I agree that it seems to have the best value while not upgraded, but it seems to scale poorly. In the late game, summoning 4 3/3s is not nearly as impactful as summoning 2 or maybe 3 on turn 5.
I was considering putting warlock in as well, but the only deck that will be good in the beginning is probably gonna be control, and I didn’t want to put it in as a class.
Looking at the cards released so far, which classes/decks seem the most powerful? For me, the top classes are mage(elemental and secret), rogue(tempo and miracle), and priest(dragon and highlander). What are your thoughts?
I feel like the new spellstone is great in control lock, but kinda weak everywhere else. The problem with discard lock especially in this case is that you can discard the spellstone. Think of the spellstone as a mini quest that you have to have in your hand to complete, doesn't always appear in the mulligan, and can be discarded. You also probably don't need the Kobold Librarian, because you already have a turn one play. I guess it could be used as a way to cycle, but it's a card that can be cut. The Skull of the Man'ari doesn't have any super strong demons to pull.
TLDR: You seem to have too many spells based on board clears and not enough minions to play on the important turns (no/few/poor 2, 3, 4 drop). I'll go ahead and make a deck showing you what I'm talking about soonish.
Bloodbloom makes the next spell take health, and it costs 2 mana. All of the seals cost 5 mana. On turn 7 and up, you can Bloodbloom (7-2=5), The First Seal (Takes no mana), and The Second Seal(5-5).
No worries man. I'm new as well, seen by my trophies. I don't mean to self promote or anything, but can I ask for you to look at my decks? I'm also theorycrafting, and I want to try and make the deck as good as possible. I'll go ahead and check out your other ones to.
Sorry for the confusion. Basically what I am saying is that your jades will die first, almost always. You usually kill off your Jade Swarmers, the golem generated from Jade Spirit should die first if your opponent plays around the secret, and the Jade Shuriken doesn't come with a body that you can bounce. The cards you will get back with Cheat Death are probably not going to be jade cards. You still have good targets, but I am not sure that this is what you were going for with the secret.
As for when I was talking about combos in the late game, I was noting the lack of low cost cards to compliment the combos. 1/3 of your deck has the combo keyword, and your non-combo spells and minions that cost less than 5 are few.
I'll go ahead and edit this deck and reply later to show what I mean a bit more. Hope that helps!
The Cheat Death concept is neat, but the targets you want to bounce are usually the ones that die later in the game. Using only one with your Sonya Shadowdancer has some potential. It also seems to clunky to combo in the early-mid game.
You may want to get rid of the second copy of Explore Un'Goro, because it gives your opponent a chance to explore as well, making the game pure randomness.
The purpose of this deck is to either leave your opponent with no deck or no threats. If they don’t trade their deck back with you and draw Skulking Geist, you die. If they draw Explore Un’Goro, the game is literally pure chance. Running single copies stops potential comebacks.
Also, this is my first reply, so I apologize for any mistakes in format.
2
I agree that it seems to have the best value while not upgraded, but it seems to scale poorly. In the late game, summoning 4 3/3s is not nearly as impactful as summoning 2 or maybe 3 on turn 5.
0
I was considering putting warlock in as well, but the only deck that will be good in the beginning is probably gonna be control, and I didn’t want to put it in as a class.
0
Looking at the cards released so far, which classes/decks seem the most powerful? For me, the top classes are mage(elemental and secret), rogue(tempo and miracle), and priest(dragon and highlander). What are your thoughts?
0
I feel like the new spellstone is great in control lock, but kinda weak everywhere else. The problem with discard lock especially in this case is that you can discard the spellstone. Think of the spellstone as a mini quest that you have to have in your hand to complete, doesn't always appear in the mulligan, and can be discarded. You also probably don't need the Kobold Librarian, because you already have a turn one play. I guess it could be used as a way to cycle, but it's a card that can be cut. The Skull of the Man'ari doesn't have any super strong demons to pull.
TLDR: You seem to have too many spells based on board clears and not enough minions to play on the important turns (no/few/poor 2, 3, 4 drop). I'll go ahead and make a deck showing you what I'm talking about soonish.
2
Doesn’t vanish have a negative synergy with Fal’dorei Strider?
4
Bloodbloom makes the next spell take health, and it costs 2 mana. All of the seals cost 5 mana. On turn 7 and up, you can Bloodbloom (7-2=5), The First Seal (Takes no mana), and The Second Seal(5-5).
2
No worries man. I'm new as well, seen by my trophies. I don't mean to self promote or anything, but can I ask for you to look at my decks? I'm also theorycrafting, and I want to try and make the deck as good as possible. I'll go ahead and check out your other ones to.
0
Why no Ethereal Peddler?
0
My take on the deck:
0
Sorry for the confusion. Basically what I am saying is that your jades will die first, almost always. You usually kill off your Jade Swarmers, the golem generated from Jade Spirit should die first if your opponent plays around the secret, and the Jade Shuriken doesn't come with a body that you can bounce. The cards you will get back with Cheat Death are probably not going to be jade cards. You still have good targets, but I am not sure that this is what you were going for with the secret.
As for when I was talking about combos in the late game, I was noting the lack of low cost cards to compliment the combos. 1/3 of your deck has the combo keyword, and your non-combo spells and minions that cost less than 5 are few.
I'll go ahead and edit this deck and reply later to show what I mean a bit more. Hope that helps!
2
Doesn't Raven Familiar draw have a 40% chance to draw a secret, if anything at all, ruining the "secret"? Just a thought.
0
The Cheat Death concept is neat, but the targets you want to bounce are usually the ones that die later in the game. Using only one with your Sonya Shadowdancer has some potential. It also seems to clunky to combo in the early-mid game.
0
I think you need to throw in some more low cost control spells.
2
You may want to get rid of the second copy of Explore Un'Goro, because it gives your opponent a chance to explore as well, making the game pure randomness.
5
The purpose of this deck is to either leave your opponent with no deck or no threats. If they don’t trade their deck back with you and draw Skulking Geist, you die. If they draw Explore Un’Goro, the game is literally pure chance. Running single copies stops potential comebacks.
Also, this is my first reply, so I apologize for any mistakes in format.