His opponents let him win pretty much. He even commented on that. "Only pros at rank 12. /sarcasm" etc.
- Tarazet
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Rumil posted a message on Patron FlingerPosted in: Patron FlingerI was looking for a deck using the axe flingers and I just found it. And it's successful. I like it. Nice job man!
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Remember that tavern brawl where you chose two cards? Had a Druid choose Innervate and Yogg. The first one he got off, it comboed Embrace the Shadow and Tree of Life. Double KO
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I had a hilarious match with this list against a bubble paladin. I didn't give away the game right away - I just controlled his early rush with my weapon and held onto my cards. Then he refilled his hand with Divine Favor - it was his last card in hand, he drew 8 and had a full board. I had Vanish in hand and it was turn 6. Glorious. After that point, I just kept Shadowstepping and copying Cult Apothecary until I found a way to put him in lethal range. I only played one Coldlight.
He thanked me afterwards for finishing his quest to do 100 damage to the enemy hero, in one game. I wouldn't be surprised if it was more like 150. I lost track of how many Cult Apothecaries I played.
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Been losing a lot to this deck as Warrior. Opened a golden Deathwing Dragonlord today so I figured, if I can't beat 'em join 'em. Have to say it's pretty fun on the dark side.
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Sometimes C'thun wins games, if he is buffed to truly stupid levels and then actually hits the field. I've been up against Rogues with a flawless curve all the way up to 10.. it just completely blows anything out of the water. The cards individually are OK, not amazing. The Twin Emperors can pose an insurmountable obstacle for many classes, and often have a bigger impact on tempo than C'thun himself.
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I played with a modified version of this deck last night when I was on a tear against C'thun Priests. Against Priest or Druid, they often will not mulligan for board clears, as that is not how they win against the more popular Deathrattle Rogue. If they go full ham greedy buffing their C'thun god, it is easy to win by overwhelming their tempo minions with board swarm, forcing them to trade into your little disposable minions rather than sitting back and fishing for their sweepers. Be careful not to empty your hand if you can help it, though, as combo is too important. I've lost a few games by topdecking Eviscerate when I had nothing else to play with it.
The way that turn 1 and turn 2 are handled are critical in this deck, so you need to spend time considering your mulligan and thinking of what your opponent has to deal with it. The new Rogue 1-drop Bladed Cultist has high potential, but is poor played naked and can also result in massive tempo loss if answered. The Coin + Bladed Cultist + Bladed Cultist is a dream hand against most classes, but Priest has the capability to instantly shut it down with Embrace the Shadow + Circle of Healing on turn 2. Shaman can also counter with a combination of Lightning Bolt and Rockbiter Weapon. So consider whether the opponent is likely to get those draws, say if they are playing against a ton of Zoo and are going to have a lot of these tech choices in their decks. Same goes for the super aggressive play of The Coin + Bladed Cultist + Cold Blood, which puts a 6/3 minion up on turn 1, but is only playable against Paladin and Priest due to the plethora of removal options the other classes have, and maybe against Warrior as he has to remove it with his face.
My differences to this deck: -1 Xaril, Poisoned Mind, -1 Leeroy Jenkins, -1 Vanish, +1 Shadowstep, +1 Argent Horserider, +1 Edwin VanCleef. The deck becomes even more aggressive and bursty in the early turns, and eschews the Xaril RNG and situational Leeroy finisher for a more consistent flow on turns 1-4. There is still the possibility of bad draws where you have nothing but spells, but again, that is why you need to consider your mulligan very carefully.
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Arathi Weaponsmith isn't amazing, puts an irrelevant body on the board. Maybe replace her and one Mortal Strike with Axe Flingers. That would reduce the Warrior "can't play anything" phenomenon of having nothing but situational cards in your hand.
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Finley is a solid 1 drop in the worst case. The best hero powers to get are Mage, so you can ping our own critters, and Priest, so you can trade and then heal up your minions. Even pulling that off once is sometimes enough to seal the deal. In practice, this is a tempo list, so you will not be using your Hero Power more than once or twice during the course of the match.
In Standard, we lose three very strong cards in Loatheb, Death's Bite and Dr. Boom, who is the real MVP of this list. On the other hand, none of the Classic set nerfs announced today affect the list at all.
We still have Revenge as a less efficient but more flexible alternative to DB, Arcanite Reaper is amazing for reach, and there are new card choices that strengthen the deck's synergy: Ravaging Ghoul, Tentacle of N'Zoth, and Blood Warriors all lend additional strength to the Axe Flinger/Patron concept.
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This was the most yolo thing ever, and I was just on the floor dying of laughter when this happened.
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My version, slightly cheaper and still works the same way:
-1 Sylvanas +1 Druid of the Claw
-2 Ancient of War +2 Master Jouster
MJ wins a lot in this deck.
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I have every card in this deck. I play mainly Warrior, and I love Dragons, but I'm just not sold on this list despite its promise.
I like the control matchups best, because like Dragon Priest, it saturates your opponent's resources to the point that they can eventually do no more. However, without the Priest class dragons, it isn't AS good at saturating resources, and it is nowhere near as good at clearing.
On the flip you are extremely vulnerable to aggro, because you don't have the armor gain tools that Patron does, let alone the Control Warrior lists - and since your primary method of removal is your face after your taunter gets Crackled, you get screwed quickly. I have a hard time believing that you had such a good time against Shaman, because aggro farms the crap out of midrange decks that rely on weapons for removal. That's just the nature of the game. It is an extremely one-sided matchup. If you can draw into taunt after taunt after taunt, then you have a better chance, but this deck can't do that because there just aren't enough of them.