Great fun. Was playing a similar deck in the first few days of old gods, then moved over to some other things. Just gave your list a run here and had a nice 8-1 start. Got ripped to a C'Thun priest that had an epic turn 3-4.
Anyway, real solid deck. I was skeptical of the Hyena but it often has good very good value - particularly cute against sham and hex. They forget the hex will trigger, and messes up the trade.
I think the spiders are also better than Kings Elek. 1/1 Eaglehorn and hounds is correct. Well constructed! Thanks
What rank? This is essentially what I ran very successful last season, but I've ditched some of the toolbox control creatures for a better early game to combat some of the hunters, put early pressure on the locks, etc.
There is a version that priests run with Sunfury Protectors, Defender of Argus and Ancient watchers. They also run holy fire along with 2 Mcs. It beats druid ramp but all other versions of priest is a good matchup. It got top 4 in a managrind tourney and was used by idipinurpink at 2p NA vs. CN. Here is RumHam losing with his ramp deck to it. http://www.youtube.com/watch?v=c_t6HDDWRMg
Did you actually watch that video? Some of his plays (at least to me) are very questionable.
Thanks for posting - its a fun deck to run. Replaced my Roar/Charge cheesy (but successful) druid deck for now.
I think the biggest adjustment that folks need to make when running this is just realizing that you are going to see bad/dead cards in the later turns -- or at least cards that you don't want at that second. The offenders are innervate, wild growth, and nourish. Clearly wild growth is trash after turn two, but as a turn two play, given the 4-6 drops we have, the accelerations is very nasty. Nourish is one of those cards are likely to hold in your hand for a bit -- and that just takes some getting used to. To Bander's point, innervate is not a great thing to draw turn 3+ but you can do some good accelerative plays.
Here is a not OP, but fairly typical example that just happened --Master3 of course): Im going first -- after mulling I have wild growth, swipe, and druid of the claw. Not a great hand. My turn one draw is SunWalker, thinking okay slow hand. Pass go, he passes and go. T2 I drop the wild growth and draw innervate. So now my hand Swipe, DotC, and SunWalker -- I'm thinking okay so he's probably going to play a totem, Faerie Dragon -- b/c he probably would have coined into novice if he had it. His T2 he coins into a Unbound Ele. My T3 I draw Harvest Golem and decide to use my 4 mana to swipe his unbound now before it grows. His T3 he has nothing so he hero's a totem and passes. T4 I draw Shield Masta -- I look at that and think, wow nice top deck, use my innervate and use the 7 mana for 2 good value drops on turn 4 - the shield masta and harvest golem. He scoops next turn.
Now clearly his hand wasn't that good. But think of where we were -- turn 4 we have Harvest Golem and Sen'Jin with Druid Next turn and sun walker the next -- not baking in any draws. Is it overpowered and silly? No. Is the opponent almost dead like aggro? No. But, we have fantastic board presence and the mana to start casting the core of the deck. Its hard to come back from.
Im running with Thalnos and Rag. Thalnos is huge in this deck. I miss Starfire but I think Starfall is the right choice in this build, and is all the better with Thalnos. Sunwalker is so beast right now -- the argent commander being flavor of the month in almost all decks, Sunwalker is a nasty counter.
Looks like a fairly typical healing warlock with a few odd card choices like power overwhelming. Yea the power/shadowflame combo is good, but you don't really need the power overwhelming in most cases against todays meta.
Given the amount of healing you have in this deck you really should consider shadow bolts over drain life. Drain life is in a tough spot in the current meta where you have many 3/2's that are going to get Cleric'ed the following turn.
In the main, these decks are too slow in the current meta.
@Renar - Interesting that you mention dropping doomslayer early. Thats a smart early stall, I'll try it.
I think your analysis of Pyromaner is about correct. I am effectively using him as a second bloodmage of sorts. My most frequent play is to drop him, then usually CoC or Blizz, freezing the board and doing some damage, then anther stall/wipe spell the following turn to finish the clear and freeze anything new. Preferably with a giant in there.
I think, to your point at the end, both Pyromancer and Doomslayer are both decent, perhaps we can find a real winner.
I've been running with Wild Pyro instead of Doomslayer. It's pretty effective -- it makes ours stall clear up the board, and can soften those pumped minions so that blizzard clears. I'm liking him - plus he cab be used beside and giant and is potentially a turn faster than Doom. Curious if others test.
I'm not sure folks posting about taunt get how the deck is played. Sure…. all those extras would be nice to have -- but you're going to dilute away from the core of the deck which is: 1. Draw Cards early 2. Stall/Control 3. Cheap giants/burn/combo.
