• 3

    posted a message on Behind the Scenes with Kobolds & Catacombs

    Matt Mercer is so god damn adorable. <3

    Posted in: News
  • 4

    posted a message on Top 5 Best Ladder Decks to Play From Knights of the Frozen Throne

    Kripp posted a video for a zoo deck that may be up your alley:

    Posted in: News
  • 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
  • 5

    posted a message on Frozen Throne Pro Player Deck Roundup

    It's sad that I was such a klutz and accidentally dropped my jar of honey whenever I got home from the store today, which broke on the hard floor. I had a mess to clean up, and I had to go back to the store.

    Posted in: News
  • 8

    posted a message on Knights of the Frozen Throne Releases August 10 + The Lich King Visits Blizzard

    Fun fact, the Lich King and WC3/Hearthstone KT are actually voiced by the same person. He's been voicing LK since the WotLK expansion for WoW, but Blizzard decided to have someone else voice KT for that expansion because players might get confused with two major characters having the same voice actor. He returned to KT for Hearthstone.

    Posted in: News
  • 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
  • 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)
  • 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
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