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    posted a message on XilinhungHS' Top 10 Legend CTRL PRIEST! Metabreaking!

    Lunacy mage is a 50/50 loss at worst. The deck is killer when it works, but having played upwards of 40 games with it, there are times when you draw total trash and wish you never played lunacy. So often, in fact, I often just play regular no minion mage instead of using the card.

    Against mage, it helps to use your renews to look for something for the slam, in case you need it. You still need to prepare for the slam by keeping your hit points up as high as possible, which is most of the emphasis of this deck to begin with. 

    Not only that, you don't necessarily need desperate prayer to deal with the slam, though it is a solid option. Renew + hero power is three mana saying you haven't discounted either with Palm Reading. 5 healing kills an unbuffed slam.

    You could also pull Deathwing the Destroyer with Draconic Studies. Not an ideal solution, but if you are against the ropes you do what you can.

    Another option is to play Ysera. And, being totally honest, I play her in most games. One of the dreams does 5 to every minion that isn't Ysera, which kills the slam. Generally, I take Ysera any time studies pulls her, unless another one  is a better option. Alextraza being an obvious example.  If you pull her with studies, you can get the card twice. Just need to make sure you have room in your hand for the dream cards. Its really easy to lose them. I believe they go into your hand by mana cost, so you need room for 4 cards to get it. 

    Discovering Wave of Apathy could buy you another turn. 

    A discounted hail mary Yogg can work if you have played enough spells to activate it. Easy with this deck.

    Samuro + Apothesis kills one, damages the three others, and heals you for 15, saying the Clefthoofs are the only things on the board. Yes, he could play Survival of the Fittest next turn and swing for 21 and you probably lose. Definitely lose if they have any damage in their hand to top it off. In these cases you curse the RNG gods and que again. You will lose to god draws in crappy decks too sometimes. It happens. 

    I've played about 30 games with this deck, and run 50/50 against mages. Considering that deck runs a 50% win rate anyway, I consider it a wash where you actually have the means to survive a key lunacy kill condition. Like I said earlier, I'm more concerned when they don't lunacy and play a control style matchup. If they drop a c'thun with a clear board, you lose even at full health. They can build and maintain armor fairly consistently. 

    The ultimate key to this deck is using your early game to set up your late game. Discover the cards you need in the matchup, and if they don't show in your choices but another discover card does, take it. You aren't worried about chip damage unless it shows to be escalating (libram paladin can escalate quick with a good draw, secret paladin not as much.) In my small sample size, I'm undefeated against paladins, and tend to run into Libram or Broom varieties most often.

    I haven't lost to warlock either, but only have three games under my belt. One was control lock, the other two were tickatus. I got double tickatus both times and pulled out the W. Malygos is not your friend in this matchup, as much as you want him to be. And C'Thun is a lost cause. Look for Shadow Word: Ruin and sit on it. 

    The biggest key is to heal often. If you have two, or more, mana, heal yourself or a minion. Always yourself before a minion, though. Especially against mages of all types. Paladins too. Warlocks won't give you many options either, and will usually take the choice out of your hands entirely by keeping your board clear. 

    And, if all else fails, Yogg. If you are, or suspect, you are a turn away from losing, Yogg away. Worst thing that happens is you end up losing anyway, but he is just as likely to clutch you a win, or help you stabilize as well. OK... the worst thing that happens is he eats the board after your opponent played Liandrin and every single copy of Libram of Wisdom ever pulled from a pack and you lose the rest of your turn waiting for the damned animations to finish. At least it's not like he would've attacked, anyway. 

    Posted in: XilinhungHS' Top 10 Legend CTRL PRIEST! Metabreaking!
  • 1

    posted a message on XilinhungHS' Top 10 Legend CTRL PRIEST! Metabreaking!

    Samuro + Apothiosis is one of your board clears with a mass self heal. You really want that in the deck. Illucia is the only legendary I'd consider dropping.

    Posted in: XilinhungHS' Top 10 Legend CTRL PRIEST! Metabreaking!
  • 4

    posted a message on XilinhungHS' Top 10 Legend CTRL PRIEST! Metabreaking!

    The deck is solid. Like with OTK Demon Hunter, the stats don't tell the full tale. It can be very easy to misplay this deck, and in some matchups those misplays could prove devastating. 

    I swapped things up and put in Reliquary of Souls over Mindrender Illucia, simply because I found myself not wanting to give my opponent something I was sitting on. Cthun pieces... Yogg... Maly. The only problem now is that insight LOVES to draw it. 

    The win conditions really vary on the deck, but mostly involves outlasting your opponent. This deck has an answer for everything, and can discover the few it might want conditionally.  Heal often. 

