• 6

    posted a message on Can't Win with Renolock

    Watch pro streamers like Thijs or Savijz. The deck has a ton of nuances and requires a deep understanding of matchups and mulligans. Sometimes holding onto AoE to bait for bigger removal is the correct play since you can Reno away all the damage you take. Sometimes it's not. You have to understand how much gas your opponent has to kill you with, and how you can limit their damage to survive. Once you get past turn 7 against aggro it's a guaranteed win. Understanding how to get there is what takes an enormous amount of skill. I think Reynad put it best when he said that if he ever wanted there to be a #1 deck in Hearthstone it should be Renolock, because even if it was the best deck, not everyone would play it because it's so difficult to pilot successfully. Each turn requires deep amount of thought and decision making, and being good with the deck can dramatically increase your winrate from 50% to 65%, whereas with Aggro/Midrange "curvestone" decks correct lines of play only augment your winrate from 55% to 60%.

    Hopefully that answered your question. ;)

    Posted in: Warlock
  • 0

    posted a message on JADE DRUID!! (In-Depth Guide)

    Glad to hear it man.

    Posted in: JADE DRUID!! (In-Depth Guide)
  • 0

    posted a message on Jade Blossom

    Yeah, cards like Darnassus Aspirant and Mire Keeper don't provide Excess Mana either because they have a minion body attached. Adding free card draw to a solid body is just too powerful. 

    Posted in: Jade Blossom
  • 0

    posted a message on Red Mana Wyrm

    If you let it get to that situation, you'd have been equally fucked if it was an Edwin VanCleef or a Questing Adventurer or even just two free Arcane Giants who were stealthed instead. Making an exaggerated situation in which this card is OP doesn't mean this card is OP. It's actually a little too expensive imo.

    Posted in: Red Mana Wyrm
  • 2

    posted a message on JADE DRUID!! (In-Depth Guide)

    Raven Idol is extremely useful in it's flexibility. Being able to get an extra Mulch against control or Swipe against Zoo is something no other card can really represent. If you had to take out the Raven Idols, I'd put in the two Jade Blossoms, just because they'll improve the consistency of your ramp and getting bigger golems early so you can snowball against Midrange/Control decks more easily. You'll just be lacking the flexibility to deal with faster deck archetypes, so you'll likely lose to Aggro/Midrange more frequently.

    Posted in: JADE DRUID!! (In-Depth Guide)
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    posted a message on JADE DRUID!! (In-Depth Guide)

    Thanks man, glad you like it! I was definitely looking to fit Emperor in the deck somewhere, but I usually needed more powerful midgame threats to deal with midrange decks or more healing/taunts to deal with aggro. Let me know how subbing out the Rag for Emperor works for you, I'd love to know how much the consistency improves.

    Posted in: JADE DRUID!! (In-Depth Guide)
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    posted a message on JADE DRUID!! (In-Depth Guide)

    He is useful in that the double battlecrys of Jade Spirit, Jade Behemoth, Aya Blackpaw and even your Azure Drake are useful. However, he's often too slow. You can replace a Moonglade Portal, one of the Feral Rages or even Barnes for him, but personally I prefer the healing to mitigate your losses to aggro and Barnes for his generally positive pull rate.

    For the most part doubling the number of Golems you summon in one instance before Brann gets removed isn't really doing that much in the long run since you have an infinite army of Golems once you reach fatigue. But if you want to try running him, the space would be in removing the anti-aggro cards, which will make you lose more frequently to Hunters/Shamans or removing hard removal like Mulch which makes it harder to win against greedier control lists that this deck is designed to counter. Try experimenting with what you think is the right fit. Good luck Golemming out there! :D

    Posted in: JADE DRUID!! (In-Depth Guide)
  • 2

    posted a message on C'thun Druid help
    Quote from EmpoleonMaster >>

    I only have a few minutes to type this up, but I need help with my Druid C'thun deck as I can't break rank 19 as I'm 1 a new player, and 2 am poor. I have 130 dust but want more than one person's opinion as to what to craft for my dust, and yes, I know I would have to dust 2 commons to get another necessary common, and that I am missing a second C'thun's Chosen.

    Druid Cthun
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    Minion (19) Ability (11)
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    I was told I would likely want the C'thun card I can't remember that's a rare and reshuffles c'thun back into my deck after it's dead. However I only have one small and likely super nooby thing to say about it, isn't the point of playing C'thun to win the game, like say a 30/30 C'thun for the final turn of the game to win? Or am I being overly paranoid about the ways C'thun can be insta-killed and/or transformed into a frog/sheep?

    Thanks for any help in advance, I am good at this game, but not when it comes to meta aspects.

