I should point out a flaw with Renounce Darkness, in which if it rolls Death Knight or Demon Hunter, all Warlock cards in the deck are destroyed with no replacements in Twist. I recommend having a hot fix to remedy that.
- RichardBlow
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TuesdayTaco posted a message on Twist is NOW LIVE! - Caverns Of Time Set Active in Next 3 Seasons of TwistPosted in: News -
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HappyFeet707 posted a message on 80% W/R FORGE DruidPosted in: 80% W/R FORGE DruidUpdate: Been playing in legend with this deck now. Now just under 70% winrate over 50+games. Deck feels really good and I feel I can give a breakdown of some of the key matchups.
Warrior: druid is pretty much an auto win. Main goal here is obviously ramp, get your board of 8/8s down, and then use fizzle when you have both unending swarms in your hand (better if you also copy ivus/weapon or eanor). Summer flower trade is a nice keep in this matchup.
Hunter: 50/50. Secrete hunter is the more difficult matchup. I like to keep lunar eclipse or rake if not both. I also like to keep frost lotus seedling because it thins your deck getting you closer to your combo pieces as well as stalling with +10 armour. Generally try to remove their early game minions and weave in your storm giant discount while you can. By the time you get to your combo turn with melted maker you'll usually be low on life but these hunters don't seem to have reach so get your board down, and then stabilise with eanor reno effect or your armour gain cards. The only way they win usually is if they get the absolute perfect agressive opening curve, otherwise you have a good shot.
Mage: druid favoured imo. Main thing here is to avoid taking early damage so I like keeping a lunar or a rake. Get your board of 8/8s down before they get their board of 4/5s. If you don't they'll clear your board with inquisitive creation and continue to push face which will just lead to you getting burned down by sif. As well as getting your board down early going for ignus 10mana weapon for armour will also win you the game getting you out of sif range. However like most matchups ups if they get a really good early game start it'll be difficult.
Warlock: druid tends to be favoured although it becomes difficult if curse warlock gets all the curses out early and fast. Otherwise focus on ramping and get your combo pieces. The earlier you get the board down the better because warlock has no way of clearing other than their titan on turn 9. Apart from the obvious keeps id even consider keeping melted maker and summer flower child to ensure you get your combo going on turn 5/6 when you have 7/8 mana. Again fizzle for TWO unending swarms copies.
Aggro druid: 50/50. But you have a decent shot because you usually ramp faster than them. And if you can get your board down before they get their drum circle down you'll usually win. Even if they buff their side quite well they won't have enough gas to push through your unending swarms. Ramp in this matchup up is absolutely key, you have to be ahead on mama otherwise you'll lose.
Priest: 50/50. Key to winning is to avoid dirty rats on your fizzle at all costs. NEVER keep any combo peices because these priests like to dirty rat turn 2 no hesitation. Also when you play fizzle try do it on a turn when you can draw the picture at the same time. Otherwise they will mill it with steam cleaner. Apart from that play it like the warrior matchup. Priest have a lot of removal and value generation but if you play 4 unending swarms+2 boards with melted maker and storm giant+ ignus 10mana weapon it should get you there. But priest is priest
Triple blood DK: Druid favoured, play it exactly like priest matchup trying to avoid dirty rats and patchwerk. I like this matchup more becuase generally DK can't "created by" their way out of a mess unlike priest and just generslly have less value and copy effects. Also they don't run steam cleaner so fizzle when your hand has good enough value.
Plague DK: druid heavily favoured. The only way you lose this matchup is if melted maker, or storm giant, or summer flower child is at the bottom of your deck. I like to keep either rake OR lunar to deal with early minions, it can be all the difference later on if your hand is terrible. Also any ramp is good, plagues are slow but you don't want to give them too much time
Paladin: if they have crusader aura on 4 you lose. If they don't you win.
Demon hunter: I don't see
Shaman: I don't see
Apart from the specifics above always keep embrace of nature and widowbloom seedsman. Also keep innervate if you have embrace of nature or widowbloom seedsman if you're not on coin. I'll sometimes keep summer flower child only if I have coin/innverate AND widownbloom seedsman in mulligan
Edit: some key things to look out for. Your storm giant at 4 mana is the magic number. Try get to 2 mana if you want to create a board with 7mana. your key turns are 9mana and 11mana. 9 mana gives you 4 storm giants, 11 mana gives you 5. To ensure you have constant pressure I like to do the following
1. Play ignus on the same turn I play unending swarm, it sets up a board while creating a powerful play next turn
2. Fizzle on the same turn as unending swarm, allows you to create value as well as playing powerful board
3. Eanor on the same turn as you play your weapon.
These 3 combos ensures you're creating a constant threat while creating value.
Hope this breakdown helps. It'll be even better post hunter nerfs! Goodluck on ladder!
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Ophion-EU posted a message on 27.2 Patch Notes - Huge Battlegrounds Update, Wild Expansion, Twist Launch & More!Posted in: NewsThis Twist season is looking absolutely amazing! Back to the golden days of Hearthstone!
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TheMeta posted a message on Caverns of Time - Card Changes & New CardsPosted in: NewsThe power creep in this game is so out of control that some of the best cards from the past are getting buffed
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Bazza74 posted a message on 27.2 Patch Notes - Huge Battlegrounds Update, Wild Expansion, Twist Launch & More!Posted in: NewsAviana back to 9 mana again oh dear is this the 3rd time now and who says Blizz never learns
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Strongpoint posted a message on 27.2 Patch Notes - Huge Battlegrounds Update, Wild Expansion, Twist Launch & More!Posted in: NewsThey try to buff archetypes that existed before Un'goro, both good and bad: C'thun, jade, renopriest, beast druid, totem shaman, mech mage, discard warlock, control paladin, etc. I think their focus is to make a really fun September Twist, with wild being of secondary consideration.
