Now first of all, Deathrattle DH is a new Combo version of DH which is solely designed to beat control. Which means if you encounter mainly aggro players, this deck will prbly lose you most games. However, it completely destroys Control because of one major advantage: Your board will never die making most boardclears/hard removals of your opponent useless. To make it efficient you'd need to build up on that advantage.
Most of the new DH Deathrattle cards require you to have a card in your hand. If this is a requirement it basicaly tells you it's part of a combo deck because Aggro decks need to be out of cards at turn 6 at the latest to build up enough pressure. Also if you look closely, most of these "if you have this or that in your hand" cards have even stats like Fortune Teller, Razorboar, Razorfen Beastmaster which is very common for Combo cards because they are neither aggressive (Aggro) nor Defensive (Control). They do constant but low damage.
So a classic combo deck wants to draw lots of cards early in order to make swing turns with a combo at around turn 7 or 8 to destroy Control. This deck works a bit differently with lots of card draw split up here and there with Tuskpiercer, Vengeful Spirit and ultimately Death Speaker Blackthorn.
Generally when building decks you should always try to find on curve synergy cards. In your deck I'm missing 2x Burning Blade Acolytes. Not only would it have perfect on curve synergy with Barrens Trapper (turn 3, turn 4), it also can be summoned by Death Speaker Blackthorn. (and it summons a Demon so it surely belongs to this Demon Hunter deck :P)
The more targets we have with Razorfen Beastmaster the better (and Blizzard wants to sell new cards...) so Renowned Performer needs to be in there as well. Which brings us to the other theme of this deck and that is death events. A Renowned Performer has a total of 3 death events and other cards in this deck have multiple as well (Burning Blade Acolyte) so I would build up on that strength and fill the rest of the curve with synergy cards like Coordinated Strike, Feast of Souls and Expendable Performers. This can fuel our ultimate endgame threat Blood Herald. I'm playing this right now and it destroys Control because of the reasons stated above: it never dies.
Yeah, come back in a month and tell us if you still feel that way. I'm not trying to ruin your fun, by all means enjoy it while you can. I only say this because classic is essentially nothing but miracle rogue, hand lock, zoo lock and freeze mage. There may be another deck or two floating around out there but these were the tier 1 decks of their time and if you played another class, you were immediately at a disadvantage. After a few weeks of playing against your 8th+ miracle rogue in a row, I suspect the nostalgia will wear off.
This. Quite honestly if they don‘t address Auctioneer+Conceal (which they never will) this will be a dead mode in a few weeks.
I never played in 2014. I'm trying classic now. 75% of my opponents are miracle Rogue. Just boring that I keep seeing the same deck. I'm already bored.
Could very well be. Combo decks usually use minions and spells in combination for powerful effects. The Ranks make sure that you need to wait for later turns for their most efficient effect (which you can afford vs. Passive control, but not vs. Aggro).
Great card in combination with Renowned Performer. There will prbly be another Deathrattle card with 4 mana or below in this expansion to have more targets for this (prbly another swarmy card, neutral or DH card). They expanded on the swarmy combo theme in Darkmoon with Renowned Performer and Expendable Performers and this will fit just nicely into something like this:
I'm curious on which card will replace Nethrandamus as he will rotate out and was an important piece of this deck to be duplicated with Zai, the Incredible.
Just bad luck, these high rolls can happen. If you were a mage with Flame Ward up and other control tools, he would prbly give up two turns later. So, just concede and move on.
