• 3

    posted a message on Behind the Scenes with Kobolds & Catacombs

    Matt Mercer is so god damn adorable. <3

    Posted in: News
  • 0

    posted a message on Thijs' Frost Lich Elemental Mage

    Yep. I spent some time playing both variants, and I think that the freeze variant is much weaker. Frost Lich Jaina and Sindragosa lend themselves to board presence, and that's not what Freeze is about. There's no typical closer like freeze mage usually has.

    Posted in: Thijs' Frost Lich Elemental Mage
  • 17

    posted a message on Thijs' Frost Lich Elemental Mage

    During his last couple games with this deck, he actually made a few changes that aren't listed here:


    - 1 Sorcerer's Apprentice
    - 2 Tar Creeper
    - 2 Water Elemental
    - 1 Baron Geddon

    + 2 Doomsayer
    + 1 Acolyte of Pain
    + 2 Frost Nova
    + 1 Coldwraith

    Posted in: Thijs' Frost Lich Elemental Mage
  • 8

    posted a message on New Un'Goro Decks From the Pros: We Don't Always Need Quests

    That sounds bad. You might want to see a doctor if you're puking that much. You might be having gall bladder issues. Stomach acid hitting your throat that often can't be good.

    Posted in: News
  • 2

    posted a message on The Caverns Below

    Nope. The Crystal Core has a neat animation on the card itself, but there's nothing extra.

    Posted in: The Caverns Below
  • 0

    posted a message on Fr0zen's Ramp Druid

    The deck just doesn't seem built for the quest. The quest requires 5 5+ attack minions, and this deck only has 8 of them. You most likely won't be completing the quest until later in the game, and by that point, you should have already ramped up and have a good grip on the board. At that point, it's pretty much just a win more card.

    If you really wanted to run it, I 'm not sure what you would replace with it. Jade Blossom maybe? I get the ramp aspect of it, but it still seems a bit out of place.

    Posted in: Fr0zen's Ramp Druid
  • 3

    posted a message on Control-Goya|3-Legend (85%Winrate)

    Your changes are perfect for this deck. I felt like I was having a handful of games where I simply had too many spells in my hand and wasn't getting the mileage out of the minions that I wanted. The Facelesses are amazing. I've gotten so much value out of them by getting one out on curve, and backing it up with Ancestral Spirit whenever your opponent plans on trading into it or direct damage removing it. Thanks!

    Posted in: Control-Goya|3-Legend (85%Winrate)
  • 0

    posted a message on Unable to Download Innkeeper - Error 404

    Got it now. Thanks!

    Posted in: Innkeeper Feedback & Support
  • 0

    posted a message on Unable to Download Innkeeper - Error 404

    I'm sorry in advanced if this is covered somewhere. I tried to look for a thread on this and couldn't.

    I've decided to start using Innkeeper with the launch of WotOG. However, anytime I click the Get Innkeeper button on Innkeeper.com, it takes me to an Error 404 page,  saying "The resource you are looking for might have been removed, had its name changed, or is temporarily unavailable.".

    I've been trying to download it for the last hour and have been getting the same error. Do I happen to be trying to download it when an update is being uploaded, by chance? Never Lucky.

    Thanks.

    Posted in: Innkeeper Feedback & Support
  • 0

    posted a message on D e e R F o r C e (Breaking Away from Combo)

    I definitely agree on the point of Reno decks, simply because in order to make Reno work, you have to run a lot of "good enough" cards to fill the spots left empty by the duplicates taken out. The "good enough" cards can easily be switched out for other cards. A deck normally running two Antique Healbots could use an Earthen Ring Farseer or a Refreshment Vendor, or you could go for something totally different like Cult Master if you felt that the healing wasn't needed or wanted more card draw.

    After doing a lot of testing, I feel that -Shade of Naxxramas and +Acolyte of Pain MIGHT be the best option for card draw. However, Shade is obviously a strong card on the board that can swing board control if dropped in the early game, while Acolyte stays at one attack. I'd be comfortable running Shade in a fast meta and Acolyte in a slower meta.

    Posted in: D e e R F o r C e (Breaking Away from Combo)
  • 11

    posted a message on D e e R F o r C e (Breaking Away from Combo)

    I've been playing this deck for a bit in the 5-7 ranks. Very fun deck! Went 7-1. My loss was against a Reno Mage who, who had just gone into fatigue, Reno'd, played 2x Molten Giants, Sunfury Protector'd them, and then used Echo of Medivh played everything again (minus Reno). I had two cards left in my deck, one being Poison Seeds, which I could combo with Starfall and take the game back. Sadly, I didn't draw it, and I lost.

    My one suggestion would be adding more card draw. I would recommend Harrison Jones as a tech card, and maybe a second Ancient of Lore (I know this slightly hurts Reno, but realistically if you're going to be Reno'ing in the late game, you should be able to draw your one duplicate before then).

    Bonus: D e e R F o r C e comes from Super Metroid. The code name for the team that developed the game was Deer Force. Whenever a speedrunner finishes a run of the game, his/her Twitch Chat will start spamming "D e e R F o r C e" when Deer Force goes by in the credits (shoutout to Zoasty!). I know this because Super Metroid is my favorite game of all time and I speedrun it as well!

