Synergy with Free Admission. Not only can it be drawn reliably (and could be played the turn after) but it can also reduce it's mana cost so the Corruption is easier to trigger. Also 2x Ring Matrons could work there. Noice.
Every card is designed to beat it's favoured matchup. In the case of Tickatus we have a very cheap minion with great stats that has a negative ability which is absolutely meaningless if used in the right Archetype which is Aggro. Aggro never uses all cards if the matchup is Aggro or Combo. And the Corrupted version really messes with combo, which is it's favoured matchup.
It's ability is only really useless vs. Control because due to one board clear after another you will need more resources to flood the board (which this card destroys) and destroying your opponents cards doesn't really do a lot since your control opponent will go 2 cards for 1 card or even 3 or 4 for 1 card anyways with board clears making the lost 5 cards irrevelant to control.
So I would say it's a really neatly designed card.
It is comparable to Glide (which is also an Aggro card and destroys any handbuffs, which is used in a lot of combo decks)
With all those funny festival cards I‘d like to see the Warlock Spell Fear: Target a minion. It leaves the battlefield and returns 2 turns later. (With a haunted house card art)
The new Combo Legendary. Put in all swarmy Illidari Cards + Blood Heralds and Big Demons (Imprisoned Antaen+Fel Summoner+Priestess of Fury+Felosophy) and you have a neat Value generator. Only viable vs. pure control so they run out of hard removals. Useless vs. Aggro. It's about filling the board with big stuff midgame and this helps keeping up the pressure. It's basically 2x Felosophy attached to a minion. 2x Nethrandamus are kinda hard to deal with if you play control with low damage board clears.
All the soul fragment cards are supposed to be used in the control archetype of DH and work best if you use all of them (so you won't draw the fragments and not be able to use their combo cards + each soul fragment card boosts Soulciologist Malicia).
I think it's a great idea but the burst is a tad too much with Soulshard Lapidary. The power level is too high of this card and I would at least tone down the minion to 3/5 or 2/5 so it's more in line with traditional control minions and maybe even give +4 attack instead.
But yea, more taunt minions in your deck can kinda counter DH with all its ways to go directly face but it's tough to beat. But usually I can counter Soul DH with murloc paladin since they mostly don't run all fragment cards and can't deal with the board-reloads murloc paladin can do right now.
Yes, also like the evocation one since it can no longer be generated via that neutral 2/2 minion. Games with 4 evocations and more were kinda ridiculous.
just wanted to share my list I reached legend with last month and am going to reach this month as well. It has a great curve and is definitely a lot of fun!
The problem really is the standard set. Innervate can still be mixed with the new cards 6 years after and hunter still uses charge minions that should have rush instead and other powerfull basic cards - after 6 years.
Ramp combo druid is way too strong against their actual nemesis - aggro.
Twilight Runner should also only draw one card since GA already draws two Minions and puts them on the board.
Bomb warriors are weak to aggressive decks Their win con takes some time to set-up and they have expensive board clears, their cheapest one, Bladestorm, can be played around with. In a deck of 30, Sword and Board, EVIL Quartermaster, and maybe Shield Block are the best early game tools. If they don't draw those they lose.
Alternative is to tech in weapon removal in whatever deck you run. Most bomb warrior lists only run 3 weapon iterations (2 Wrenchcalibur and 1 Hoard Pillager).
This. Bomb archetypes are combo decks and lose to aggro. Just make sure you have a minion to play each turn, play smart around boardclears (which they also run) and you win by turn 6/7.
Any bomb decks (also deathrattle hunter back in boomsday) are combo since they take time to set up but do massive unblockable damage over time. But only if you draw a lot of your cards of your deck, which isn't the case with an aggro deck (you only use like 1/3 of your deck -> you don't draw that many bombs). Combo destroys control and control likes to go lategame, that's why it's usually an auto-lose if you want to destroy bomb with control.
Now tell me, which legendary is good for which archetype given that Blizzard always offers all three archetypes (Aggro, Combo, Control) and tries to boost them for each class in every expansion ? Nah, don't read further, try it yourself. Ok, here is the solution:
Disciplinarian Gandling: Aggro, with Desk Imp, Fiendish Servant, Chaos Gazer and other smaller demons (feel free to filter your collection now ;) ) relatively broken, THE Combo destroyer (which aggro is designed for). Add the lackey package (Boneweb Egg + EVIL Genius) and Hand of Gul'dan + Nightshade Matron and you are good to go. Remember not to shuffle in too many spells since this is a minion based deck, as all aggro decks should be (the only spell you def. need is Felosophy). Bonus Tip: Hand of Gul'dan is your highest cost card in the deck! And you will need Kanrethad Ebonlocke too! Remember, you want to be able to play a minion every single turn!