A fun Rush based, swarmy Demon Hunter deck I'm having lots of fun with right now. I was surprised of it's power level too. It relies on tons of death event/rush synergy and can really be a problem for Control decks out there. Also, if you ever wanted to have a 30/30+ minion on board, this is the deck to try out :D
Biggest problem are the basic/classic cards that increase in power as well in combination with the new cards. Deadly Poison, Eviscerate and Sinister Strike especially. Nitroboost Poison, Deadly Poison and Self-Sharpening Sword are crazy and allow you to deal up to 10 damage to face. Two weeks, just wait two weeks. (they struggle with minion flooding though, Murlocs are good at countering them because the rogues often times trade with their stealth minions and can't keep up with your minion spam)
Ragnaros the Firelord is bad vs. Aggro since a 1/1 Murloc could catch those 8 damage quite easily, and usually minion based aggro decks keep pumping out minions each turn, making those 8 damage useless turn after turn. But if you opponent plays passive, Control, than chances are you hit face more often since Control tends to play less minions early game and single big minions later, giving you a higher chance to hit face and even bypass Taunts with Ragnaros the Firelords ability. (he actually fits great in a big spell Mage deck with Pyroblast, Fireball, Ice Lance, Frostbolt Combo deck because these spells can give you the extra reach you need combined with Ragnaros ability)
Troublemaker gives you a higher chance to survive vs. Aggro because you have two potential enemy minion hits instead of only one. However, I wouldn't classify it a Control card either, but it's certainly better if you want to stand a chance vs. Aggro.
Vs. a big board, the Wrathscale Naga damage goes all over the place, and with bad luck doesn't hit any minion because of it's random enemy ability. But if you opponent plays a single Rattlegore on the board, chances are you win the game with that combo because each attack has a 50% to hit face compared to having multiple enemy minions as potential targets. Same goes for Imprisoned Antaen or C'Thun, the Shattered by the way.
I'm using G'huun the Blood God in an Aggro Priest, with some Flesh Giant, Brittlebone Destroyer Synergy. Works great. I don't think you want to take too much damage from those 2 cards and it's a great reload to the board. Try this:
If you've seen the Darkmoon Faire Release Stream they where showing a C'thun deck using Stowaway to draw those pieces, relatively reliably. I believe if you pair this guy with some bounce effects like Tenwu of the Red Smoke you can get C'thun working very consistently.
C'Thun, the Shattered is a typical combo card. It's a 10 mana 6/6 which deals 30 damage randomly split among all enemies. What does this tell us? It has weak stats for 10 mana and it's ability is its strength. It doesn't provide any protection for your hero, no Taunt, no Healing, and it takes a while to play it. Also the 30 damage on a wide board of murlocs vs. Aggro wouldn't really do anything. If our opponent plays Control though, with not a lot of minions but rather early board clears and spells, those 30 damage can certainly hit our opponent's hero instead. So it's clearly a Combo deck and prbly meant to be played with Rogue to make it work. I really can't see it happen in any other class right now.
Because it's a combo piece and you technically have 5 more cards in your deck than usual I believe 5 mana for a removal card is fine though. It's supposed to be slow and useless vs. Aggro. But has tons of value. I wouldn't put C'Thun, the Shattered in a Control based deck. Board clears would do the job just fine and most of the time C'thun wont go off anyways.
That's what Aggro is for. This combo will never work vs. Aggro because Aggro is out of cards at this point (7 Mana Crystals) anyways. Also, as most people mentioned above, I don't believe this is as problematic as you think it would be.
Just don‘t think too much about it. The game is all about percentages, and there are hard counters vs. specific deck archetypes that just don‘t allow you to win often times.
If you encounter a bunch of them in a row it‘s just bad luck. Think of it like roulette. If you bet on red and then the result is black 9 times in a row, it‘s just a rare loss streak. But you can also experience the opposite and make legend so just don‘t give up. It‘s not always missplays and not enough experience which loses you games. Often times it just comes down to matchups.
If you run a murloc deck with strong minion synergy but your opponent is control and disrupts that synergy every turn, theres really nothing you can do about it. You just encountered the counter archetype, control.
The trick is to create a really good aggro deck that has above 50% winrate vs other aggros, because combo is fodder for you and you can rarely beat a deck that fully commits to control style anyways. All these things combined you need to stay above 50% and your good. The rest is decided by your trades, card draw, meta knowledge and matchups.
