There're basically 2 ways to keep a card game going for a long period of time, you either keep releasing more broken cards each year that make the game each time faster and make the old cards irrelevant because of power creep, or you rotate formats. This is a nice way to go, or otherwise, into 2 or 3 years, games wouldn't ever get past turn 3 or 4
I added Animated Armor in the deck, they surely helped! Took out the Sorcerer's Apprentice for them. As the boss won't trade, any buffs they play won't really matter (hp buffs are still kind of annoying, but attack buffs are useless)
I had the exact same list as you before the last edit(-1 Zombie Chow +1 Piloted Shredder). Could you explain this change? I like double Zombie Chow for more consistent early game, but I'd love to hear why you think this makes the deck better.
The card is interesting. If you're behind with some kind of token deck, he might seal your comeback, or at least make it possible, if you manage to build a board of small minions (the already mentioned Unleah the Hounds, Muster for Battle, and Implosion, maybe even a murloc knight with hero power upgraded from Justicar Trueheart). If you're ahead, it will be kind of a win more card, helping you get even further ahead on board, or dealing the finishing blow to your opponent. It's not as decisive as Dr. Boom is for the decks that play it, but surely a strong minion overall.
Arena is a very good way to expand your collection, and even if you're not that good at it, the experience you gain from each run is pretty nice. I don't like how long arenas take though, and having to play the same deck a lot of times doesn't really fit me (I usually rotate between 3~5 decks when laddering), so I'm usually playing constructed.
I've got from rank 11 to 7 pretty fast with another list but pretty close to this one, the climb was pretty much with 0 loses if I remeber well (Just lost the win streak on rank 7), hadn't checked hearthpwn since tgt release yet. The deck surely works, but plays are not alway obvious. Keep trying it, you might just be in need of more experience with the deck
Fel Reaver bug started as I started using the deck tracker, I was actually woried it was an issue caused by the tracker (haven't tried turning it off to check, neither checked if other people had the issue). What a relief it was justa bug and that it's fixed now :)
4
Also, Naxxramas wouldn't give you anything usable for standard, while the packs might give you the cards you wanted to craft, which is better dustwise
8
There're basically 2 ways to keep a card game going for a long period of time, you either keep releasing more broken cards each year that make the game each time faster and make the old cards irrelevant because of power creep, or you rotate formats. This is a nice way to go, or otherwise, into 2 or 3 years, games wouldn't ever get past turn 3 or 4
2
I don't have a Piloted Sky Golem, do you think it could be replaced by Cairne Bloodhoof or should I craft it?
2
Got it on the first try, thanks :) it surely is a lot of rng, but it's not hard to keep her board clean
2
I added Animated Armor in the deck, they surely helped! Took out the Sorcerer's Apprentice for them. As the boss won't trade, any buffs they play won't really matter (hp buffs are still kind of annoying, but attack buffs are useless)
0
Couldn't do it until I opened with Doomsayer. It was pretty easy after getting it though
0
I had the exact same list as you before the last edit(-1 Zombie Chow +1 Piloted Shredder). Could you explain this change? I like double Zombie Chow for more consistent early game, but I'd love to hear why you think this makes the deck better.
4
Probably second shieldmaiden could replace it, as justicar seems to have taken it's place on this list
0
The card is interesting. If you're behind with some kind of token deck, he might seal your comeback, or at least make it possible, if you manage to build a board of small minions (the already mentioned Unleah the Hounds, Muster for Battle, and Implosion, maybe even a murloc knight with hero power upgraded from Justicar Trueheart). If you're ahead, it will be kind of a win more card, helping you get even further ahead on board, or dealing the finishing blow to your opponent. It's not as decisive as Dr. Boom is for the decks that play it, but surely a strong minion overall.
0
Arena is a very good way to expand your collection, and even if you're not that good at it, the experience you gain from each run is pretty nice. I don't like how long arenas take though, and having to play the same deck a lot of times doesn't really fit me (I usually rotate between 3~5 decks when laddering), so I'm usually playing constructed.
2
I've got from rank 11 to 7 pretty fast with another list but pretty close to this one, the climb was pretty much with 0 loses if I remeber well (Just lost the win streak on rank 7), hadn't checked hearthpwn since tgt release yet. The deck surely works, but plays are not alway obvious. Keep trying it, you might just be in need of more experience with the deck
0
Have you tried Justicar Trueheart in it? It seems really good.
0
Fel Reaver bug started as I started using the deck tracker, I was actually woried it was an issue caused by the tracker (haven't tried turning it off to check, neither checked if other people had the issue). What a relief it was justa bug and that it's fixed now :)
-4
Control warrior just gets 1600 more dust to play with, yay :)
2
Be prepared for the 40 minutes long games on ladder, CW is coming.