Considering all the battlecries, how about Brann Bronzebeard? He's not exciting, but he's also a solid body for facing off against aggro, and Brann into Master of Evolution is a 5 cost + 4/5 on turn 4, plus he usually trades with something first.
If you can fit him in then absolutely, the meta is pretty fast where I am though so I tend to favour faster cards.
I've found Bloodlust to be a dead card in my hand 80% of the time. Would I be crazy in replacing it with a Doomhammer?
Not crazy but the deck is primarily designed around building a large board so Bloodlust shouldn't really be a dead card. YMMV but it wins me about half of my games.
I was just going to build this deck but the decklist differs A LOT from the cards you talk about in the description. Why did you update it to those cards if people reach legend with the old ones?
It's being adapted to the changing meta but the core of the deck is the same, it's just a little more aggressive.
Guys I am struggling to justify not running a 4 mana 7/7, I have been experimenting with it and it doesn't seem to be as anti-synergists with evolve as I had expected - anything overstatted in health can be used to trade with 1-2 minions and then evolved when at low hp.
This is one of thé worst decks ever it works for shit, prolly was good day 1 when most of ppl where searching cards out but now i guess your win % might be between 10% to 20%.
So ppl dont spend your dust on this deck NOT worth it.
Have fun!
Let's ask the multiple players at legend with this deck to kindly concede their way back down to the low teens so that you feel better..
Seriously though, the deck works very well, I can understand wanting to make some changes or having trouble vs particular decks but your comment suggests you are simply playing it wrong.
Reasonings--stormcrack isn't that good. Paying an extra mana vs. Bolt for one more damage doesn't make a difference nearly often enough for it to be a superior choice (early game it's typically overkill and will destroy your curve). Lightning storm is added for a second time to the deck so as to better combat zoo/general aggro. Knowing when to drop the two Storms and the lone Elemental Destruction will win you games.
Nerubian is often dead/an extremely bad topdeck late game. It's cool if it shows up in your opening hand, but outside of that the card doesn't pull its weight hard enough for me to care for it. Sentinel will help you keep up the aggression after dropping your AoE/card draw.
Bloodlust is clunky and expensive--a "win more" card for me more often than not when I was testing it. Typically if you have the board such that the boost to attack will give you lethal, you'll still have lethal in the near future regardless. As such, I've removed what it often the dead draw Bloodlust in favor of Ancestral, which provides the card draw this deck so desperately needs at times.
P.s. Try to combine the overload of the Lightning Storm with that of the Ancestral Knowledge if you have the room to do so lategame, then remove the overload with an Eternal Sentinel. Also, never forget the spell boost your Azures provide. Very potent when combined with our AoE.
Let me know your thoughts, both empirically and theorycrafting wise.
I can live without Prophet and sometimes run Twilight Hammer instead.
I'm not having too many issues with draw, I find the Drakes seem to be enough but the most important thing is maintaining board control so I subbed it out for something relating to that (cannot remember which haha!)
But I'm definitely keeping Stormcrack, it's a great card in this meta. So many 2/4 and 3/4 minions that need to be killed immediately and I don't want to pray for that SP totem!
But overall I like your reasonings and if they fit your meta then go for it and have fun!
Nice deck! I actually preferred the previous version with the thunder bluff valiant, hallazeal etc. I have to admit that making full use of hallazeal is rather difficult, i have only managed to use lightning storm with hallazeal once ( don't get me wrong, it was amazing. I screwed the murloc paladin over) but I just keep it because it was pack pulled and I wanted to try it out. Thunder bluff valiant has actually come up really big for me. He gives that nice damage push and actually nakes the totems great for trading! It helped me win against a cthun warrior as it kept churning out damage during fatigue, i brought him down from full health and 36 armour. Overall I've had a pretty good winrate after changing some stuff around, fun deck to play, would recommend.
The changes I've made are really just tech choices for the meta I'm facing, the core is the same so if you're finding success with Hallazeal and Al'Akir then keep them in! Al'Akir is pretty much the same as bloodlust in this deck and is better at regaining tempo if you lose it in the late game.
So many times I've been winning onboard state and as turn ends I evolve into a doomsayer and lose haha, fun deck tho
I tend to be very conservative with my use of evolve, when I have many 1 drops I want to have another evolve/master/removal ready just in case one becomes doomsayer.
When you have a small board the chances of a doomsayer are low and actually might work in your favour, denying the opponents turn.
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Guys I am struggling to justify not running a 4 mana 7/7, I have been experimenting with it and it doesn't seem to be as anti-synergists with evolve as I had expected - anything overstatted in health can be used to trade with 1-2 minions and then evolved when at low hp.
Think it may have to find a home in the deck.
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