Regarding the Doomslayer -- he's "amaze balls" or a zero. I'm wondering if a wild pyromaner might be a better/alternate choice. It makes a lot of the spells pretty solid for the cost, and deals with blood imps, etc. Anyone tried it. I'll try to find some time to test.
Glad the discussion around this deck is staying lively -- this community, as a whole, is very enjoyable.
Thanks for folks sharing their changes -- I've been focusing on tweaking my shaman control for the last couple days and haven't been playing this deck as much. Glad to hear the drake is out. Good card, but really not a fit for the deck. Interested to check out the Doomslayer. In hindsight, these changes are much smarter than I described with the frost nova. More stalling, and equal or better clearing ability. Good changes.
On hunters - my experience is that it really comes down Deadly shot. Not all of them run it, particularly in the current meta where there is often so much board presence, the RNG is just not all that great. However, as we've all experienced the cost efficiency of Deadly shot is incredibly good against us. I think our match is pretty uphill against hunters that run it -- too easy for them to clear our threats. If they don't have it, they're going to need to use Kill commands, which slows them against us and usually leads to the win.
With the level of taunt we have its fairly easy to protect, or, as Heiro said, it will draw a card and force some removal on their part. Perhaps even removal they really don't want to be using -- if they let it go 2-3 turns its typically GG.
Interesting build - I see some potential in running a control like that. I would still be concerned about speed in the current meta.
yeah i did have some trouble with it but once i got to mid game i just started out pacing the guy and getting more +'s than him. i was thinking of playing it like a deck in the priest forums called anti priest aggro, below is my version of it. maybe i should construct something similar with warlock control?
Looks like an interesting priest variant -- Would have to test if its better than the typical aggressive priest builds. Lots of interesting combos, but do they actually come together with enough consistency?
I'm struggling with the Axe as well. With 1 of them its kind of a strange slot -- not enough to make sure you consistently see in the opening hand -- may try a second. Its the ultra fast decks that can cause a problem for this sham deck if our early removal doesn't come up in the right order, or if blood imps get out of control.
I'm thinking about trying Wild Pyro's in this deck as an additional way to clear out blood imps, etc.
Another fairly obvious replacement in the axe slot is Bloodmage Thalnos. Yes, we have totems but its not always there when you need it, etc.
Re: Twilight drakes. Yes, its interesting, and they're good. The additional cost is real in this deck though, given the amount of overload that we have.
0
Tips strategy against taunt warrior? I've been stuck at 9 b/c I find them very often the last few days. Really enjoy this deck otherwise, good fun.
Also is the dirty rat still worthwhile? I don't see a lot of pirate war, and I think we crush murlock even without it.
0
Hi,
Great fun. Was playing a similar deck in the first few days of old gods, then moved over to some other things. Just gave your list a run here and had a nice 8-1 start. Got ripped to a C'Thun priest that had an epic turn 3-4.
Anyway, real solid deck. I was skeptical of the Hyena but it often has good very good value - particularly cute against sham and hex. They forget the hex will trigger, and messes up the trade.
I think the spiders are also better than Kings Elek. 1/1 Eaglehorn and hounds is correct. Well constructed! Thanks
0
What rank? This is essentially what I ran very successful last season, but I've ditched some of the toolbox control creatures for a better early game to combat some of the hunters, put early pressure on the locks, etc.
0
Yes, several bad plays.
0
Thanks for posting - its a fun deck to run. Replaced my Roar/Charge cheesy (but successful) druid deck for now.
I think the biggest adjustment that folks need to make when running this is just realizing that you are going to see bad/dead cards in the later turns -- or at least cards that you don't want at that second. The offenders are innervate, wild growth, and nourish. Clearly wild growth is trash after turn two, but as a turn two play, given the 4-6 drops we have, the accelerations is very nasty. Nourish is one of those cards are likely to hold in your hand for a bit -- and that just takes some getting used to. To Bander's point, innervate is not a great thing to draw turn 3+ but you can do some good accelerative plays.
Here is a not OP, but fairly typical example that just happened --Master3 of course): Im going first -- after mulling I have wild growth, swipe, and druid of the claw. Not a great hand. My turn one draw is SunWalker, thinking okay slow hand. Pass go, he passes and go. T2 I drop the wild growth and draw innervate. So now my hand Swipe, DotC, and SunWalker -- I'm thinking okay so he's probably going to play a totem, Faerie Dragon -- b/c he probably would have coined into novice if he had it. His T2 he coins into a Unbound Ele. My T3 I draw Harvest Golem and decide to use my 4 mana to swipe his unbound now before it grows. His T3 he has nothing so he hero's a totem and passes. T4 I draw Shield Masta -- I look at that and think, wow nice top deck, use my innervate and use the 7 mana for 2 good value drops on turn 4 - the shield masta and harvest golem. He scoops next turn.
