• 0

    posted a message on Finally a Midrange Mage Deck

    Portal Mage
    Export to BBCode Export to Cockatrice Export to MarkDown Export to Html Clone this deck
    Minion (24) Ability (6)
    Loading Collection

    This is what I came up. Basically the point is tempo out your portal spawners and do things like kadgar + book to spawn a bunch of fel to deal with their board early or do things like use your twin spell or double 6 cost spawners. 

    Elekk and portal spawners are honestly amazing and the ability to draw as much as mage is really solid. Most of the time I find that the enemy can't deal with the constant tempo. 

     PS Portal's that get drawn with book of secrets can draw spells from your deck that don't get discarded by book of secrets effect

    The ravens are for some extra legendary adds and arcane smith is best used to grab counter spells vs other mages or other tempo removal decks. I really like the 4,5,6 elemental package as mostly some quick tools to play with and Conjurers calling works well with arcaneosaur.

     

    Btw your hand gets stuffed with a lot of stuff to work with so i found astro mancer being very useful

     

    Mulligans want

    -Novice

    -elekk

    -Raven

    -arcane keysmith

    -portal keeper

    -and water elemental

     (you could also keep book and argul)

    This deck can struggle against things like Hard aggro but we don't have that so much this meta right now so it's safer to play this deck now (only hard aggro is token druid and zoolock variants)

    This deck wins often in any matchup where your opponent relies on board removal to get by since your board comes back almost every turn

    It also wins against most other midrange decks because it can remove their minions and tempo out faster.

     

     

    Posted in: Mage
  • 0

    posted a message on Obsessed with Pogo's
    Quote from Deck_Fiend >>
    Quote from Echo_ >>
    Quote from Deck_Fiend >>

    I wanted to do something like this, but I ended up getting academic espionage so was thinking of making a burgle deck. I don't have the cutlass from the last expansion though unfortunately. 

    Reckon I'm gonna try a more simple version of a pogo deck later though. 

     Honestly you don't really need the cutlass. It's a strong card, but often enough it's just incredibly slow and doesn't give you any value until late in the game.

     thanks man. what about the unstable element? I was a disappointed not to drop it (I got all legendaries fro classes I barely have cards for, ha ha) if it's actually decent I may craft it though. also tess looks to be good, she won't rotate for a year so safe to craft now we have academic as ammo for her. 

    I don't know about crafting kingsbane just now though. 

     Unstable is good in Pogo/strider decks. You can do something like drop your deck to 0 cards and then use strider to guarantee you get 3 4/4s at the start of your next turn. or you can copy pogos and keep yourself out of fatigue range while being able to drop a pogo every turn. Its almost as annoying as jades to be honest. Kingsbane is great for early game pressure and its a late game fatigue stopper as well as just damage per turn if you need it against tanky decks.

    Posted in: Rogue
  • 0

    posted a message on Obsessed with Pogo's

    Literally Rewrote the early game by removing bombers and blade flurries for fan of knives, edwin, and blood mage. seems to be more consistent to say the least. Doesn't put pressure on late game decks like it did before with the bombers but its giving me better early game options.

    Posted in: Rogue
  • 3

    posted a message on Obsessed with Pogo's

    You can only play 1 kingsbane lol?

    Posted in: Rogue
  • 0

    posted a message on Obsessed with Pogo's

    Kingsbane Pogo Strider
    Export to BBCode Export to Cockatrice Export to MarkDown Export to Html Clone this deck
    Minion (19) Ability (9) Weapon (1) Playable Hero (1)
    Loading Collection

    This is currently what I'm running. It is literally the most Gimmicky shit posty thing I've ever played that still managed to work extremely well.

    Basically your Focus is Getting kingsbane early on with hopefully a deadly poison if you're lucky or getting doomsayers/backstabs(aka removal), or your henchies

    then it's kind of like playing choose your own adventure, are you winning with bombers, pogos, or striders?

