• 2

    posted a message on Jade Deathrattle Rogue

    Generally I have been holding him till I can combo him since the combos are insane from a tempo stand point. 

    Unearthed Raptor = copy a deathrattle x2 (x4 if you copy a raptor that had copied a minion while Brann was out)

    Antique Healbot = heal for 16

    Dark Iron Skulker = 4 dmg AOE against undamaged enemies

    Abusive Sergeant = +4 attack

    Azure Drake = draw 2

    Dr. Boom = Summon 4 Boom Bots

     So in other words don't waste Brann Bronzebeard, he can be a massive tempo swing but at the same time don't feel like you must hold him for 1 particular combo, if you think that "X" combo will be a big enough tempo swing to put you back in the lead if behind or if it will secure the victory when ahead then it is likely the right play. Play each turn with the goal of getting more tempo than the other guy since that is ultimately how this deck wins

    Posted in: Jade Deathrattle Rogue
  • 3

    posted a message on New Priest Card - Excavated Evil

    So I spent a long time talking about this card with 2 friends at Blizzcon. This card has a lot more potential than it appears at first. So what does this card do? It is a 3 damage AOE as well as a tempo disrupter.

    AOE: 3 Damage to all minions on the board ~~~ What does is accomplish? It shuts down aggro and can clear out the early minions of tempo decks. The majority of your minions would survive anyway because Priests have high health minions that normally dodge the 3 damage

    Add the card to the opponents deck ~~~ This card is the only card that can disrupt your opponent's draw tempo which is HUGE. I had a chance to talk to Firebat, Orange, Purple, and Nias at blizzcon and they all seemed to agree that the worst thing about the game is that extremely tempo favored to a ridiculous degree. As Firebat pointed out, if you look at his performance at last years blizzcon he never made any crazy plays, he simply played on curve and it won him the world championship. So what does this has to do with this card? well it makes it extremely strong against aggro, tempo, and midrange. All of these decks rely on card draw tempo to ensure that they have options every true. On top of the tempo they lose from the minions that die to the AOE they later lose more tempo due to drawing a dead card later on. They can't easily make use of the card because it kills their own board as well. If they do use the card then it will likely have to be comboed with them sacrificing their board and will give you a chance to draw it again allowing you an additional board clear. 

    What card(s) would this replace? ~~~ This would most likely replace Soulpriest + CoH combo because this combo already shows that you are willing to run a 4 damage aoe that hits your minions so for 1 more mana, 1 less damage, and 1 deck slot that it freed up (Huge for priest because they have the interesting issue of having so many good cards that you can't run them all in 1 deck without a bunch of 1 ofs) 

    So when will you run this card? ~~~ This card will be run in the tempo/aggro heavy meta. This card really bad in control matches however because it likely won't have much impact on the board but gives the other guy an additional card in this deck that can lose you the match if it goes to fatigue. 

    Posted in: Card Discussion
  • 3

    posted a message on [LEGEND]SteveFrench's Midrange Hunter 3.1

    Midrange hunter is much closer to the aggro spectrum then it is to the control spectrum. As such healbot, while it would be a temporary fix, would mostly just cause you to lose matches because it is a huge tempo loss. A better option would be to swap Stranglethorn tiger for a Sludge belcher. Unlike healbot which simply gives you a heal of 8 that an aggro deck can easily bash through, sludge belcher represents a very hard to deal with body that requires a fair amount of the opponent's board to be sacrificed in order to remove it if they don't have a silence.

    Posted in: [LEGEND]SteveFrench's Midrange Hunter 3.1
  • 2

    posted a message on Is there any Honor left?

    It depends. 95% of the time I will just kill them and not BM. When I do BM I actually do it out of respect because the way I see it I am showing the other person that the match would have still ended the same way even if they did a certain play differently, showing them that the point in which they lost was not because of a choice at the end but because of something earlier in the match. Generally the situations where I do this is when on the last turn when the person used almost the full time debating between 2 different plays, I am basically showing them that that choice was not the make or break turn of the match. I do this because I hate being in that situation and not knowing if I had chosen to make the other play if it might have been different or if they had the cards needed to kill me either way.

    Posted in: General Discussion
  • 7

    posted a message on [TGT Top 10 Legend] Mysterious Challlenger Midrange (74% Winrate to Legend)

    It is because with 2 you are more likely to draw one. Game generally don't last past turn 7 or 8 meaning  that you need to have the best chance possible of drawing it in the the first 10 cards of your deck.

