After trying all the classes, I eventually won with Druid. I wouldn't say any of it was fun, though. A win by high-rolling (and the opponent low-rolling) isn't exactly the ideal Hearthstone experience.
I will say, however, that an early Nozdormu helps a lot if you haven't high-rolled a turn-4 victory. And the Sailor Moon theme is rad.
1
Reverse Discard deck might be slightly more accurate. Although if you replace Lord Godfrey with Rin, the First Disciple you can also make this a real good Mill deck :-)
2
I dropped Lord Godfrey for another Gnomeferatu, and have gone 5 and 1 since. Fun deck. Even if you lose, it's always going to be close.
1
My .02 worth would be if they did something similar to the Hunter mechanic - IOW where you are choosing what to discard. Yes, some of the fun (if you're the opponent) is to watch the one card they need to win go "poof" when they have to deal with a tactical issue early on - but it's yet another RNG trigger. If they wanted to make it stronger and NOT add a graveyard option (which IMHO would cause major issues with other cards), then I think this would be their best bet.
3
Dropped the Stormforged Axe for another Acolyte of Pain, and have had pretty good success. Ancestral Spirit has made even a Totem Taunt an effective delaying tactic.
6
Thanks for the card list. This made an easy "one and done"!
2
Haven't found a priest yet that this doesn't lose to. Not enough pressure early game, and late game not enough card draw.
3
PanjaSoul's suggestion is good, but you would be well served to get King Krush into your lineup. Just beat a priest who used a Spiteful to luck into a 4/8 Taunt. Was still able to win by having King remove the taunt, and then kill with the other cards he had let alone after he dropped the taunt and was sure I'd be dead next turn.
For myself, I substituted 2 Flares for the 2 Tracking. Yes they cost 1 mana more, but you don't end up throwing away two cards, and you have a defence against Mage and any other Hunters.
1
So having played a number of different games, and kind of wondering why losing at HS seems to bother me more than most of them, I think it comes down to the fact that to win you have to semi-literally kill the other player. PTCGO (as one example) has you fighting until you're out of cards in your prize pool, or out of cards on the bench. I never threaten "you" in any way. Other games have you winning by having the most of X or more of X in Y time. HS is one of the very few card games where it's pretty much "I and/or my minions attack YOU". From a Psych perspective I can almost see this ratcheting up the ol defense and adrenaline responses. Not sure there's any way to fix that other than have more game options where you team up to beat the AI or such.
My .02 on this anyway...
1
Fun deck, and given how many folks expect you to be running the quest version, it carries a nice element of surprise. My only question is why two Mountain Giants rather than just one of those and a Yogg-Saron given how many spells there are?
1
OK, hopefully someone is actually reading this, but what "I" would like to see is a mode that is a number of different quests like the one brawl where you were paired up with someone and you both had to defeat the AI. I think there are a number of different ways you could put that together, and perhaps if we were teaming up to beat something rather than playing to beat someone, the salt level would be lower.