Can you mind vision turn 1, get the opponents quest, and turn two play their quest and yours? or are you limited to just one quest at a time kinda deal?
turn 7 and you drawn a wrath, a giant and hemet. its more likely you draw just hemet than all 3 XD. assuming you play hemet turn 7 you draw a card from 4 cards left in the deck. you have a 2/4 chance of drawing a molten giant on the first draw and a 1/3 in drawing the second molten the following turn. this gives you the odds of 2/12 or 1/6. so 1/6 times you get ruined by drawing both molten's. And any previous turns you are equally likely to draw wrath and molten, and if you draw both moltens early just dont play hemet that game, make the rest of the deck some hand buff cheap minion deck that could win on its own.
assuming you go first, you have a (1- (29/30 * 28/29 * 27/28)) (10%) of getting in the opening hand, then factoring in mulligan if you dont get him is another (1- (29/30 * 28/29 * 27/28)) (10%) assuming you mulligan super aggressively thats 20% right off the bat.
Now drawing 2 of the same cards is much less likely to happen than drawing a single Hemet, and even if you draw hemet first 60% of the time, im willing to play that deck.
So the curator tutors out 2 charge minions think of it as a back up to you not drawing them, its an idea to ensure consistency. So say you draw it at 10 mana, by then hypothetically you should have your quest done by then. if you draw curator you get a free 10 damage along with it by drawing a 1 mana stone tusk boar, and a 2 mana blue gill. The bouncing affects at such a high mana i feel would often drain more mana than you would want, as you have to be wise on how mana is spent, as you will be wasting 4-8 mana to get out the quest requirement, if you add in 5 mana shadowcasters etc... the cost would go more late end instead of a rather aggressive deck.
and you are right on the shadow caster being a good effect, just with most cards being 1/2 mana, i feel the effect would be wasted. compared to hen used on a rag, or hogger, something with a cool affect that at 1 mana makes it crazy.
and the hand clog thing is a big worry for me with this deck, i have it written down (on paper when planning the deck out) that it could be beneficial to cut south sea deckhand and patches, in favour of si7 agent, or earthen ring farseer, leading to possible a more secure deck idea. as you can bounce novice engineer and a lot of others. It will really be down to play testing of how often this does happen. i feel with aggressive mulligans in not keeping the charge minions in favour of a bounce card, could help limit its potential downside with a hand full of bad charge minions.
i feel regardless of what it pulls it adds alot of value, it will either progress the combo along, or if it hits a spell most in this deck cycle, a sap lets you gain more tempo, so all in all any card you get would be helpful to letting you either live longer, or get the combo. The only card i have listed i would hate to get is vanish, at 2 with no preps its pushing how effective it can be already. And adding preps in would leave them as dead cards most of the time with no extensive spells, and no way to cycle it.
As mentioned above prep was kind of considered, but the aim is to get to the 4 of the same minions as quick as you can, a prep take a draw, a card slot, to gain a tempo of 3 mana, i feel with including it you run an issue of it not directly affecting your intentions. Shiv for instance is mainly for the drawing power, sure the one damage and with thalnos can kill things, same with fan of knives, but its need was the draw. if there is alot of draw and no need for so much, they can be switched out for shadow strike and more powerful removal, but untill i can play test it i wont be sure on the balance between consistency in getting the combo out and living.
swashburglar is similar as prep, its a great card and adds alot of value, i would see it as good when you want better removal, but the issue is you take a gamble, it doesnt directly add in itself to you getting bounce cards, or cards that draw your charge minions. It can give them to you, but the odds you get one of the things that is directly helpful isnt that great. A novice engineer improves your consistency, thins your deck which you want, and lets you pursue the use of the cards in your deck that are formed to be used together.
just use the jade golems as a tempo play, dont need to invest too heavily into it. and in addition rouge got 2 insanely powerful neutral tools in mistress of mixtures as a heal card, and small time buccaneer as a tempo card. Play the archtype with n'zorth as a finisher, vanish to counter grimey goons decks, and beneath the grounds to stop the kabal decks, you should get jades big enough to kill whilst just tempoing/ disrupting your opponent.
there was a joke about tempo storm always have a code for everything and "selling out" the code was always tempo, was just making a joke. but in all seriousness its a good site.
Im just gonna hope i can make battlecry druid a thing, play this then recombobulator it maybe? or bounce it back to your hand with youthful brew if you want XD. This expansion will be fun.
0
Can you mind vision turn 1, get the opponents quest, and turn two play their quest and yours? or are you limited to just one quest at a time kinda deal?
0
Could be played along side paladin secret right? if you get unlucky and your minion gets targeted it adds to your 6 spells cast.
