card is ridiculously unfun... I hate the design, because you can get this from Y'sarasj (or what ever) and discard TEN CARDS from your opponent. No deck can beat control match ups other than warlock. And I bet that warlock is going to get more control support.
- Rand0m_Merryman
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Lasso posted a message on New Warlock Legendary Card Revealed - TickatusPosted in: News -
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Stolypin posted a message on Patch 14.6 Now Live! Card Art Updates, Dalaran Heist & MorePosted in: Newsyou know what, fair play blizzard. granted some of the art might night be as good and the gore changes are most likely because of china ratheer than overall age rating but the changes to provacative art work is a step in the right direction, I mean windfury harpy might as well have had no clothes on at all in the original splash so it is a welcomed change!
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ThiagoPrinceton posted a message on Hearthstone Ranked Play Changes Coming February - A Faster ClimbPosted in: NewsFinally, I always found the 5 stars on lower ranks an exaggeration. Now it's a bit more fair again.
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RavenSunHP posted a message on An Idea for a simple 1-Drop.Posted in: Fan CreationsQuote from randommerryman >>That's almost a new keyword in the making: Absorb. Like armor (which would also make an interesting keyword, now I think of it) but endlessly renewing.
Indeed, OP's card would feel much better worded with a keyword, like Absorb(1).
Card per se looks fair enough. Sometimes better, sometimes worse than Argent Squire.
I'd like to see how such a mechanic would turn out to be.
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SunbleachedAngel posted a message on BlizzCon 2018 Features a Mini Music Festival - Kristian Nairn, Train, and Lindsey SterlingPosted in: NewsHOW FUCKING DARE SHE BE POSITIVE AND ENJOY HERSELF AND HER LIFE
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EternalHS posted a message on BlizzCon 2018 Features a Mini Music Festival - Kristian Nairn, Train, and Lindsey SterlingPosted in: NewsWell, someone sounds like an incel
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Muddler posted a message on The Witchwood Board Interactions I FoundPosted in: General DiscussionIf you stir the liquid long enough, a burning rope will appear in the middle of the screen.
Oh, wait...
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JockyRhonson posted a message on Dean Ayala on Shudderwock: Revisiting the Topic Early Next WeekPosted in: NewsShudderwock allows me to go tinkle or get a drink without the fear of missing a turn because the animation is still going when i return 😂
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Necrome posted a message on Who's to blame?Posted in: General DiscussionWell, most of my friends that are at rank 20-18, or are new to the game, do not like play ranked, they usually say that they will when they get better, instead they keep on playing casual, because they fear of doing mistakes or something like that, and when they reach like 16-11 they start to get desperate with fear of losing the stars because, their friends will see that they aren't doing well, so, people with most likely "different decks" are too scared of ranked, or they play wild/standard on their lower rank so they will not get so guilty about losing stars, leaving the higher ranks, or people who want to rank up to netdecked decks, those who are confident that "people succeded with this deck, why not me?" So they keep on playing the most famous decks in hopes of getting higher ranks...
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Sorin972 posted a message on Weasel Priest: Against All OddsPosted in: NewsAw crap, my hidden secret that I've been climbing ladder with now has a huge spotlight on it! It works a little better when your opponent has no idea what is going on or what you are capable of. You copy so many merged cubes with hidden goodies that they didn't even know was possible. Every game is unique and fun, like when you get a Tirion from Crystalline Oracle and Cube + Mirage it a few times for seven Tirions!
In Warcraft 3 I would rush to bat riders and harass the enemies bases and expansions, killing their mains out of nowhere. I'd hide my main in the woods and spread out buildings and it'd turn into a 40 minute bat rider vs. hero war. If you like that kind of gameplay, you'll love this deck. Many, many games turn out to be very unique with all sorts of craziness going on in a 20 minute all out war, often going to a nail-biting end.
I'd like some tips though from other people who have been Wielding the Weasel. I'll share mine:
-The deck listed is an outdated version. You need 2 Mistress of Mixtures. If you're below legend, you need 2 Dragonfire Potion. Half of the games I play against aggro and the dragonfire potions are essential. Always save the coin 100% for Turn 5 into Dragonfire Potion against aggro!!! You will lose so many games doing a clever, cute play with a coin and then losing on turn 5. When you could have Dragonfire Potion'd.