    Edit: my comment about the not lasting past turn 7 or 8 was for my first 15 games I mostly dropped Mysterious Challenger on 6 and they couldn't deal with the secrets. Now that I've gotten up to where everyone is fighting to get to legend and am about 40-50 match in with the deck I see that match normally do last much longer when they know how to deal with the secrets

    Posted in: [TGT Top 10 Legend] Mysterious Challlenger Midrange (74% Winrate to Legend)
  • 2

    posted a message on [TGT Top 10 Legend] Mysterious Challlenger Midrange (74% Winrate to Legend)

    I have to say that this deck is impressively well rounded. So far I have gone 13/2 with it. It feels like it plays a lot like midrange hunter in that it often has a way to remove most threats and has massive Knife Juggler potential. running only 1 of the secretes is also a really good call, makes the deck way more consistent 

    Posted in: [TGT Top 10 Legend] Mysterious Challlenger Midrange (74% Winrate to Legend)
  • 1

    posted a message on Thoughts About Meta Trend Lists? Is It Crap?

    I would say that they are generally useful for around rank 5 to legend. At lower ranks generally 2 things will stop you from shooting up in rank, 1. you are playing a deck that can't handle aggro well and just get crushed by fast decks or 2. you haven't learned the deck well enough yet and are making mistakes with trading (or not trading), not using the right removal at the right time, not knowing the correct way to achieve victory against certain match ups, ect.

    My advice is to not really worry too much about meta lists at your rank, instead pay more attention to noticing mistakes in your play. You can do this by after each match ask yourself "at what point did I (take control/lose control) of the match", "what did I mulligan for and how useful were the cards I got? how long did I have to wait to make use of that card in this match up?", "Did I ever have control of this match? If not then is there any changes to the deck I can make to help slow down aggro decks at the start or did I just get a bad starting hand". Other than that, I recommend watching streamers that are really good at the decks you are trying to play. For handlock I would recommend checking out Karmaah, she is really well known for her skills with handlock and miracle/oil rogue.

    Posted in: General Discussion
  • 3

    posted a message on Legend Hunter ! (2-3 hours farming)

    While I haven't tested it from personal experience I would guess that double Flares would likely be pretty bad unless you are facing nothing but mage and paladins. Back when Flare was 1 mana there wasn't really a reason not to run 2 of them since at worst (meaning against a deck that had no secrets) you would just flare on turn 1 when you didn't have a 1 drop or when you had a spare mana crystal (which is fairly common around turns 4-6 for hunters). Ever since Flare was nerfed to 2 mana the worst case scenario is pretty bad. Say you get flare in your opening hand against a deck that doesn't have secrets, Midrange hunter is designed to always be playing right on the mana curve on turns 2 and 3 and frequently on turns 4 (or they use a 3 drop on 4). turn 5 is often either a 5 mana drop, a 2 mana and 3 mana drop, or two 2 mana drops with a 1 mana drop if possible. Then on turn 6 ideally you drop highmane followed by Dr. Boom on 7. Now while it is rare that you manage to curve perfectly all the way till turn 7, the key turns to curve perfectly are turns 2 through 4... Normally a hunter is able to do that very well the exception is when your hand gets clogged with cards that are dead in the early game such as Hunter's MarkBear TrapFreezing TrapKill CommandUnleash the Hounds,HoundmasterRam WranglerSavannah HighmaneStranglethorn TigerDr. Boom & depending on who you talk to Quick Shot (personally I still consider it a bad card for midrange hunter in most cases). That list is already fairly large compared to the previous midrange hunter that didn't have Ram WranglerHunter's Mark. The question is do you really want to add 2 Flares and raise the likelihood of having a bad start all the more which, unless you have enough experience with midrange hunter to know how to navigate a slow start (coming from someone with well over 1k midrange hunter wins, it is extremely difficult thing to do), likely a slow start will mean a loss.

    So to answer your question I think it is very doubtful that 2 Flares would work well because the new type of midrange hunter already is far more prone to bad starts than the previous version of midrange hunter

    Posted in: Legend Hunter ! (2-3 hours farming)
  • 1

    posted a message on The hidden treasures of TGT

    I've mostly been experimenting with Control Hunter (with a fair amount of success, went 9-2 last night) but in my experience:

    King's Elekk Great card especially in control hunter, I've won every joust against aggro decks, most jousts against midrange, and around 50% against other control decks.

    Powershot This card shuts aggro decks down so hard. They drop all but 1 or 2 cards in their hand by turn 3 and then you clear their board on 3 having only allowed them to push about 4 to 6 damage. Honestly I will likely test this card in midrange hunter when the meta becomes face oriented since midrange hunter has a hard time clearing minions while also dealing face damage.

     

    Posted in: General Discussion
  • 2

    posted a message on Back and Kara READY! Midrange Priest

    they are both tempo swing cards. If the opponent pays the mana for a weapon that it then doesn't get the full use out of then it sets them behind. Difference between ooze and harrison is that ooze allows better mana use (generally) the turn it is played because it costs less as were harrison provides a much larger tempo swing because of the card draw.

    Posted in: Back and Kara READY! Midrange Priest
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