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    posted a message on The Awakening: N'zoth, Amara, and Spiritsinger Umbra

    This is a deck I've designed to take advantage of the new legendary Priest Quest. I've played a few games with it so far and it seems to hold up well. Beat C'thun Priest, Murloc Shaman, and a Rogue (couldn't figure out their deck type). The early game lets you hold out fairly well until you can get the quest fulfilled and overwhelm your opponent with N'zoth summons. On top of that, N'zoth can be used to fulfill your quest if you've played at least 4 deathrattle minions before you play him (since the Quest only requires summoning, not just playing).

    N'zoth the Spiritsinger
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    Posted in: Priest
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    posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place!

    I drafted a 73.7 point Warrior deck, curved out perfectly nearly every game and lost to bull crap answers. It went 0-3. First game was against a Paladin where the only thing between me and dying was one... stupid... Cleave. I needed to kill a 5-2 Silver Hand Recruit to live with two other minions on the board and it missed. I had an overall 2/3 chance of hitting it. Second game against a Rogue where they managed to Swashburglar Fool's Bane and had a perfect answer for my Ragnaros the Firelord. Finally, a Warlock that had an infinite number of taunts and made it impossible for me to keep anything on the board, then they used Felfire Potion to kill me. Hell, the first really decent deck I've managed to draft and I get screwed so hard over stupid rng.

    Posted in: General Discussion
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    posted a message on OTK Priest

    The deck itself is an interesting concept: get Malygos out, let it die, resurrect twice, then drop two 15-damage mind blasts. But there are a number of shortcoming that I notice.

    1. There is absolutely no draw in this deck. How do you expect to get all 5 pieces of Exodia (*cough* your combo *cough*) without a means to draw them quickly? I get that having many board clears and heals will stave off death, but only for so long. I had a similar deck that dropped board clear on top of board clear and I would eventually get murdered later on because I was low health before I could use most of the clears and I ran out of anything to stop my opponent. Speaking of stopping your opponent...
    2. There are no taunts in the deck. Yeah, I get that you want only Malygos in there for the whole resurrect deal, but lacking taunts is a sure-fire way to die. That being said...
    3. Would doing an Emperor Thaurissan one turn, then Brann Bronzebeard + Barnes (to pull out Malygos twice) + 2x Mind Blast be a viable alternative? Perhaps you might run a couple Onyx Bishops as well to circumvent bad luck if can't use the alternative combo because Malygos was already drawn. Do you have Faceless Manipulator? The best combo decks I've seen have different win conditions within the same deck. I'd explore those a bit.
    4. Finally, how is this OTK deck as consistent or more so than other OTK decks? How does it hold up against Jade decks? Pirate Warrior, who uses a ton of charge minions, Arcanite Reapers, and junk like that to zerg you down before you can even blink? (Hint: taunts work wonders here). How do you deal with control Warrior building up a ton of armor? Can you win out against combo or freeze Mage?

    Just food for thought. I don't think it's a bad concept, but it seems to have a lot of weakness with regard to the current Jade and Pirate meta that's going on now.

    Posted in: OTK Priest
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    posted a message on Greater Healing Potion

    If only it wasn't friendly only, then combo Priest might actually be a thing :(

    Posted in: Greater Healing Potion
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    posted a message on Share your Gadgetzan Pack Opening Screenshots here!

    So, yeah, that golden Raza the Chained happened lol! This was at the very top of my want list. Been waiting for Priest for get better and hopefully it will with this expansion. Also the first Priest legendary I've ever gotten. And to top it all off, it came from one of the free packs from the quests they've been giving out. Score!

    Posted in: General Discussion
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    posted a message on Make the Card

    Next: card for Priest that helps its early game.

    Posted in: Fan Creations
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    posted a message on Make the Card

    Maybe you could technically say that the cost less is "mana manipulation," but I took it as mana ramping. Can't think of any druid card that reduces the cost of other cards (though Knight of Wild has a lower cost based on the number of beasts played).

    Next: a Druid choose one spell that interacts with inspire.

    Posted in: Fan Creations
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    posted a message on Make the Card

    I also kinda had this laying around. It's a "field" spell, but with the keyword Boardspell.

    More field spells!

    Posted in: Fan Creations
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    posted a message on Make the Card

    Next: Priest secret that synergizes with dragons.

    Posted in: Fan Creations
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    posted a message on A deck designed to beat both aggro and control, hopefully...