0
turn 7 and you drawn a wrath, a giant and hemet. its more likely you draw just hemet than all 3 XD. assuming you play hemet turn 7 you draw a card from 4 cards left in the deck. you have a 2/4 chance of drawing a molten giant on the first draw and a 1/3 in drawing the second molten the following turn. this gives you the odds of 2/12 or 1/6. so 1/6 times you get ruined by drawing both molten's. And any previous turns you are equally likely to draw wrath and molten, and if you draw both moltens early just dont play hemet that game, make the rest of the deck some hand buff cheap minion deck that could win on its own.
2
4 words: holy wrath, molten giant :D
0
assuming you go first, you have a (1- (29/30 * 28/29 * 27/28)) (10%) of getting in the opening hand, then factoring in mulligan if you dont get him is another (1- (29/30 * 28/29 * 27/28)) (10%) assuming you mulligan super aggressively thats 20% right off the bat.
Now drawing 2 of the same cards is much less likely to happen than drawing a single Hemet, and even if you draw hemet first 60% of the time, im willing to play that deck.
4
Is Everyone forgetting holy wrath and molten giant? you can make decks to almost guarantee a 25 damage blow to the face.
0
Is the effect only for the silver hands on the board? or all future silver hands?
0
So the curator tutors out 2 charge minions think of it as a back up to you not drawing them, its an idea to ensure consistency. So say you draw it at 10 mana, by then hypothetically you should have your quest done by then. if you draw curator you get a free 10 damage along with it by drawing a 1 mana stone tusk boar, and a 2 mana blue gill. The bouncing affects at such a high mana i feel would often drain more mana than you would want, as you have to be wise on how mana is spent, as you will be wasting 4-8 mana to get out the quest requirement, if you add in 5 mana shadowcasters etc... the cost would go more late end instead of a rather aggressive deck.
and you are right on the shadow caster being a good effect, just with most cards being 1/2 mana, i feel the effect would be wasted. compared to hen used on a rag, or hogger, something with a cool affect that at 1 mana makes it crazy.
and the hand clog thing is a big worry for me with this deck, i have it written down (on paper when planning the deck out) that it could be beneficial to cut south sea deckhand and patches, in favour of si7 agent, or earthen ring farseer, leading to possible a more secure deck idea. as you can bounce novice engineer and a lot of others. It will really be down to play testing of how often this does happen. i feel with aggressive mulligans in not keeping the charge minions in favour of a bounce card, could help limit its potential downside with a hand full of bad charge minions.
i feel regardless of what it pulls it adds alot of value, it will either progress the combo along, or if it hits a spell most in this deck cycle, a sap lets you gain more tempo, so all in all any card you get would be helpful to letting you either live longer, or get the combo. The only card i have listed i would hate to get is vanish, at 2 with no preps its pushing how effective it can be already. And adding preps in would leave them as dead cards most of the time with no extensive spells, and no way to cycle it.
As mentioned above prep was kind of considered, but the aim is to get to the 4 of the same minions as quick as you can, a prep take a draw, a card slot, to gain a tempo of 3 mana, i feel with including it you run an issue of it not directly affecting your intentions. Shiv for instance is mainly for the drawing power, sure the one damage and with thalnos can kill things, same with fan of knives, but its need was the draw. if there is alot of draw and no need for so much, they can be switched out for shadow strike and more powerful removal, but untill i can play test it i wont be sure on the balance between consistency in getting the combo out and living.
swashburglar is similar as prep, its a great card and adds alot of value, i would see it as good when you want better removal, but the issue is you take a gamble, it doesnt directly add in itself to you getting bounce cards, or cards that draw your charge minions. It can give them to you, but the odds you get one of the things that is directly helpful isnt that great. A novice engineer improves your consistency, thins your deck which you want, and lets you pursue the use of the cards in your deck that are formed to be used together.
0
just use the jade golems as a tempo play, dont need to invest too heavily into it. and in addition rouge got 2 insanely powerful neutral tools in mistress of mixtures as a heal card, and small time buccaneer as a tempo card. Play the archtype with n'zorth as a finisher, vanish to counter grimey goons decks, and beneath the grounds to stop the kabal decks, you should get jades big enough to kill whilst just tempoing/ disrupting your opponent.
0
A cheap mana cost paladin, maybe a divine shield variation since this expansion has mass aoe in it.
1
Didnt buy any packs but in like 5 packs got the new rag, and then shifter.
0
there was a joke about tempo storm always have a code for everything and "selling out" the code was always tempo, was just making a joke. but in all seriousness its a good site.
0
If you use the code TEMPO you can save 5% on keeping up with the meta
1
54 packs opened
1 legendary (mistcaller)
8 epics
58 rares
so guessing im one of the unlucky ones
0
Im just gonna hope i can make battlecry druid a thing, play this then recombobulator it maybe? or bounce it back to your hand with youthful brew if you want XD. This expansion will be fun.