    Striders are just a generally decent 4 drop to play on curve so they usually feel good to drop after a henchy

    Augmented elekk is literally dumb af, if you combo it on turn 7 with your strider you shove 6 spiders in your deck, or you could do elekk, pogo, lab recruiter to shove 6 pogos in your deck(shadowstep the recruiter for 6 more kek). Or you could do a turn 8 ellek+bomber to put some bombs in their deck (you can also do gimmicky things like shadow stepping your bombers and just flooding their deck with bombs, i got 5 bombs in someones deck by turn 6 with them being at like 20 hp so they gave up).

    Surprisingly the deck sports some decent draw power, cavern shiny, Minstrel is easy to get off and basically always will give you something useful, Myra's is actually pretty op because you set yourself to 0 cards in deck and then you toss more pogos in or your kingsbane to avoid fatigue.

     

    Ultimately DK valeera is just a way to make pogos and bombers more pressure in the late game

     

    Edits: Literally Rewrote the early game by removing bombers and blade flurries for fan of knives, edwin, and blood mage. seems to be more consistent to say the least. Doesn't put pressure on late game decks like it did before with the bombers but its giving me better early game options. I wouldn't mind an option to fit preps in though, if anyone sees a spot?

    Posted in: Rogue
  • 2

    posted a message on Kingsbane Pogo Strider

    Thanks, You're probably right. Blink Fox was just a fill to be honest.

     

    I did some edits, not sure on Mimic Pod anymore. It's either overkill or dead in my hand a lot of the time

    Posted in: Kingsbane Pogo Strider
  • 0

    posted a message on Control Paladin crushing the meta!!!

    OmegaLul

     

    I just want to let you know that 17-10 is not enough games to show the true performance quality of a deck. Even if it was 25-2 it still wouldn't change my mind. There is an element to playing more than 100 games with a deck where you realize 1 of the 3 things.

    1. Is it because the deck is good

    2. Is it because the player is insanely lucky with a bad deck

    3. is the deck pilot actually carrying a bad deck.

     

    usually 100+ games with multiple people playing the deck can figure this out. Chances are you're sitting on 2 right now. There is a possibility that you're a god at hearthstone and 3 is the truth. But I strongly doubt 1 is the case because 1 is like secret pally before year of the kraken where literally a bad player can win with the deck with bad luck.

    Posted in: General Deck Building
  • 0

    posted a message on Check Out! My 90% Winrate BigSpell Mage

    your pool size is still very small. 15 wins and 2 losses can easily turn into 15 wins and 5 losses which turns it into a 75% win rate deck that sounds way less impressive just saying. If you won 50 games and only had 5 losses Id say your deck was probably insane, but whenever you throw %s around you need to provide proof and huge pools. Also have to say its still early in the meta so its not uncommon to have unreasonably high win rates with what we think is an amazing deck thats actually tier3 or lower.

    Posted in: General Discussion
  • 4

    posted a message on The End of Hearthstone?

    Think of Ben Brode as like "President of the United States" He makes important decisions, can propose/veto anything, but chances are someone will easily be able to take over. Hamilton chu is kinda like a secretary of State, handling internal and external affairs(community things/flavor texts in game,business side). The US replaces these types of jobs in an even more stressful medium and keeps running so I wouldn't worry about it. Other people can be the face of Hearthstone, other people can lead a business conversation. Now if they start talking about replacing the whole lead design team, thats an issue.

    Posted in: General Chat
  • 0

    posted a message on Maly Druid

     

    Quote from EquinoxHS >>

     

    Quote from KitsuneRTC >>

     

    Quote from EquinoxHS >>
    Quote from KitsuneRTC >>

    I mean you can technically make it work in standard with the weapon that gives 10 mana. turn 9 you can play maly, break the weapon, get 10 mana to work with. use 2 moonfires for 6 damage face, and i guess you have 2 swipes for 9 damage a piece. so thats 12+18 which is decent if you can control the game that long.