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ZagniefMaster posted a message on 27.2 Patch Notes - Huge Battlegrounds Update, Wild Expansion, Twist Launch & More!Posted in: NewsWorgen Greaser is now a 4 mana 6/5. We are reaching powercreep levels we can't even understand.
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Bloodmoth posted a message on Tyrande is FreePosted in: General DiscussionTyrande was a mistake. Excluding people that live in certain countries is NOT right. I tried to do the trick a day late and Amazon had got wind of it by that time, so I'm no less "honoured veteran". So if Blizzard should offer anything to you and us, it should be a fucking "sorry guys we were stupid with this hero and Khadgar, we won't be in the future, here get them free along 3 packs" or something.
Edit: The we screwed up part is more important to me than the freebies by the way.
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ThotHunter37 posted a message on The Cutest Card of Descent of Dragons - With Poll!Posted in: Card DiscussionHow can you NOT vote for whelp, he is so damn fat he literally just lies on his back and cant get up HE PROBABLY CANT EVEN FLY
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TrevoRaven8 posted a message on The Cutest Card of Descent of Dragons - With Poll!Posted in: Card Discussion#voteforchonker
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THIS Twist is literally everything I could've possibly wanted from Blizzard, which makes it so much more painful that it's all going to be gone in a month. Just leave premodern(?) as a permanent game mode, gosh darn it!
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Blizzard as usual will completely miss the obvious: Big Beast Hunter is everywhere because Control Priest completely strangles the life out of absolutely every other deck in the entire format. Do you want to play ANYTHING that isn't Hunter or an ultra-greedy control deck? Fuck you. 5 Amun'Thuls backed up by 8 board wipes. It's completely impossible for any deck to go under Control Priest, so the only option you have is to go over them. Ohey, what goes over infinite board control? Instant death burn & 32 charge damage from nothing. What are all the most obnoxious decks that you're all talking about above right now? What do you know, they're all combo burn decks and Big Hunter. This has been true in every control meta that has ever existed in Hearthstone's history. The best control deck kills every fair deck in the format, and then the only thing left is that control deck and its counters: usually combo decks like Freeze Mage. Since they've taken Warlock out back and given it a good bonk, now it's time to break Priest's kneecaps so fair decks can actually come out and crack some Hunter skulls.
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Shudderwock shaman is annoying to play against in the extreme for basically everybody, but I MOSTLY support it purely because I despise Cubelock that much. Anything that lowers the number of Cubelocks is fair game to me, as long as it too can be preyed upon by something. Ideally many somethings so the meta finally effing breaks open. There is one thing though that maybe Blizzard's developers should look at. Not the balance team, but the actual programmers. I don't know if this is always how it is, but there was this one game where the Shudderwock that was summoned was also activating its battlecry in the same turn. This obviously did infinite damage to me and locked me out of my turn even though I was full health with 20 armor. I don't think that's how Saronite Chain Gang was supposed to work with Shudderwock. If it is, I'd like to lodge a complaint. :P If it isn't, maybe somebody should work on that.
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Faced this. I actually have no idea how it happened, but the other player locked me out of my turn and did literally infinite damage. For some reason the cloned Shudderwocks continued the battlecry effect ad infinitum. Blizzard, if you knew this was going to happen, fuck you.
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I'm going to give the new Midrange Warrior a spin on day 1 before everyone realizes Cubelock beats literally everything and its counters are all dead. So I predict about, say... Two hours of fun. But I will cherish it!
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Good in the midrange warrior that might appear from the mists this expansion, decent in zoolock, possible highroll for aggro Paladin since they have Juggles and 1/1 Divine Shield minions to kill the drakeslayer with. I think it has potential!
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Never before have I played a deck where I felt so much like I was about to lose any minute. Never before have I felt like that and still managed to win what feels like 70% of games. This deck is terrible for my nerves, but great for my winrate. 10/10!
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Yes, sure. Why not make Warlock outright IMMUNE to early boards entirely? It's not like they are completely unbeatable in a value battle no matter what you do, on top of ALSO having 15+ damage OTK potential with Doomguards. No, truly Warlock is a beat upon class that has suffered greatly, and they NEED all these anti-aggro cards. Fuck every other class, by the way. They can be the victims of the decks desperately trying to counter Warlock with aggro, because they're not Warlock, and that means they're garbage that don't deserve to be viable. Is this what we're doing now Blizzard? You kill Freeze Mage so the natural counter to control Warlocks can't appear, then you make a deck that was already impossible for control to beat impossible for aggro and midrange to beat as well? This is it then, guys. I guarantee you that for the next two months until a nerf wave comes, this is ALL you will hear when queuing in ladder or casual:
"YOUR SOUL SHALL BE MINE"
"FOR LORDRAN"
"YOUR SOUL SHALL BE MINE"
"YOUR SOUL SHALL BE MINE"
"I WILL FIGHT WITH HONOR"
"YOUR SOUL SHALL BE MINE"
"LET'S HAVE SOME FUN"
"YOUR SOUL SHALL BE MINE"
"For doomhammer?"
Blyat...
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So it's a buff to help you control the board, a "cycle" card to keep your hand topped off, a value card because it's generating extra minions from itself instead of drawing through your deck, and it's a quasi-tutor card, since it always gives you an elemental. Yeah this'll be a pretty good card!
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*Laughs in Exodia Mage*