    Posted in: D e e R F o r C e (Breaking Away from Combo)
  • 5

    posted a message on [TGT] ControlHunter- Faith Restored

    I'm loving this deck! Control Hunter is a deck that I've been trying to make work since early beta. While there has been a couple breakthrough iterations of it over the last two years, most of the comments here are right; it has always had potential, but it lacked consistency due to Hunter not having good draw options since the Starving Buzzard nerf. Control Hunter has slowly gained a few useful cards as expansions have released, but as the Meta just got faster and faster, Control Hunter never had a place due to bad draw. The standard draw engine for Control Hunter post-Buzzard nerf has been a combo of Wild Pyromancer, Acolyte of Pain, and a spell to trigger, but such a combo is inconsistent and feels clunky just to draw a 1-3 cards. I never liked Tracking either because you risk losing multiple high value cards, and control decks often need every card in their deck to win. Maybe TGT has fixed this?

    Going from rank 15 to 10 last night with this deck, I had about a 75% win rate. It maintained a 100% win rate against Face Hunter, Patron Warrior, and every kind of Warlock deck. The deck proved to be very flexible as the matches hit the mid and late games; at times I feel like I can reliably burst down the opponent, and other times I feel like I can reliably keep their board clear and handle any threat that they may drop. I'm currently having problems with Combo Druids and Midrange Shamans, so I might tech in Explosive Trap as added assurance against Force of Cancer and Bloodlust/Thunder Bluff Valiant rushes. I've played against two Paladins so far and have lost both games, both to not drawing my board clears or Flare. Dreadscale and Powershot have been godsends against every deck not expecting a proactive board clear from a Hunter, and they fit the curve just right.

    I decided to swap out a Houndmaster for Acolyte of Pain. I agree with others here that the second Houndmaster just seems clunky. Even though it has the potential for a big tempo swing, I've found the second one has been either just a dead card in the hand, a win-more card, or just a body. I haven't had a situation where having a second one is what won me a game. I feel safe enough running 2 Bear Traps, 2 Sen'jin Shieldmastas, 2 Sludge Belchers, 1 Houndmaster, possible taunts from 2 Animal Companions, and even more chances at taunts with Lock and Load. Speaking of Lock and Load, the card has definitely lived up to my expectations every time I have played it, despite the RNG factor. The card is an amazing addition to the Control Hunter archetype, and I've had no problem running 2 so far. Acolyte of Pain has been amazing so far. It either nets me 2 cards most of the time. Sometimes it will bait silence or hard removal, due to players expecting you to be Face or Midrange and not suspecting that you have the multiple late game threats of a Control deck. Will Lock and Load and Acolyte of Pain be the draw that Control Hunter needs? I won't make a conclusion for several more games, but right now, it's just enough.

    All in all, this deck performs very well and I'm super happy that Control Hunter really works, at least at the start of TGT. I really hope that it's a deck that will stick around and flex with the Meta this time, and won't die due to poor drawing and inconsistency.  Control Hunter becoming a staple deck would be amazing for a class whose decks haven't changed much in the past several months.

    Posted in: [TGT] ControlHunter- Faith Restored
  • 0

    posted a message on New Era - Dragon Sage [Legend]

    Really enjoying this deck. I love it when a dragon deck actually works (since dragons didn't seem to take off like mechs did), and I love it when some unorthodox cards are successfully used in competitive decks.

    My question lies with Mind Control Tech. Should you be greedy with playing it against aggro?

    Posted in: New Era - Dragon Sage [Legend]
  • 0

    posted a message on Drogue?

    I've been playing this deck for a couple days now, because Rogue is the last class I need to hit 60 with and the standard Rogue decks bore me. 

    I'm actually surprised at how well the Dragons seem to work in a Rogue deck, something that I didn't expect when the expansion started rolling out. Hungry Dragon is amazing on-curve, especially if you have a 3-drop on the field to take care of the spawned 1-drop (or a dagger if it's a 1 health 1-drop). Landing a Blackwing Corruptor's battlecry on-curve can lead to a huge tempo swing as well. Surprisingly, I haven't had any issues with aggro yet. My bane right now seems to be Priests if they manage to get a Northshire Cleric buffed with Velen's Chosen and Power Word: Shield, and some Mage decks. I was thinking of teching in a Sap as another form of removal, but I'm not sure what to cut. An Earthen Ring Farseer, perhaps, because the 3-drops do seem crowded? I'm not sure how much I'll miss the healing...

    I've also decided to keep Nefarian in because he has gotten me more victories than I can count. I have yet to have a bad draw with his battlecry. If Volcanic Drake turns out to work wonders for you, then I might cut Ysera instead, because she hasn't done much more than be a Dragon in the hand for me.

    All in all, great deck! Thanks!

    Posted in: Drogue?
  • 0

    posted a message on Working Majordomo deck

    Once you earn a card from an adventure, you can craft golden copies of it. Majordomo is a card that I liked so much that I wanted to make a golden one lol. 

    Posted in: Working Majordomo deck
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