Now what counters aggro? Yes, control...
Soulciologist Malicia: Control, with all the Soul Fragment cards which are all defensive (Heal and Taunts) this is the new package you should use in control (thats where you need your Void Drinkers). No, we don't want to develop a board up until turn 5ish (School Spirits, *cough*) Now you only have to fill the gaps (look at the mana curve!!!) to make an efficient board centric control deck. Bonus Tip: Early boardclears, big defensive minions in endgame. Of course, like all control decks, you are vulnerable to...guess what...combo! So here we are with...
Archwitch Willow: Combo. Given that combo is designed to counter control we need to think about the game mechanics which are super efficient vs. Control and that is (and now it gets a bit more complicated and there will be more text):
- Sticky Minions, so boardclears and single target removal spells are pretty much useless (Deathrattles!) or force your opponent to use at least 2 cards to remove 1 card! Here is a list of Combo Deathrattle cards which crush Control but are pretty useless against Aggro! They sacifice stats for their ability to stay on the board and deal less but constant damage.
Now: Blizzard gets really creative when it comes to Combo decks and this is actually the only archetype where you can really go nuts with hidden game mechanics. Here are two examples: Fel Summoner + Imprisoned Antaen. Again, both cards pretty useless against Aggro which is intended, but Control will struggle. Why? If Fel Summoner picks Imprisoned Antaen and puts it on the board you not only have an untargetable minion (Removals!!) which is immune to board clears and will definitely trigger its ability and usually hit face (since control doesn't like playing minions early on) once it awakens. You also will be able to trigger its Dormant effect 1 turn earlier because if your (ideally) control-opponent kills the Fel Summoner the Imprisoned Antaengets placed on your opponents turn! Shuffle in all those swarmy Illidari Cards + Feast of Souls+ Nethrandamus and two sticky Coilfang Warlords + Pit Commander and add Blood Herald and Fel Guardians from the new expansion and there you have the Combo Deck Blizzard used in testing.
Venomizer + Missile Launcher. This Combo was extremely powerful when Deathrattle Bomb Hunter was a thing back in the Boomsday expansion. It's an 8 Mana Combo and is great after a Boommaster Flark to detonate your own bombs as well as get rid of all the opponents minions. Because of all those 0/2 Goblin Bombs Control can't really use boardclears but if they leave them on the board Hunter could magnetize them. And here we are at the next mechanic control struggles with and that is:
- Unblockable Damage. While some classes like to spam the board with big minions (Warlock, Demon Hunter, Hunter, Druid) other classes have their own Combo way of dealing with Control and that is Bombs or even Weapons (yes, blockable by Taunt but still very valuable). And Blizzard likes to introduce different Combo mechanics to all classes over the course of several expansions (we had Deathrattle Rogue, Deathrattle Druid etc.)
Shuffling in Bombs is most efficient vs. an opponent who will usually try to drag out the game further (more bombs will be drawn and trigger). Thats also balanced in a way that aggro doesn't have so much struggle with bombs since they aim to finish off the opponent by turn 6/7 and only use half of the deck most of the time anyway, thus not drawing all bombs. And since Control is very board centric, they can't deal with that unblockable damage except heal. But the value those bombs have in combination is so crazy that the heal will not be enough. Most recent example: Wrenchcalibur + Doctor Krastinov. Again, Krastinov sacrifices stats to boost the weapon in combination. Mage is using big spells here instead (but that would probably make this already very long post explode). Hint: in Classic it was big spell Combo with Fireball, Pyroblast, Ice Lance, Frostbolt and Ragnaros the Firelord. (Fun Fact: If you read the Imp Gang Boss flavor text there is even confirmation for that :P). Ragnaros came back to Mage in the form of Jan'alai, the Dragonhawk in Rastakhan's Rumble.
Ok so to summarize: Unblockable Damage as well as sticky minions are hard to deal with for Control and are designed to beat them. We can summarize both effects to one word and that is: Value
So, back to the deck: Yes, you need your Enhanced Dreadlord in this one for Archwitch Willow to work! I know, Plague of Death is a thing but don't worry - you will have enough big ones to overcome that! Plague of Death was only created to balance the Control to Combo interaction. Remember, Combo is designed to counter Control but with the latest expansions the power level of single cards and also combos increases.