0
Now first of all, Deathrattle DH is a new Combo version of DH which is solely designed to beat control. Which means if you encounter mainly aggro players, this deck will prbly lose you most games. However, it completely destroys Control because of one major advantage: Your board will never die making most boardclears/hard removals of your opponent useless. To make it efficient you'd need to build up on that advantage.
Most of the new DH Deathrattle cards require you to have a card in your hand. If this is a requirement it basicaly tells you it's part of a combo deck because Aggro decks need to be out of cards at turn 6 at the latest to build up enough pressure. Also if you look closely, most of these "if you have this or that in your hand" cards have even stats like Fortune Teller, Razorboar, Razorfen Beastmaster which is very common for Combo cards because they are neither aggressive (Aggro) nor Defensive (Control). They do constant but low damage.
So a classic combo deck wants to draw lots of cards early in order to make swing turns with a combo at around turn 7 or 8 to destroy Control. This deck works a bit differently with lots of card draw split up here and there with Tuskpiercer, Vengeful Spirit and ultimately Death Speaker Blackthorn.
Generally when building decks you should always try to find on curve synergy cards. In your deck I'm missing 2x Burning Blade Acolytes. Not only would it have perfect on curve synergy with Barrens Trapper (turn 3, turn 4), it also can be summoned by Death Speaker Blackthorn. (and it summons a Demon so it surely belongs to this Demon Hunter deck :P)
The more targets we have with Razorfen Beastmaster the better (and Blizzard wants to sell new cards...) so Renowned Performer needs to be in there as well. Which brings us to the other theme of this deck and that is death events. A Renowned Performer has a total of 3 death events and other cards in this deck have multiple as well (Burning Blade Acolyte) so I would build up on that strength and fill the rest of the curve with synergy cards like Coordinated Strike, Feast of Souls and Expendable Performers. This can fuel our ultimate endgame threat Blood Herald. I'm playing this right now and it destroys Control because of the reasons stated above: it never dies.
but of course it's super vulnerable vs. Aggro. I'm facing mainly Aggro so I will prbly switch to Control.
1
This. Quite honestly if they don‘t address Auctioneer+Conceal (which they never will) this will be a dead mode in a few weeks.
3
Yep same here.
0
But how do you do it on mobile?
0
Could very well be. Combo decks usually use minions and spells in combination for powerful effects. The Ranks make sure that you need to wait for later turns for their most efficient effect (which you can afford vs. Passive control, but not vs. Aggro).
0
Great card in combination with Renowned Performer. There will prbly be another Deathrattle card with 4 mana or below in this expansion to have more targets for this (prbly another swarmy card, neutral or DH card). They expanded on the swarmy combo theme in Darkmoon with Renowned Performer and Expendable Performers and this will fit just nicely into something like this:
I'm curious on which card will replace Nethrandamus as he will rotate out and was an important piece of this deck to be duplicated with Zai, the Incredible.
3
Just bad luck, these high rolls can happen. If you were a mage with Flame Ward up and other control tools, he would prbly give up two turns later. So, just concede and move on.
0
A fun Rush based, swarmy Demon Hunter deck I'm having lots of fun with right now. I was surprised of it's power level too. It relies on tons of death event/rush synergy and can really be a problem for Control decks out there. Also, if you ever wanted to have a 30/30+ minion on board, this is the deck to try out :D
Have fun!