    The biggest issue against mages with this deck is deciding what to keep. Inevitably, the second you chose to mulligan all your creature control, your opponent will slap down both font of power early and fill the board. Then, the second you do keep it, they lunacy first turn in and never play a minion on their own. In this matchup, you mostly will react to their plays, while healing at every opportunity. Don't throw away your board clears without due cause. Deckster drops a no effect Xyrella in one of his games and regrets it immediately.  Do everything in your power to have enough HP to survive a slam or two. 

    The mage match up is probably a lot harder if they don't Lunacy and go pure spell mage against you and counter control for a C'Thun win.

     Against Paladins, it can depend. If you go against one with a god hand from the start, there isn't a ton you can do but hope. Desperate prayer early if you must, until you are able to keep the board under control. Libram is generally a bigger issue of the three dominant archtypes, so be aware of the buffs. The hardest thing to pay attention to is playing around  Oh My Yogg! Treat paladin secrets like mage secrets (baiting counters) until you know for sure.  Liandrin can be a problem, but one you can work around fairly easily. And, for Yogg's sake, punish any Pen Flinger mistakes. 

    This deck struggles the most against aggro, which is to be expected. The first 4-6 turns are slow at best, with you mostly using your discover cards to counter your opponent while building for the late game. I've gone up against hunter and demon hunter in my climb and both ended up flooding the board fairly quickly leaving me scrambling. In both cases I was one card away from getting out of the mess, though, so all is not lost until its all over.

    I've seen people saying they have issues against warlocks, but I haven't found that to be the case. Either against control or ticketus. Against the former, you counter control, and the later you realize that C'Thun is not going to be a win condition (though fatigue might be for both of you.) This is probably the one match where I would be reluctant to Malygos, just to avoid early fatigue. Though, it might be worth it if your hand is empty, or close.

    Posted in: XilinhungHS' Top 10 Legend CTRL PRIEST! Metabreaking!
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    posted a message on Rokara Rush Warrior *Work - in - Progress*

    You want to keep the Elites. Two minions for the price of one is too good a value to pass up, and this deck has enough weapon generation to practically guarantee you get both copies. With the aggro heavy environment we just went through with Darkmoon Faire, I wouldn't give up the taunts. Double that when you consider that Secret Paladin is ruling the meta currently. 

    Gan'arg is your best turn one play period, and is often critical against secret paladin. No way you want to give one up.  The 2/2 body is much less important than the 3/2 weapon it gives you for one mana, at the low cost of being delayed two turns. Think of it like a 1 mana Fiery War Axe with a potential 2/2 body. 

    Most of the minions in the deck have rush already, so the broomstick is often not necessary. 

    If you are playing Saurfang, you probably don't want to run the Envoy since you would rather pull Samuro or Anchorman with the battlecry. Especially from turn 7 on when this would be played. There is the potential for a huge Envoy, sure, but the 1-2 health it would have to pull it off isn't going to do much good unless your opponent has no removal, and you have a solid taunt wall to protect it.

    Posted in: Rokara Rush Warrior *Work - in - Progress*
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    posted a message on Rokara Rush Warrior *Work - in - Progress*

    Been running this since the moment Barrens dropped. Solid deck.

    The huge key to the deck is that it is very adaptable. If you are against control, you can run a more tempo/aggro strategy and go face fast and often. This is key against decks like no minion mage/ spell damage mage/ and corrupt control priest. Against aggressive decks, you will focus your efforts and minions on keeping the board clear. Having a board clear can be nice at times, but simply putting the array of rush minions to use is often enough to keep things manageable. 

    In probably half my games, Kargath Bladefist has been the hero. Against the mage variants, you definitely want to combo him with playmaker as the extra armor will come in handy around the time they start dropping spell damage minions to take you down. 

    Against Mage, be careful about overextending the board around turn 5 or so. One well timed flamestrike can ruin the day.  Loaded Mordresh, as well.2

    Against the mirror and taunt druid, ETC is often key, as is board control. 

    Celestial Alignment druid you need to push hard and fast. Face often. This is the only deck I've faced that made me wish I ran a brawl as the constant 12/12 clowns is nasty.  Pray you pull the Darkmoon Rabbit with Athletic Studies.

    Watch Tower Rogue is an issue, as well. Mostly because we have limited tools to deal with an early tower. Ideally mulligan for an Imprisoned Gan'arg with solid tempo. Keep constant pressure and you have a chance.

    Secret Paladin is about tempo and board control. Not an easy match for any deck. Keep their board clear and push face when you can. Here you, ideally, would like to have Gan'arg, Crabrider/Bumper Car, and Rokara in your opening hand. 

    The only real change I would make, if I made it at all, would be to swap out one Sword Eater for a Brawl. Main reason that is difficult is because you, ideally, want to have a weapon at all times since they synergize with Krastinov and Mor'Shan Elite. And, with your minions on board control duties, it is your constant source of chip damage. Obvious exception being the Axe. That doesn't go face if you can avoid it. 

    Posted in: Rokara Rush Warrior *Work - in - Progress*
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