Say a pure Combo deck wins vs. a pure Control deck with a chance of 75%-80%. If you now increase the power level of single cards (given that the game mechanics simply don't allow a Control deck to be able to deal with all the threats of an efficient Combo deck), the winrate would increase too. To counter that, some Control cards will get the ability to counter some Combo boards (e.g. Plague of Death or Earthquake). So you have two cards to counter some Combo Deathrattle boards but you are still in a bad position as Control.
- so Value: You want to dry out Control's removals by playing one big minion after another and since Control is very board centric you can and should use your Hero's health as a resource so we need the hero-damaging cards of the new expansion (which usually needs combos to activate) and cards that draw our deck faster or generate more cards for more value - Twisted Knowledge and Demonic Studies. They also make sure you don't lose too many cards in your hand so The Dark Portal is easier to trigger.
Now I don't know if we can afford to use all the Handlock cards Abyssal Summoner and Valdris Felgorge, I believe they are now replaced by all those hero-damaging cards of the Scholomance expansion like Flesh Giant and Brittlebone Destroyer (again, terrible vs. Aggro but great vs. Board Clears and big late game minions). Just use all the new hero-damaging combo cards and fill the gaps (look at the mana curve!) with cards that synergize well and there you have your Combo deck.
Sorry for the wall of text. I will release videos on youtube on that game design stuff in Hearthstone soon so if you are interested...there will be more to it soon!
UPDATE: After tons of testing it seems like Blizzard went the Chip-Damage route fort the aggro archetype for last expansion and is backing that up with the new MatDF cards. Flesh Giant,Brittlebone Destroyer and Raise Dead are part of this aggro deck while Felosophy belongs to the value Combo deck. Here is the link to my aggro deck:
Rattlegore is a typical and great card in combo decks (Looking at you ancestral spirit). Absolutely valuable and a pain to remove for control but way too slow vs aggro. Love it!
3
Synergy with Free Admission. Not only can it be drawn reliably (and could be played the turn after) but it can also reduce it's mana cost so the Corruption is easier to trigger. Also 2x Ring Matrons could work there. Noice.
0
Every card is designed to beat it's favoured matchup. In the case of Tickatus we have a very cheap minion with great stats that has a negative ability which is absolutely meaningless if used in the right Archetype which is Aggro. Aggro never uses all cards if the matchup is Aggro or Combo. And the Corrupted version really messes with combo, which is it's favoured matchup.
It's ability is only really useless vs. Control because due to one board clear after another you will need more resources to flood the board (which this card destroys) and destroying your opponents cards doesn't really do a lot since your control opponent will go 2 cards for 1 card or even 3 or 4 for 1 card anyways with board clears making the lost 5 cards irrevelant to control.
So I would say it's a really neatly designed card.
It is comparable to Glide (which is also an Aggro card and destroys any handbuffs, which is used in a lot of combo decks)
0
With all those funny festival cards I‘d like to see the Warlock Spell Fear: Target a minion. It leaves the battlefield and returns 2 turns later. (With a haunted house card art)
0
The new Combo Legendary. Put in all swarmy Illidari Cards + Blood Heralds and Big Demons (Imprisoned Antaen+Fel Summoner+Priestess of Fury+Felosophy) and you have a neat Value generator. Only viable vs. pure control so they run out of hard removals. Useless vs. Aggro. It's about filling the board with big stuff midgame and this helps keeping up the pressure. It's basically 2x Felosophy attached to a minion. 2x Nethrandamus are kinda hard to deal with if you play control with low damage board clears.
-1
A new Combo for Combo Hunter, this + Maxima Blastenheimer, terrible vs. Aggro but great vs. Control without a board.
0
If you like Murlocs try this:
worked for me to reach legend last month, now I‘m at rank 3 and didn‘t really play a lot.
0
All the soul fragment cards are supposed to be used in the control archetype of DH and work best if you use all of them (so you won't draw the fragments and not be able to use their combo cards + each soul fragment card boosts Soulciologist Malicia).
I think it's a great idea but the burst is a tad too much with Soulshard Lapidary. The power level is too high of this card and I would at least tone down the minion to 3/5 or 2/5 so it's more in line with traditional control minions and maybe even give +4 attack instead.
But yea, more taunt minions in your deck can kinda counter DH with all its ways to go directly face but it's tough to beat. But usually I can counter Soul DH with murloc paladin since they mostly don't run all fragment cards and can't deal with the board-reloads murloc paladin can do right now.
2
Yes, also like the evocation one since it can no longer be generated via that neutral 2/2 minion. Games with 4 evocations and more were kinda ridiculous.
0
Hey,
just wanted to share my list I reached legend with last month and am going to reach this month as well. It has a great curve and is definitely a lot of fun!