-Always, always mulligan for cheap deathrattles. Always. I know that Twilights Call looks tempting to pair with your one creature. I know having a Dragonfire Potion in hand from the start feels safe but don't keep it. Always mulligan exclusively for 1, 2, or 3 deathrattle minions! You'll lose a lot of games when you keep just one and never draw the second.
I cut the Doomsayers and N'Zoth without any problems. I never had a turn free where I could just comfortably N'Zoth with no taunts. Even if you do, you'll get 3-5 card 1/1 drawing minions and this deck always has problems with maximum hand size anyway. You shouldn't have a problem with draw.
I've added one Shallow Gravedigger with good results. Thinking about a second. I cut Potion of Madness, it ruins the Shadow Visions sometimes and it was only useful in niche situations. Volazj is so-so, it's not necessary per se. I cut Youthful Brewmaster. With this deck, you are constantly on the defensive and you have to play removal and then add creatures to contest or replenish. You really don't have that much time for cute Brewmaster or Volazj tricks unless you are playing Warlock.
There are many unique ways to win with this deck, that you have to tailor based on the matchup and what cards you have. You will lose many of the first 25 or so games with this deck. This deck is VERY punishing, one small mistake can cause you the loss. It's all about learning from that mistake and not making it again in the future.
Here's different ways you can win:
-Weasel them to death. Mirage Caller a Weasel, then Cube it. Maybe mirage caller again. This works very well against Raza priest if you can do it quick enough. Unfortunately it's not reliable because you may not get any weasels. As a backup, see if you can Psychic Scream multiple copies of something into their deck. You'll lose if they get Raza at 5 and Anduin at 8 so push hard for that. While the main theme of the deck is Weasels, I find myself using weasels less and less as time goes on. Nowadays rarely does my game win based on packing weasels into their deck. There is just too little time and too many other things to be doing.
-Elise + Shadow Visions. This is much more powerful than it looks on the surface. It's tough because Shadow Visions are so incredibly useful - you'll want one to grab a Dragonfire Potion or Psychic Scream if necessary. But if you can combo Elise into Shadow Visions the Un'Goro Pack, it can often be a game changer. This works best in slower, value matchups where the game is dragging on back and forth with each person playing small-ish minions and removing them. Un'Goro packs can be very good, unfortunately they can also give you unplayable cards which sucks. Also hand size is always and issue which makes it tough. But in the right matchup, it can absolutely mean the reason for victory.
-Cube an Amara. This is something I've recently discovered and it can be very powerful in the right situation. It's often a last ditch strategy against Warlocks and Mages. First, you have to make sure they don't have silence. Often the opponent will silence something dumb early not understanding the full power of the deck. You Amara for full life and immediately cube it at full health. Your Amara will almost never survive a turn. Now the opponent sees a Cube with 2 Amaras in it, and without silence, has no interest in breaking it. So it survives, and then you Mirage and/or Volazj it into many Cubes. You can use Shadowreaper Anduin to kill your own 1/1 cubes to get two 8/8 Amaras. Make sure there is board space. You want to stagger out the Cubes so that some are broken and 8/8 Amaras, some are 1/1 Cubes, and one is the 4/6 Cube. This way they can't just kill everything and Twisting Nether. This can often turn the game and give you a win.
-Use their own cards against them. This is where crystalline Oracle comes in. It works well especially with Hunter and Warlock (get your own Void Lord or great removal).
If you are playing aggro, you just have to take what deathrattle cards you can get. If you are playing Priest or Warlock though, you can hold and pause and pick the best selection of deathrattle cards based on the matchup. Crystalline Oracle if they are minion based. Plated Beetle and Mistress of Mixtures for any aggro matchup is a must at the start. Loot Hoarder is a go to for 1 spot for card draw. I like going for Shallow Gravedigger in a slower, value based matchup to get better cards. Weasels if it's a combo deck like Raza priest.
Versus Aggro you just need to survive the onslaught and they will get upset that you went from 3 life to 40 life and often give up. Especially Hunters. Paladins will keep on going so you'll probably need a second Amara. It's tough, but if you can wait until Turn 8 to Amara then you can Zola too to get it back.