    Even if it would work in Standard, it'd be shit.  You need Malygos to live, have the weapon be broken, and you also don't have some important cards.  The reason it works in Wild is because you can get a Moonfire to be 11-21 damage, and a Living Roots to be 12-22 damage, which is a guaranteed kill (unless your opponent has Ice Block, the crux of the deck.)
     
     uhhh on turn 9 you literally play maly and break weapon that has 1 hp left? maly doesn't have to "live" any turns, its all a otk, it just lacks extra face damage to work with but. Technically i guess if you did maly+ faceless + 2 moonfire and a swipe you'd get a better otk since that would be 11+11+ 14
    Completely misunderstood - my bad.  Hmmm, if I actually played Standard I'd try it.  Sounds like a good alternative, just might not be as strong as you lack cards like Poison Seeds.
     
     Well that tends to be the issue most of the time. You could probably get away with it, but it would probably always flop to control warrior
    Posted in: General Deck Building
  • 0

    posted a message on Maly Druid

     

    Quote from EquinoxHS >>
    Quote from KitsuneRTC >>

    I mean you can technically make it work in standard with the weapon that gives 10 mana. turn 9 you can play maly, break the weapon, get 10 mana to work with. use 2 moonfires for 6 damage face, and i guess you have 2 swipes for 9 damage a piece. so thats 12+18 which is decent if you can control the game that long.

    Even if it would work in Standard, it'd be shit.  You need Malygos to live, have the weapon be broken, and you also don't have some important cards.  The reason it works in Wild is because you can get a Moonfire to be 11-21 damage, and a Living Roots to be 12-22 damage, which is a guaranteed kill (unless your opponent has Ice Block, the crux of the deck.)
     
     uhhh on turn 9 you literally play maly and break weapon that has 1 hp left? maly doesn't have to "live" any turns, its all a otk, it just lacks extra face damage to work with but. Technically i guess if you did maly+ faceless + 2 moonfire and a swipe you'd get a better otk since that would be 11+11+ 14
    Posted in: General Deck Building
  • 0

    posted a message on Maly Druid

    I mean you can technically make it work in standard with the weapon that gives 10 mana. turn 9 you can play maly, break the weapon, get 10 mana to work with. use 2 moonfires for 6 damage face, and i guess you have 2 swipes for 9 damage a piece. so thats 12+18 which is decent if you can control the game that long.

    Posted in: General Deck Building
  • 2

    posted a message on The Pepper Thread - Share your good vibes!

     

    Quote from Razershard >>

    NEW META?!

     
     tbf I even got the tinker from pick pocketing using rogue class so this was just all sorts of rnjesus
    Posted in: General Discussion
  • 9

    posted a message on The Pepper Thread - Share your good vibes!

    Let the memes begin

    Posted in: General Discussion
  • 0

    posted a message on Finding Quest Pally Great

    Quest Midrange Pally
    Export to BBCode Export to Cockatrice Export to MarkDown Export to Html Clone this deck
    Minion (17) Ability (11) Weapon (2)
    Loading Collection

     

    Right now I'm running this list. It offers a lot against the influx of token decks as well as offers some real late game threats. Overall I'm finding the deck to play really consistently and it always feels good when hydrologist searches you the new epic secret. So far it hasn't struggled much and the games it's lost to are games where the early game was just so swung in the enemies favor (Ie they get perfect on curve plays while you sit holding four 4 cost cards in your starting hand).

     

    Btw, Genie + Glass Knight + Bol = a pretty cool on curve play that supports eachother pretty well if your face took any damage. Glass knight loses his shield, buffs bol, genie heals you, gives glass back his shield, etc. The card quality is also really great with this deck, and turn4 double Belling on the new chick who gets life steal taunt is also really nice (turn 4 4/9 with lifesteal taunt)

    Posted in: Paladin
  • To post a comment, please login or register a new account.