No amount of skill stops the opponent from playing a 2 mana card from his or her hand, you also have no way to sustain your health, good luck smacking things all game and expecting to survive
tracking kills most traps if youre fishing for weapons, counterintuitive
buzzard literally has nothing to draw with and kodos look out of place, why even bother, play novice and loot hoarder for unconditional draw
just tagging "for experts" doesnt give you credibility for a flaw concept if people dont get results
After 5 games here's what I think: this deck's removal is extremely good all around the game, the fact that an ooze can remove your main source of damage means nothing since you're dealing damage nearly every turn (trap/passive/weapon).
You also have to look at the strategy behind having traps down, especially in higher level play people account for way more things when they make their plays which directly changes their actions. This is a HUGE deal the OP did not even account for, I've seen enough mistakes made by players due to the traps (they would check what they are first with the least damage/health creature, etc.)
+1 for this deck, I like the different approach.
Edit: It definitely needs a couple of tweaks as mentioned above.
@Winegum The removal in this deck is very good, I can usually get rid of any cards that get put on the board even if it's a swarm deck, stuff like Rockbiter and Fire Ele (most cards have an effect that favors your side to get rid of their stuff and keep your stuff alive) so it's not a problem and as for priest, you try and bait out his removal cards (SWP/SWD/MindC) with your buffed creatures and drop Al'Akir/Rag to finish him off.
@mcnealstash Yes, Al'Akir is amazing with this deck, it actually only works with this one when I think about it, the removal along with Divine Shield and Rockbiter (6/5 windfury on turn 9) is amazing, any other legendary just wouldn't cut it.
@RealStarke not at all mate, thanks for the guidance!
@Polyglass you should be keeping track of what cards he used and if it's safe to use Rag (no removal) then you go for it or just as a finisher (first clear his board of course)
This deck is pure board control and efficiency. There is no 'strong' early/mid/late game, it's always strong.
Remember - momentum, momentum, momentum.
The general mindset you want to have is trading in the most efficient way and keeping up the momentum (ex. coin into a 3/2 faerie on turn one). Always ask yourself, "how do I get rid of his stuff and keep mine alive?'
I have some minor tips that will make the whole difference in a game (mainly against a priest). Most of the cards in this deck have 4 attack or the potential to get to 4 (sun cleric) and you want to keep them in that range unless you know for a fact he used both SWD's. Also, when playing one of the legendaries the general rule of thumb is to have them finish the opponent off or a strong creature or if you know you have lethal damage next turn even without it.
I've heard mixed opinions about Al'Akir and I must say that he works very well, usually I will play him with a Rockbiter or have him trade creatures or just finish the opponent off, chances are it'll die on the next turn (but so do most legendaries unless you're lucky or know exactly what removal they have left).
I'm hoping for some constructive feedback and I'm sure there are many ways to make this deck even better. Feel free to use it, too!
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Lol this deck is so late game that I finished my last 3 games drawing fatigue but I still won.
I think Nourish is what kills this deck, replace it with any other good card and you're golden. Too many card draws as it is in my opinion.
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Nope wasn't me (playing on friend's acc) and I'm actually surprised someone is playing with my name, ruining my reputation :'(
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After 5 games here's what I think: this deck's removal is extremely good all around the game, the fact that an ooze can remove your main source of damage means nothing since you're dealing damage nearly every turn (trap/passive/weapon).
You also have to look at the strategy behind having traps down, especially in higher level play people account for way more things when they make their plays which directly changes their actions. This is a HUGE deal the OP did not even account for, I've seen enough mistakes made by players due to the traps (they would check what they are first with the least damage/health creature, etc.)
+1 for this deck, I like the different approach.
Edit: It definitely needs a couple of tweaks as mentioned above.
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Heavily relying on your weapon makes this deck super vulnerable to oozes which nearly everyone is rolling nowadays.
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@Winegum The removal in this deck is very good, I can usually get rid of any cards that get put on the board even if it's a swarm deck, stuff like Rockbiter and Fire Ele (most cards have an effect that favors your side to get rid of their stuff and keep your stuff alive) so it's not a problem and as for priest, you try and bait out his removal cards (SWP/SWD/MindC) with your buffed creatures and drop Al'Akir/Rag to finish him off.
@mcnealstash Yes, Al'Akir is amazing with this deck, it actually only works with this one when I think about it, the removal along with Divine Shield and Rockbiter (6/5 windfury on turn 9) is amazing, any other legendary just wouldn't cut it.
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I've tried this and it's hilarious! So different from anything else and super fun! Thank you!
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@RealStarke not at all mate, thanks for the guidance!
@Polyglass you should be keeping track of what cards he used and if it's safe to use Rag (no removal) then you go for it or just as a finisher (first clear his board of course)
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Oh ok got it. First time posting here, thanks.
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Fixed, thanks.
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This deck is pure board control and efficiency. There is no 'strong' early/mid/late game, it's always strong.
Remember - momentum, momentum, momentum.
The general mindset you want to have is trading in the most efficient way and keeping up the momentum (ex. coin into a 3/2 faerie on turn one). Always ask yourself, "how do I get rid of his stuff and keep mine alive?'
I have some minor tips that will make the whole difference in a game (mainly against a priest). Most of the cards in this deck have 4 attack or the potential to get to 4 (sun cleric) and you want to keep them in that range unless you know for a fact he used both SWD's. Also, when playing one of the legendaries the general rule of thumb is to have them finish the opponent off or a strong creature or if you know you have lethal damage next turn even without it.
I've heard mixed opinions about Al'Akir and I must say that he works very well, usually I will play him with a Rockbiter or have him trade creatures or just finish the opponent off, chances are it'll die on the next turn (but so do most legendaries unless you're lucky or know exactly what removal they have left).
I'm hoping for some constructive feedback and I'm sure there are many ways to make this deck even better. Feel free to use it, too!
Update:
- Trying ooze instead of Shieldmasta, seems like weapon removal is more important than that extra taunt which I don't really need anyway