0
Biggest problem are the basic/classic cards that increase in power as well in combination with the new cards. Deadly Poison, Eviscerate and Sinister Strike especially. Nitroboost Poison, Deadly Poison and Self-Sharpening Sword are crazy and allow you to deal up to 10 damage to face. Two weeks, just wait two weeks. (they struggle with minion flooding though, Murlocs are good at countering them because the rogues often times trade with their stealth minions and can't keep up with your minion spam)
0
Ragnaros the Firelord is bad vs. Aggro since a 1/1 Murloc could catch those 8 damage quite easily, and usually minion based aggro decks keep pumping out minions each turn, making those 8 damage useless turn after turn. But if you opponent plays passive, Control, than chances are you hit face more often since Control tends to play less minions early game and single big minions later, giving you a higher chance to hit face and even bypass Taunts with Ragnaros the Firelords ability. (he actually fits great in a big spell Mage deck with Pyroblast, Fireball, Ice Lance, Frostbolt Combo deck because these spells can give you the extra reach you need combined with Ragnaros ability)
Troublemaker gives you a higher chance to survive vs. Aggro because you have two potential enemy minion hits instead of only one. However, I wouldn't classify it a Control card either, but it's certainly better if you want to stand a chance vs. Aggro.
It's kinda similar to how Wrathscale Naga + Command the Illidari behaves vs. a big board or vs. a single big minion like Rattlegore.
Vs. a big board, the Wrathscale Naga damage goes all over the place, and with bad luck doesn't hit any minion because of it's random enemy ability. But if you opponent plays a single Rattlegore on the board, chances are you win the game with that combo because each attack has a 50% to hit face compared to having multiple enemy minions as potential targets. Same goes for Imprisoned Antaen or C'Thun, the Shattered by the way.
1
I'm using G'huun the Blood God in an Aggro Priest, with some Flesh Giant, Brittlebone Destroyer Synergy. Works great. I don't think you want to take too much damage from those 2 cards and it's a great reload to the board. Try this:
0
If you've seen the Darkmoon Faire Release Stream they where showing a C'thun deck using Stowaway to draw those pieces, relatively reliably. I believe if you pair this guy with some bounce effects like Tenwu of the Red Smoke you can get C'thun working very consistently.
C'Thun, the Shattered is a typical combo card. It's a 10 mana 6/6 which deals 30 damage randomly split among all enemies. What does this tell us? It has weak stats for 10 mana and it's ability is its strength. It doesn't provide any protection for your hero, no Taunt, no Healing, and it takes a while to play it. Also the 30 damage on a wide board of murlocs vs. Aggro wouldn't really do anything. If our opponent plays Control though, with not a lot of minions but rather early board clears and spells, those 30 damage can certainly hit our opponent's hero instead. So it's clearly a Combo deck and prbly meant to be played with Rogue to make it work. I really can't see it happen in any other class right now.
Because it's a combo piece and you technically have 5 more cards in your deck than usual I believe 5 mana for a removal card is fine though. It's supposed to be slow and useless vs. Aggro. But has tons of value. I wouldn't put C'Thun, the Shattered in a Control based deck. Board clears would do the job just fine and most of the time C'thun wont go off anyways.
5
JOIN OR DIE! or both
0
That's what Aggro is for. This combo will never work vs. Aggro because Aggro is out of cards at this point (7 Mana Crystals) anyways. Also, as most people mentioned above, I don't believe this is as problematic as you think it would be.
0
Just don‘t think too much about it. The game is all about percentages, and there are hard counters vs. specific deck archetypes that just don‘t allow you to win often times.
If you encounter a bunch of them in a row it‘s just bad luck. Think of it like roulette. If you bet on red and then the result is black 9 times in a row, it‘s just a rare loss streak. But you can also experience the opposite and make legend so just don‘t give up. It‘s not always missplays and not enough experience which loses you games. Often times it just comes down to matchups.
If you run a murloc deck with strong minion synergy but your opponent is control and disrupts that synergy every turn, theres really nothing you can do about it. You just encountered the counter archetype, control.
The trick is to create a really good aggro deck that has above 50% winrate vs other aggros, because combo is fodder for you and you can rarely beat a deck that fully commits to control style anyways. All these things combined you need to stay above 50% and your good. The rest is decided by your trades, card draw, meta knowledge and matchups.