    I've come up with a deck to try and counter a lot of ridiculous aggro or midrange decks, but also stand against a lot of control decks floating around. I'm sure it will need some tweaking, but here it is as... well... we'll call it version 1.0

    Medihv, Resurrection, and Board Clears
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    Explanation of card choices:

    • Single-target removal: with two copies of SW:Pain, SW:Death, and Entomb, there shouldn't be any point in the game where you can't remove something... unless you have an unlucky draw or two. The SW:Pain helps deal with early aggro threats before you can play or draw into your board clears. SW:Death and Entomb take care of heavy minions that you either can't deal with immediately or want to use for yourself later.
    • Board clears: there are several board clears which are pretty standard for the Priest class. Wild Pyromancer and PW:Shield, Auchenai and Circle of Healing, Holy Nova, and Excavated Evil. Comprising nearly 1/3 of the deck, you should have a least one or two board clears in hand by the time turn 5 rolls around.
    • Prince Malchezzar: with a good portion of the deck dedicated to controlling the board state, it tends to leave little room for the big minions your need to win the game. Malchezzar is here to help remedy that.
    • Barnes: if you can get this on your opening hand, then awesome. With Malchezzar in the deck, you have many more targets other than Auchenai or Onyx Bishop, so you're almost always going to get some kind of legendary that you can potentially resurrect back.
    • Resurrection: getting a decent minion out with Barnes or a major threat like Sylvanas will make the life of your opponent a living hell. The purpose of Barnes, in this case, is to help create fodder for Resurrect and Onyx Bishop. I mean, who doesn't want a major legendary or 8/8 giant on the board on turn 5? With four opportunities to bring your minions back from the grave, you can make your opponent's life a living undead hell if you get something really nasty (like a Sylvanas that just doesn't want to stay dead).
    • Y'Shaarj and Giants: These are biggest guys in the whole deck and they're here for major Resurrect/Bishop fodder and to make epic late game plays after you've cast a number of spells and/or taken control of the board.
    • Medivh: Overwhelming your opponent with Entomb into free 6-drop (or even a 10-drop) could mean a significant nail in the coffin. And the effect of Atiesh is scary enough that they may play poorly to avoid you getting good use out of it. Knowing the kind of removal Priest walks around with, it's not too hard to imagine their stomachs turning trying to figure out how to win without you a possible 6- or 10-drop and losing their most precious win condition.

    That's my vision for the deck. Does anyone have any suggestions on how to tweak it? Maybe there's a better version of what I'm trying to do somewhere? Anyway, feedback is much appreciated.

    Posted in: Priest
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    posted a message on Fusion Yogg'Thun (with a dash of Anomalus)

    I've kinda been playing with the idea of getting rid of the Arcane Missiles. And maybe unsure if Anomalus is a good fit for the deck too. Seriously, does anyone have any insight on this? Maybe some decent substitutions if they're not quite the right fit?

    Posted in: Mage
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    posted a message on Mage deck help
    Quote from ThunderG420 >>

    Thanks I will take a look at it since im starting to have trouble with my deck. Also since im a noob just started playin a month ago if you have damage spells for say frost bolt or fireball or even arcane missile do you wait to use it on an enemy minion or go for face since I always have trouble when it comes to decision making

     I'm the kind of player that enjoys a control game. So, my typical style of play is to control the enemy's board until I can win. Ideally, I'll do some damage to their face every turn as well as clearing out most or all of their minions. For me, I tend to feel like holding on to your big spells to go face is best when you can get them to about 8-10 health. Pyroblast, a card that I STILL don't have copies of, is typically used in this manner unless you need to immediately remove something that threatens your life or loss of board control. So, that's my take: board control first, then face damage next.
    Posted in: Mage
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    posted a message on Make the Card

    A 3 mana legendary that discovers from 3 custom spells related to the legendary

    I absolutely love Bayonetta. So, I felt like it was a good opportunity to break out my creative side on it. Of course, Rodin is her go-to for weaponry, wicked weaves gain more damage as the combo (or time) goes on, and we all know we want to farm up a bunch of halos so we can get that awesome weapon named after Rodin.

    I tired to take some cues from the descriptions of each weapon. Bazillions actually atomize their targets, so destruction on damage seemed appropriate. Shuraba feasts on the soul of its victims. Chernobog steals their souls outright (so why not summon a copy of a minion you killed; and it requires a large health investment if you want something big and tasty from your opponent). Finally, Scarborough Fair is Bayonetta's signature set of guns from the first game. With unmatched stopping power and pushing her magic to the limit, it seemed appropriate to give acceptable stopping power to anything in front of your hero on the board. I also designed the weapons with the specific idea that it's not about smacking your opponent in the face, but actually controlling the board and balancing your life total. On top of all that, the weapon is random, so it's not like you get to pick the ideal weapon for a certain situation.

    Note: I know that not all of these are gonna be super balanced. They'll more than likely be off-the-charts too strong and, frankly, that's okay. It's about the concept, not the numbers.

    Next: a common or rare for Priest that would give it a more viable early game.

    Posted in: Fan Creations
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    posted a message on Mage deck help

     I second the suggestion on replacing a Beckoner of Evil. You have a number of 2-drops already, so sacrificing one of those shouldn't be too bad. And as awesome as a huge C'Thun can be, this deck also takes advantage of Yogg. C'Thun, from my point of view, is a utility, not necessarily a win condition for you. And with the other 5 C'thun-powering cards, you shouldn't have any problems getting it to 10 attack for Vek'lor. I have a similar deck I've been working on that seems to have some decent success.

    Fusion Yogg'Thun
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    Posted in: Mage
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    posted a message on Make the Card

    Next: A Old Gods death knight card.

    Next: a card for Mage that directly interacts with Yogg-Saron, Hope's End.

    Posted in: Fan Creations
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