost the same to me, maybe even more useless. Out of all these games I have used its effect two times and i don't feel like any of these have been gamechanging. It may be so, because I struggle to keep my 1-drops. However, since this deck feels like a control type to me, I use most of the 1-drops to prepare Baited or Explosive, which often results in having nothing left to make use of Fletcher.
So far my substitution ideas have been: Multi-Shot and Halazzi
One last thing I have noticed: while Bomb Warrior matchup seems to be winnable, I have faced a few Control Warriors stacking up tons of Armor. Appears to me like a lost matchup, though this might be due to bad draws.
Edit: I forgot to thank you. Thanks alot. This deck literally made the game enjoyable for me again.