Some ideas on how to pilot this is in the deck description. Have fun reaching legend! :)
0
Congrats! Just hit legend too with this Murlocadin, pretty silly boards at times:
1
The problem really is the standard set. Innervate can still be mixed with the new cards 6 years after and hunter still uses charge minions that should have rush instead and other powerfull basic cards - after 6 years.
Ramp combo druid is way too strong against their actual nemesis - aggro.
Twilight Runner should also only draw one card since GA already draws two Minions and puts them on the board.
0
This. Bomb archetypes are combo decks and lose to aggro. Just make sure you have a minion to play each turn, play smart around boardclears (which they also run) and you win by turn 6/7.
Any bomb decks (also deathrattle hunter back in boomsday) are combo since they take time to set up but do massive unblockable damage over time. But only if you draw a lot of your cards of your deck, which isn't the case with an aggro deck (you only use like 1/3 of your deck -> you don't draw that many bombs). Combo destroys control and control likes to go lategame, that's why it's usually an auto-lose if you want to destroy bomb with control.
0
It's relatively easy folks. We got 3 different legendaries with the new expansion, Disciplinarian Gandling, Archwitch Willow and Soulciologist Malicia.
Now tell me, which legendary is good for which archetype given that Blizzard always offers all three archetypes (Aggro, Combo, Control) and tries to boost them for each class in every expansion ? Nah, don't read further, try it yourself. Ok, here is the solution:
Disciplinarian Gandling: Aggro, with Desk Imp, Fiendish Servant, Chaos Gazer and other smaller demons (feel free to filter your collection now ;) ) relatively broken, THE Combo destroyer (which aggro is designed for). Add the lackey package (Boneweb Egg + EVIL Genius) and Hand of Gul'dan + Nightshade Matron and you are good to go. Remember not to shuffle in too many spells since this is a minion based deck, as all aggro decks should be (the only spell you def. need is Felosophy). Bonus Tip: Hand of Gul'dan is your highest cost card in the deck! And you will need Kanrethad Ebonlocke too! Remember, you want to be able to play a minion every single turn!
Now what counters aggro? Yes, control...
Soulciologist Malicia: Control, with all the Soul Fragment cards which are all defensive (Heal and Taunts) this is the new package you should use in control (thats where you need your Void Drinkers). No, we don't want to develop a board up until turn 5ish (School Spirits, *cough*) Now you only have to fill the gaps (look at the mana curve!!!) to make an efficient board centric control deck. Bonus Tip: Early boardclears, big defensive minions in endgame. Of course, like all control decks, you are vulnerable to...guess what...combo! So here we are with...
Archwitch Willow: Combo. Given that combo is designed to counter control we need to think about the game mechanics which are super efficient vs. Control and that is (and now it gets a bit more complicated and there will be more text):
- Sticky Minions, so boardclears and single target removal spells are pretty much useless (Deathrattles!) or force your opponent to use at least 2 cards to remove 1 card! Here is a list of Combo Deathrattle cards which crush Control but are pretty useless against Aggro! They sacifice stats for their ability to stay on the board and deal less but constant damage.
Dr. Morrigan, Cairne Bloodhoof (one of the earliest ones, with Cairne on turn 6 and Ancestral Spirit+Faceless Manipulator on Turn 7!), Coilfang Warlord, Rattlegore
Now: Blizzard gets really creative when it comes to Combo decks and this is actually the only archetype where you can really go nuts with hidden game mechanics. Here are two examples: Fel Summoner + Imprisoned Antaen. Again, both cards pretty useless against Aggro which is intended, but Control will struggle. Why? If Fel Summoner picks Imprisoned Antaen and puts it on the board you not only have an untargetable minion (Removals!!) which is immune to board clears and will definitely trigger its ability and usually hit face (since control doesn't like playing minions early on) once it awakens. You also will be able to trigger its Dormant effect 1 turn earlier because if your (ideally) control-opponent kills the Fel Summoner the Imprisoned Antaen gets placed on your opponents turn! Shuffle in all those swarmy Illidari Cards + Feast of Souls+ Nethrandamus and two sticky Coilfang Warlords + Pit Commander and add Blood Herald and Fel Guardians from the new expansion and there you have the Combo Deck Blizzard used in testing.
Venomizer + Missile Launcher. This Combo was extremely powerful when Deathrattle Bomb Hunter was a thing back in the Boomsday expansion. It's an 8 Mana Combo and is great after a Boommaster Flark to detonate your own bombs as well as get rid of all the opponents minions. Because of all those 0/2 Goblin Bombs Control can't really use boardclears but if they leave them on the board Hunter could magnetize them. And here we are at the next mechanic control struggles with and that is:
- Unblockable Damage. While some classes like to spam the board with big minions (Warlock, Demon Hunter, Hunter, Druid) other classes have their own Combo way of dealing with Control and that is Bombs or even Weapons (yes, blockable by Taunt but still very valuable). And Blizzard likes to introduce different Combo mechanics to all classes over the course of several expansions (we had Deathrattle Rogue, Deathrattle Druid etc.)
