THE SORCERER-KING: LORD RHEMUS I
Fan Lore:
Lord Rhemus I is one of the most powerful sorcerer-kings to walk Azeroth. Shepherding lost peoples and appearing in visions to the hopeless, he has cradled his small, hidden kingdom on the outskirts of the Wetlands. It is said that, over the span of but a few decades, this mystical ruler of fabled origin was able to bring a powerless, rotting village to splendid grandeur by gathering prisoners, exiles, war victims, pilgrims, and other vagrant peoples in one place, imbuing their spirits with his magical powers and oratory brilliance. The village-turned-kingdom is often shrouded to undesired outsiders, keeping the citizens safe, allowing them to strengthen and prosper. Any invaders or bandits that stumble across the city walls are either indoctrinated or immediately destroyed by Rhemus' private army. It is rumored that one day, Lord Rhemus I will assimilate the rest of the Wetlands, followed by all of the Eastern Kingdoms, in due time, for he is believed to be immortal and the extent of his power limitless.
Hero Power
Class Mechanics and Example Cards:
The core mechanics of the Sorcerer-King class are the manipulation of Spell Damage, board control, and card combos. These are displayed by the cards below:
Prosper: Lord Rhemus has a kingdom to run, and he may cheekily employ magic to augment the treasury when needed. The idea for this card is to create a cheap draw engine to promote combo-based removals or buffs using your stored Warp Charges. There is a pretty big tradeoff here though, as you're obviously giving your opponent an opportunity to draw cards to respond to your combos.
Ethereal Elite: An example of Spell Damage-based minion synergy. Lord Rhemus often utilizes his grand throne-seated power to empower his chosen troops on the battlefield. During the later stages of the game, when theoretically you'd have several Warp Charges in hand, you could essentially play the minion as a 6-mana 5/6 with Taunt. Or, if you have other Spell Damage sources, the minion could get even bigger.
The People's Champion: An example of mid-game versatile hard removal. The People's Champion fiercely fights for the common man, so you can rest assured that she will courageously destroy that which most threatens the peace of the kingdom.
1
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4
He is the god, the legend, the man, MONSANTO, the hero, bravest man alive.
1
The whole premis of this deck relies on getting 1 specific combo to get a lot of giants out at one time, if this does not happen you will probably get outtempoed
2
why did they not name it "team grill salt"?
and the other team then "team Can't speak proper english ninja dog"?
7
"welcome to priest stone, we have seen that priest is really strong right now, but has 2 bad matchups, so we decided to nerf those 2 decks. Now you can all savely enjoy 80 min games"
2
ever had this happen to you,
turn 2 coin thoughtsteal, inervate, inervate barnes, 1/1 y'sjaarj pulls the 10/10.
3
it just feels weird to play arthas or liadrin, and then play the uther dk.
1
really depens on the changes, jades are not that bad vs priest if they do not nerf it too hard.
2
I agree with you till a certain extend. I was very much against the quest rogue changes. But I was for the small time buccaneer and spirit claws because it was too RNG reliant. The tuskar changes were good, but execute and call of the wild and charge were fine before the changes.
Still there is no denying that druid is strong right now. It can use some nerfs, if they can nerf some cards for a little bit it would be fine.
2
rank 20 inconsistent? What makes this deck so consistend is skill, consider getting some. Escpecially if you are at a rank with hunters.