Dragon's Fury is a must. If you make your collection public we can offer some better advice.
I'd say for starters, you probably have two many one-offs. You're going to struggle with consistency. I'd definitely drop Ruby Spellstone; it's hard to upgrade, it hurts your Dragon's Fury pool, and there are better ways to get random spells (though I'm not sure they help all that much, anyways).
Secondly, big spell mage isn't generally a tempo deck. I know it may seem like Spiteful Summoner synergizes well, but I don't think it offers much towards your win condition (plus, 6 and 7 cost minions are generally kind of bad). The same could be said for Firelands Portal, though it does also offer some removal. You can obviously take the deck in that direction if you'd like, but I think the most successful variants tend to skew towards high value control. Pyros is a pretty nice card for that (especially if you have N'Zoth or even Zola the Gorgon).
Unfortunately a lot of the big value cards are expensive, and I can't recommend crafting them with N'Zoth rotating out soon. But you can still make a variant capable of stabilizing and winning against aggro with a little bit more in the way of early control tools. Plated Beetles are nice for early board presence and life gain. Doomsayer is obviously a great anti-aggro tool and a safe craft. And if you're going to go the control route, you may want to add some tech choices: Skulking Geist is very useful. Dirty Rat can help. Some form of weapon destruction is pretty useful.
Hah, fun concept. And nice work on the Deathwing into Cruel Dinomancer play! With that, you've officially gotten more discard synergy with a Rogue deck than any Warlock ever has! That was clearly the plan all along, right? :P
Do you think there's any possible substitution for Tarim, or is that key to the deck? I know it's versatile and one of the best legendaries in the game, but I'm not all that interested in faster Paladin decks and I worry about the staying power of control with N'Zoth rotating out soon.
Ok, I love playing aggro decks but from rank 10+ there's a lot of dragon priests and I hate the fact that they easily destroy my whole board with 1 card.. I believe they should nerf Duskbreakers damage atleast to 2dmg or increase his mana cost to 5..
There is nothing wrong with it. It's your fault you overextend your board. Play around it.
You say "it" as if it's one card. Most likely there's going to be about three of them throughout the game because of Netherspite Historian.
As somebody who just played Spiteful Priest to rank 5, I can safely say that it's an absurd card.
Not bad. Like a warrior version of Obsidian Statue. Obviously armor gain synergizes with other cards and Warrior has some nice recruit cards to cheat this out early,
You'd like to be able to squeeze in a hero power with it (particularly if the quest becomes viable again at any point) so the 9-cost is a bit prohibitive, but that's the price of a powerful minion.
Now that we're a few expansions in, I'm curious whether you think the HOF decisions are justified. Obviously we have wild to give us an idea of how these cards are faring these days, but I'd like to consider them in the context of standard.
The one that stands out to me on this list is Ice Lance. Paired with the card draw engine that Aluneth brings tempo Mage, I can safely say that I'm not lamenting the archetype missing out on 8 cheap burn damage.
Sylvanas was a great card back in the day, but midrange is in a bit of a rut right now. Even with a card like Spiritsinger Umbra in play, I'm not entirely convinced it would be an oppressive card. Looking at decks like dude/murloc/aggro Paladin, tempo mage, and zoo lock, there just aren't a lot of high value targets out there. It would make for an interesting tech choice against control warlock, though, giving you the ability to steal a demon and take it out of the resurrect pool.
Thoughts? Do you think any of these cards would push current meta decks into god tier? Do you think the meta would be more or less interesting if they were still playable?
Arcane artificer is good, but it's more expensive to pull off and more situational than ice block, and most times it only generates 6-7 armor and gets removed next turn.
Also ice block is more consistent due to the minion that pulls secrets
It's not really more expensive, though, because the spell that gains you armor is generally something you were going to play anyways. Arcane Artificer + Blizzard, for instance. You're spending one mana for six armor, and to boot you're basically forcing your opponent to burn resources to remove it.
I can't say enough good things about Arcane Artificer. The card is amazing.
Out of curiosity, what do you find insufficient about the current tech options?
When I play control or high value midrange decks, I find that an ooze and Skulking Geist are plenty to swing the matchup in my favor. You mentioned Spellbreaker, so I assume you're approaching this from an aggro perspective. If that's the case, I don't think the Demon pool is really the issue; you're simply dealing with a control deck that has very strong anti-aggro tools. The Voidlord shenanigans are dramatic, but when you boil it down that's just a control deck stabilizing. The real question is: how'd it get to the point where a class that inflicts 10+ damage upon itself can survive that long against an aggro deck? The answer is usually Defile.
Yes. I have no problem playing against control/cube warlock. The decks seem beatable regardless of draw. I feel like my decisions, both in-game and in terms of deck building actually matter.
That's a far cry from playing against Razakus where having two cards on curve was pretty much game, set, match.
Aggro is always going to exist, and that's fine. It keeps other decks from getting too greedy. Paladin is strong right now, but I'm confident that if the decks become too widely played there's at least a correction that can happen within the meta. That didn't exist with Razakus; it was a deck that the meta simply couldn't solve.