Shuffling in Bombs is most efficient vs. an opponent who will usually try to drag out the game further (more bombs will be drawn and trigger). Thats also balanced in a way that aggro doesn't have so much struggle with bombs since they aim to finish off the opponent by turn 6/7 and only use half of the deck most of the time anyway, thus not drawing all bombs. And since Control is very board centric, they can't deal with that unblockable damage except heal. But the value those bombs have in combination is so crazy that the heal will not be enough. Most recent example: Wrenchcalibur + Doctor Krastinov. Again, Krastinov sacrifices stats to boost the weapon in combination. Mage is using big spells here instead (but that would probably make this already very long post explode). Hint: in Classic it was big spell Combo with Fireball, Pyroblast, Ice Lance, Frostbolt and Ragnaros the Firelord. (Fun Fact: If you read the Imp Gang Boss flavor text there is even confirmation for that :P). Ragnaros came back to Mage in the form of Jan'alai, the Dragonhawk in Rastakhan's Rumble.
Ok so to summarize: Unblockable Damage as well as sticky minions are hard to deal with for Control and are designed to beat them. We can summarize both effects to one word and that is: Value
So, back to the deck: Yes, you need your Enhanced Dreadlord in this one for Archwitch Willow to work! I know, Plague of Death is a thing but don't worry - you will have enough big ones to overcome that! Plague of Death was only created to balance the Control to Combo interaction. Remember, Combo is designed to counter Control but with the latest expansions the power level of single cards and also combos increases.
Say a pure Combo deck wins vs. a pure Control deck with a chance of 75%-80%. If you now increase the power level of single cards (given that the game mechanics simply don't allow a Control deck to be able to deal with all the threats of an efficient Combo deck), the winrate would increase too. To counter that, some Control cards will get the ability to counter some Combo boards (e.g. Plague of Death or Earthquake). So you have two cards to counter some Combo Deathrattle boards but you are still in a bad position as Control.
- so Value: You want to dry out Control's removals by playing one big minion after another and since Control is very board centric you can and should use your Hero's health as a resource so we need the hero-damaging cards of the new expansion (which usually needs combos to activate) and cards that draw our deck faster or generate more cards for more value - Twisted Knowledge and Demonic Studies. They also make sure you don't lose too many cards in your hand so The Dark Portal is easier to trigger.
Now I don't know if we can afford to use all the Handlock cards Abyssal Summoner and Valdris Felgorge, I believe they are now replaced by all those hero-damaging cards of the Scholomance expansion like Flesh Giant and Brittlebone Destroyer (again, terrible vs. Aggro but great vs. Board Clears and big late game minions). Just use all the new hero-damaging combo cards and fill the gaps (look at the mana curve!) with cards that synergize well and there you have your Combo deck.
Sorry for the wall of text. I will release videos on youtube on that game design stuff in Hearthstone soon so if you are interested...there will be more to it soon!
UPDATE: After tons of testing it seems like Blizzard went the Chip-Damage route fort the aggro archetype for last expansion and is backing that up with the new MatDF cards. Flesh Giant,Brittlebone Destroyer and Raise Dead are part of this aggro deck while Felosophy belongs to the value Combo deck. Here is the link to my aggro deck:
Darkmoon Hurtlock (Legend)
Zoolock Deck
by IceD34ler - Nov 21, 2020
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Minion (24)
- 1x Disciplinarian Gandling
- 1x Kanrethad Ebonlocke
- 2x Darkglare
- 2x Flesh Giant
- 2x Boneweb Egg
- 2x Brittlebone Destroyer
- 2x Animated Broomstick
- 2x Desk Imp
- 2x Fiendish Servant
- 2x Man'ari Mosher
- 2x Midway Maniac
- 2x Neferset Thrasher
- 2x Soulbound Ashtongue
Ability (6)
- 2x Wicked Whispers
- 2x Backfire
- 2x Raise Dead
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2
Great Combo Card in a Big Demon Deck. Terrible vs. aggro but absolutely valuable vs. Control. The Dragonqueen Alexstrasza of Warlocks.
0
Rattlegore is a typical and great card in combo decks (Looking at you ancestral spirit). Absolutely valuable and a pain to remove for control but way too slow vs aggro. Love it!