I don't know how best to fix it, but when I just beat someone with the combo we had to sit there for a torturous 5 minutes as legions of Shudderwock's talked about their claws and jaws. The game's laughably clunky and unwieldy execution of the combo is proof enough that they did not intend this to be a thing.
Deathrattles for a N'Zoth-inspired second-wind, should the need arise.
The spells already in the deck exist for tearing down threats/walls in your way, while Shadowstep is there to reactivate Battlecries that'll keep you in the game (like Antique Healbot, or N'Zoth). You wouldn't want to Lilian those; she's there to replace the Spare Parts you create with something better.
I used this C'Thun deck to get to rank 5 this season. I pretty much just threw stuff into the deck that looked good on a whim, and I ended up cruising to rank 5 from 12 pretty effortlessly- I've made 0 revisions since slapping it together. It seems to stomp on any slow deck in the meta by getting a huge C'Thun via Blade of C'Thun, which can be played 3 times with Shadowstep. Against aggro, I've done reasonably well against druid/paladin, but not great against warrior/hunter.
That being said, considering I haven't made any adjustments to the deck, I'd love suggestions on how it could be optimized for when I try to take it a bit further.
The point of a card game is to come up with your own unique combination of cards and play with them
This is the 'point' that you have derived from the activity; it's presumptuous to impose the meaning you find in it upon others. I personally like to make my own decks, but I also don't think there's anything wrong with a person existing who doesn't enjoy playing that aspect of the game, and thus doesn't.
There are too many 1 of's in this deck. You simply want to have full playsets of cards that are essential to your deck.
Having only one copy of basically all of your early game/midrange mechs really hurts the consistency of the deck. The Arcane Nullifier X-21 kinda seems out of place with this kind of deck you want to get early board control, maintain it during the midgame and then snowball into a victory.
The nullifier does not help with that at all and may very well be considered a tempo loss here. Sprint without Preperation is kinda horrible in my opinion but that may just be me.
My advice would be to get rid of the Piloted Sky Golem and nullifier and get full playsets of your early/midgame mechs. Will make the deck more consistent and help with board control.
The point of nullifier is to combo with iron sensei. A lot of decks don't seem to have a good answer to it, or fail to draw into it. Thanks for the feedback, I'll try it without the sky golems tonight.
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I don't know how best to fix it, but when I just beat someone with the combo we had to sit there for a torturous 5 minutes as legions of Shudderwock's talked about their claws and jaws. The game's laughably clunky and unwieldy execution of the combo is proof enough that they did not intend this to be a thing.
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Reached rank 4 with it tonight. Almost rank 3. (played two games of miracle but went 1-1 with it).
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Hey folks,
I used this C'Thun deck to get to rank 5 this season. I pretty much just threw stuff into the deck that looked good on a whim, and I ended up cruising to rank 5 from 12 pretty effortlessly- I've made 0 revisions since slapping it together. It seems to stomp on any slow deck in the meta by getting a huge C'Thun via Blade of C'Thun, which can be played 3 times with Shadowstep. Against aggro, I've done reasonably well against druid/paladin, but not great against warrior/hunter.
That being said, considering I haven't made any adjustments to the deck, I'd love suggestions on how it could be optimized for when I try to take it a bit further.
4
As far of jousting goes...... ive lost 8 of 8 jousts so far.....
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I suggest you try it with a non gold Shadowform on live.
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The combo effect, of course, counts your opponent's minions for you and your minions for your opponent.
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Foe Reaper 4000 is really fun with priest. You can heal its prodigious health pool, its cleave is nice, and it doesn't get killed by Big Game Hunter.
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Loatheb and Troggzor the Earthinator are both quite powerful against rogues. Shadow Word: Pain is also quite good as it lands on most of their deck and works wonders against Violet Teacher when paired with Wild Pyromancer.
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It beats 4 attack spam I guess :D
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A little bit. Not going to lie, I also disenchanted the two or so classes that I almost never play to craft golds for my favorite class >.>
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"Our fate is written in the stars, and the stars are within my grasp."
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This is the 'point' that you have derived from the activity; it's presumptuous to impose the meaning you find in it upon others. I personally like to make my own decks, but I also don't think there's anything wrong with a person existing who doesn't enjoy playing that aspect of the game, and thus doesn't.
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Mainly because it helps against paladin and hunter, and the draw is nice.
The point of nullifier is to combo with iron sensei. A lot of decks don't seem to have a good answer to it, or fail to draw into it. Thanks for the feedback, I'll try it without the sky golems tonight.