In standard there is one neutral secret counter rotating out, and 2 eaters can't do Much about 3 or 4 iceblocks played per game.
I'm all for rotating it, but that's not really a valid reason for it. You play Eater on the turn you're going to pop the block; the number they can generate is irrelevant at that point.
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Is Dragon's Fury really worth playing with all of the low cost spells? Seems like Volcanic Potion might be a better fit.
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And like Jade Druid, it's also countered quite well by Skulking Geist.
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Dragon's Fury is a must. If you make your collection public we can offer some better advice.
I'd say for starters, you probably have two many one-offs. You're going to struggle with consistency. I'd definitely drop Ruby Spellstone; it's hard to upgrade, it hurts your Dragon's Fury pool, and there are better ways to get random spells (though I'm not sure they help all that much, anyways).
Secondly, big spell mage isn't generally a tempo deck. I know it may seem like Spiteful Summoner synergizes well, but I don't think it offers much towards your win condition (plus, 6 and 7 cost minions are generally kind of bad). The same could be said for Firelands Portal, though it does also offer some removal. You can obviously take the deck in that direction if you'd like, but I think the most successful variants tend to skew towards high value control. Pyros is a pretty nice card for that (especially if you have N'Zoth or even Zola the Gorgon).
Unfortunately a lot of the big value cards are expensive, and I can't recommend crafting them with N'Zoth rotating out soon. But you can still make a variant capable of stabilizing and winning against aggro with a little bit more in the way of early control tools. Plated Beetles are nice for early board presence and life gain. Doomsayer is obviously a great anti-aggro tool and a safe craft. And if you're going to go the control route, you may want to add some tech choices: Skulking Geist is very useful. Dirty Rat can help. Some form of weapon destruction is pretty useful.
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Pretty sure you just vomit cards onto the board and send spells into face.
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Hah, fun concept. And nice work on the Deathwing into Cruel Dinomancer play! With that, you've officially gotten more discard synergy with a Rogue deck than any Warlock ever has! That was clearly the plan all along, right? :P
ps: that Wild Pyromancer --> Plague Scientist --> Shadowstep interaction is awesome.
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Do you think there's any possible substitution for Tarim, or is that key to the deck? I know it's versatile and one of the best legendaries in the game, but I'm not all that interested in faster Paladin decks and I worry about the staying power of control with N'Zoth rotating out soon.
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Not bad. Like a warrior version of Obsidian Statue. Obviously armor gain synergizes with other cards and Warrior has some nice recruit cards to cheat this out early,
You'd like to be able to squeeze in a hero power with it (particularly if the quest becomes viable again at any point) so the 9-cost is a bit prohibitive, but that's the price of a powerful minion.
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Congrats, looks like a great deck.
As an aside: this is how you know a card is just too powerful: Call to Arms in control decks, lol.
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16,000 dust druid!
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Now that we're a few expansions in, I'm curious whether you think the HOF decisions are justified. Obviously we have wild to give us an idea of how these cards are faring these days, but I'd like to consider them in the context of standard.
Just looking at the most recent rotation, we had Conceal, Ice Lance, Power Overwhelming, Azure Drake, Ragnaros the Firelord, and Sylvanas Windrunner rotate out.
The one that stands out to me on this list is Ice Lance. Paired with the card draw engine that Aluneth brings tempo Mage, I can safely say that I'm not lamenting the archetype missing out on 8 cheap burn damage.
Sylvanas was a great card back in the day, but midrange is in a bit of a rut right now. Even with a card like Spiritsinger Umbra in play, I'm not entirely convinced it would be an oppressive card. Looking at decks like dude/murloc/aggro Paladin, tempo mage, and zoo lock, there just aren't a lot of high value targets out there. It would make for an interesting tech choice against control warlock, though, giving you the ability to steal a demon and take it out of the resurrect pool.
Thoughts? Do you think any of these cards would push current meta decks into god tier? Do you think the meta would be more or less interesting if they were still playable?
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Out of curiosity, what do you find insufficient about the current tech options?
When I play control or high value midrange decks, I find that an ooze and Skulking Geist are plenty to swing the matchup in my favor. You mentioned Spellbreaker, so I assume you're approaching this from an aggro perspective. If that's the case, I don't think the Demon pool is really the issue; you're simply dealing with a control deck that has very strong anti-aggro tools. The Voidlord shenanigans are dramatic, but when you boil it down that's just a control deck stabilizing. The real question is: how'd it get to the point where a class that inflicts 10+ damage upon itself can survive that long against an aggro deck? The answer is usually Defile.
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Yes. I have no problem playing against control/cube warlock. The decks seem beatable regardless of draw. I feel like my decisions, both in-game and in terms of deck building actually matter.
That's a far cry from playing against Razakus where having two cards on curve was pretty much game, set, match.
Aggro is always going to exist, and that's fine. It keeps other decks from getting too greedy. Paladin is strong right now, but I'm confident that if the decks become too widely played there's at least a correction that can happen within the meta. That didn't exist with Razakus; it was a deck that the meta simply couldn't solve.
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I'm all for rotating it, but that's not really a valid reason for it. You play Eater on the turn you're going to pop the block; the number they can generate is irrelevant at that point.