     

     Ok, first off you're going to need to run 2 copies of each staple. You've got a couple, like the 2 Wild Growth, 2 Innervate, 2 Disciple of C'Thun, etc. but you are missing some key staples. Always have the 2 C'Thun's Chosen, 2 Swipe and 2 Living Roots. In your case given your lack of lategame threats like Baron Geddon, Ragnaros the Firelord, Sylvanas Windrunner, etc. throwing in another Raven Idol to fill in for cards you don't have gives you the flexibility to discover some big minions/spells to take their place, although having them to begin with is generally better. Remember, C'Thun Druid is a minion heavy deck, not spell heavy like Maly Druid. You would much rather run more minions over a couple idols.
    Now for cards to take out: Mark of Nature (too conditional/expensive), Twilight Geomancer (unimportant effect and bad stats), both Youthful Brewmasters (no synergies, the whole aim of the deck is to drop big threats, why would you return them to hand?) and both Acolyte of Pains (we'll get into better draw alternatives in a sec)
    Instead try to fit these cards in: one or two Druid of the Claw (powerful minion, good stats, flexible), ONE Doomcaller (and no more than one, this card is only to be played alongside Brann with a discount or Innervate after your C'Thun has died) and two Azure Drakes (spellpower augments your Wrath/Living Roots/Swipe, has a good statline and it cycles)
    In the end it should look something like this:
    Minions:
    Posted in: Druid
  • 0

    posted a message on Top 3 classes you love (pass the pepper please)

    Warlock - Renolock and Handlock are my top 2 favorite decks of all time. 'Nuff said.

    Rogue - Tons of decision making. Huge burst potential. Draw consistency. My kind of deck.

    Warrior - Another super fun Control deck. Lots of sustain, stall and removal. Multiple possible win conditions.

    Posted in: General Discussion
  • 6

    posted a message on Evolved Kobold

    This card is way better than people give it credit for. I think the best way to look at this card is to compare it to a traditional burn spell you would run, since that is what it essentially is replacing in your decklist.

    In Freeze Mage we have Fireball. 4 mana, 6 damage. So to warrant running ourEvolved Kobold it has to be just as good, if not better than a Fireball. With spellpower +2 this means you have to cast 3 spells to be on par with a Fireball, and anything more than that is just gravy. But because he requires being played alongside other cheap spells it's more of a 10 mana play in the lategame. This means the perfect candidate for removal, if you want to fit this in your deck, is a big expensive lategame burn spell: Pyroblast. Now what the Kobold lacks in explosive finishing power of a 10 mana 10 damage spell he makes up for in flexibility. The ease in which he combos with your other burn spells such as Frostbolt + Ice Lance and his added synergies with boosting your board clears such as Flamestrike and Blizzard makes him less of the dead draw that Pyroblast is.

    If you get the dream Emperor Thaurissan discount on the Kobold, both Fireballs, a Frostbolt and both Ice Lances you get a 10 mana 33 damage burst combo that even Control Warriors can't dodge and the Evolved Kobold is contributing a whopping 10 damage!

    In conclusion, I think this card is definitely worth running in a Freeze Mage deck as a one of because of it's potential to augment your burst damage and make it harder for your opponent to play around lethal.

    Posted in: Evolved Kobold
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    posted a message on Standard Miracle [In Depth Guide]

    Reckless Rocketeer is an alternative charge finisher as I already mentioned and if you want more of a board clear/occasional win condition you could always put in a Yogg-Saron, Hope's End. After Yogg's nerfs however, you might just want to get a better curve and rely on Conceal plus a big board for a win, so you can fit in some additional utility like heals with Earthen Ring Farseer or discover like Journey Below or additional cycle like Shiv.

    However, I'd say a good 50% of my wins come from the charge finisher Leeroy provides since it's difficult to play around big burst from your opponents hand, and it's easier to react to a board. If you can craft Leeroy, I'd definitely recommend it since he's usable in plenty of other top tier decks and he's evergreen in the Classic Set so he'll always be relevant.

    Posted in: Standard Miracle [In Depth Guide]
  • 0

    posted a message on Rate How Well the Above User Is Known - V1.0

    0/10 No idea, sorry.

    Posted in: General Chat
  • 1

    posted a message on Standard Miracle [In Depth Guide]

    Journey Below is an excellent cheap spell that can give you a smooth opening curve. I'd suggest taking out one of the Deadly Poisons for it as they fill the same early game 1 mana spell slot. I prefer Deadly Poison for removal, but Journey Below can generate value at all points of the game, even late if you snag an Anub'arak or something, so the choice is up to you.

    Posted in: Standard Miracle [In Depth Guide]
  • 2

    posted a message on Standard Miracle [In Depth Guide]

    It's an interesting idea, but typically you want to curve out with your minions during the early turns. I'd only keep the Shadow Strike if I also had a Preparation and a minion to go along with it so I wouldn't fall behind on tempo to deal with a threat. 

    Posted in: Standard Miracle [In Depth Guide]
  • 0

    posted a message on Standard Miracle [In Depth Guide]

    I don't ever really have the time to grind out for high ranks but I've consistently hit Rank 5 with this deck the last 2 seasons to get my golden Epic. This deck can thrive in high legend since most of the top legend players like playing slower decks but I'd imagine the climb from 5-1 would be killer since there are so many fast aggro decks lurking in that range.

    Posted in: Standard Miracle [In Depth Guide]
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