Paladins are hard to beat, and good ones who know what they are doing is even worse. Go for psychic scream and maybe swap in Spirit Lash.
Cube/Control Warlocks are your toughest matchup. I'd love tips on how to beat them or change the deck to help. Fighting them with this deck is god awful. You'll probably need 4 Psychic Screams (2 from Shadow Visions) because you don't want their Doomguards or Void Lords dying. If they die they can be resurrected twice. If you need to, send back a lot of void walkers to mess up their weapon and Recruit a Demon guy. Still, you'll rarely win without some real creativity (Cubed Amaras).
Quest/Control Mages: You'll only win if they draw poorly. You can't beat Jaina in any circumstance.
Beast/Spell Hunters: You're favored once you learn the matchup, and they don't get an excellent draw to kill you before you can Amara.
Shamans: Don't do your fancy cube tricks because they will Devolve. Kill all totems around Turn 5 to prevent evolve. Psychic Scream if they do get a bunch of evolves off.
Rogues: Favorable, unless they get Keleseth early. Keleseth bumps their minions to 6 life, which is a major problem for Dragonfire Potion and quite annoying. You can beat the Kingsbane rogues by Psychic Screaming when they play their +2 attack at deathrattle minion.
That's my experience so far with this deck, I absolutely love it and find it very viable in many situations. As I get better my win rate is going up and the joy at the end of a grueling, 20 minute back and forth game with so many unique cards is amazing. It's so worth it.
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Wild without the wildness - I'm not much of a deckbuilder, but it was pleasingly nostalgic to be including cards that were once staples. 'Two of them, and two of them, one of those and - ooh, ooh, that one for sure'. It's like going back to your old vinyl collection and cranking up a turntable instead of Spotify.
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Zero mana Sound the Bells won it for me as Paladin on normal, too. Came up three times to save my bacon, including both of the last two bosses.
Kalec:
Khadgar, saved by the top-deck...
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I guess my thought is that, yes, you're right - every one of those decks and cards can be stopped if you know in advance you're facing it and can tech accordingly. But 1) you don't know in advance and so get crushed by a different deck to the one you teched against and 2) where's the fun in always having to react to someone else's plan without being able to try out a plan of your own?
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Did someone say he's five mana? In that case, I'd like him to have some kind of effect that works with the 2, 3 and 4 mana neutral legendary prince cards that currently look useless - something like 'if Prince Keleseth, Prince Taldaram and Prince Valanar are all active in your deck and your deck has no 5-cost cards then DO SOMETHING FRICKIN' AMAZING'. That would be a build-around and no mistake...
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In recognition of one of the most pointless NPCs in all of WoW.
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Lyra is difficult to make work to its potential but, when you succeed, the results are worth it. The Lich King is just a worse Ysera - much easier to remove, so it doesn't ever last for a second turn, and all you're left with to remember it by is a frequently underwhelming spell. If that's what you want, craft Arfus - at least the card is cheaper and cuter. I don't think the Lich King will last in the meta: everyone's trying it out now in a state of high excitement but I bet it fades over the next couple of months. Lyra is much more niche but, if you have the skill to activate it, fireworks will ensue.
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Just to add to the above - yesterday playing Highlander Priest with both cards in the deck, I drew my Lich King before Anduin or Raza. Played it. It gave me one Death Knight card before dying. The one that draws the top cards off your deck and puts any minions straight into the battlefield, without triggering their battlecries. The absolute definition of a dead card - it was still in my hand when I lost 'cause I never dared risk playing it.
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Golden Rag. Paid off twice, as things turned out, with the HoF dust and all.
https://twitter.com/rand0m/status/580182595595591681
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Nerf to Millhouse Manastorm.
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I got this in a pack, and separately also the Warlock weapon, which made me happy as I love playing Warlock but have been burned before by over-excitedly crafting its legendaries on day one of a new expansion.
So here's my top tip: despite what the decklists at the moment say, don't put them in the same deck. Once that weapon is up, it stays up. And the demons it pulls don't cry their battlecries.
You can guess what happened to me the only time so far that I've managed to play all the seals and get Azari into my hand, can't you?