• 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!
  • 2

    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*
  • 1

    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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