Now clearly his hand wasn't that good. But think of where we were -- turn 4 we have Harvest Golem and Sen'Jin with Druid Next turn and sun walker the next -- not baking in any draws. Is it overpowered and silly? No. Is the opponent almost dead like aggro? No. But, we have fantastic board presence and the mana to start casting the core of the deck. Its hard to come back from.
Im running with Thalnos and Rag. Thalnos is huge in this deck. I miss Starfire but I think Starfall is the right choice in this build, and is all the better with Thalnos. Sunwalker is so beast right now -- the argent commander being flavor of the month in almost all decks, Sunwalker is a nasty counter.
0
Howdy,
Looks like a fairly typical healing warlock with a few odd card choices like power overwhelming. Yea the power/shadowflame combo is good, but you don't really need the power overwhelming in most cases against todays meta.
Given the amount of healing you have in this deck you really should consider shadow bolts over drain life. Drain life is in a tough spot in the current meta where you have many 3/2's that are going to get Cleric'ed the following turn.
In the main, these decks are too slow in the current meta.
0
@Renar - Interesting that you mention dropping doomslayer early. Thats a smart early stall, I'll try it.
I think your analysis of Pyromaner is about correct. I am effectively using him as a second bloodmage of sorts. My most frequent play is to drop him, then usually CoC or Blizz, freezing the board and doing some damage, then anther stall/wipe spell the following turn to finish the clear and freeze anything new. Preferably with a giant in there.
I think, to your point at the end, both Pyromancer and Doomslayer are both decent, perhaps we can find a real winner.
0
I've been running with Wild Pyro instead of Doomslayer. It's pretty effective -- it makes ours stall clear up the board, and can soften those pumped minions so that blizzard clears. I'm liking him - plus he cab be used beside and giant and is potentially a turn faster than Doom. Curious if others test.
0
I'm not sure folks posting about taunt get how the deck is played. Sure…. all those extras would be nice to have -- but you're going to dilute away from the core of the deck which is: 1. Draw Cards early 2. Stall/Control 3. Cheap giants/burn/combo.
Regarding the Doomslayer -- he's "amaze balls" or a zero. I'm wondering if a wild pyromaner might be a better/alternate choice. It makes a lot of the spells pretty solid for the cost, and deals with blood imps, etc. Anyone tried it. I'll try to find some time to test.
0
Glad the discussion around this deck is staying lively -- this community, as a whole, is very enjoyable.
Thanks for folks sharing their changes -- I've been focusing on tweaking my shaman control for the last couple days and haven't been playing this deck as much. Glad to hear the drake is out. Good card, but really not a fit for the deck. Interested to check out the Doomslayer. In hindsight, these changes are much smarter than I described with the frost nova. More stalling, and equal or better clearing ability. Good changes.
On hunters - my experience is that it really comes down Deadly shot. Not all of them run it, particularly in the current meta where there is often so much board presence, the RNG is just not all that great. However, as we've all experienced the cost efficiency of Deadly shot is incredibly good against us. I think our match is pretty uphill against hunters that run it -- too easy for them to clear our threats. If they don't have it, they're going to need to use Kill commands, which slows them against us and usually leads to the win.
0
Mana tide is very strong.
With the level of taunt we have its fairly easy to protect, or, as Heiro said, it will draw a card and force some removal on their part. Perhaps even removal they really don't want to be using -- if they let it go 2-3 turns its typically GG.
0
Renar,
Where did you swap the cones for? Frost nova?
0
Looks like an interesting priest variant -- Would have to test if its better than the typical aggressive priest builds. Lots of interesting combos, but do they actually come together with enough consistency?
0
Interesting build - I see some potential in running a control like that. I would still be concerned about speed in the current meta.
0
I'm struggling with the Axe as well. With 1 of them its kind of a strange slot -- not enough to make sure you consistently see in the opening hand -- may try a second. Its the ultra fast decks that can cause a problem for this sham deck if our early removal doesn't come up in the right order, or if blood imps get out of control.
I'm thinking about trying Wild Pyro's in this deck as an additional way to clear out blood imps, etc.
Another fairly obvious replacement in the axe slot is Bloodmage Thalnos. Yes, we have totems but its not always there when you need it, etc.
Re: Twilight drakes. Yes, its interesting, and they're good. The additional cost is real in this deck though, given the amount of overload that we have.