If you are playing in Wild, just use the Bloodbloom > Cataclysm combo to dump your hand and kill Mecha'thun lol. All you need to do is hit Bloodbloom and Mecha'thun with Emperor Thaurissan once or Mecha'thun with Galvanizer(s). Thats it, no need to do some weird shit with Dollmaster Dorian and clog your hand with more dead cards. This shit worked as an Even Mechathun WL quite well in the past. Might not be the fastest way to close out games today, but it is definitely better than what you have :) I suppose you dont need to go Even route, but hero power for 1 mana helped getting to the combo pieces very fast, since you could basically tap every turn and still play stuff.
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iWatchUSleep posted a message on Best hero class for mecha thunPosted in: Wild FormatIn wild warlock mecha'thun is most definitely the best class. It's basically the only real competitive mecha'thun deck.
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amuse posted a message on Hearthstone Patch 12.2 - New Dailies, Hallow's End, Welcome Bundle, New Keyword, Bug FixesPosted in: NewsQuote from SinAscendant >>Because they announced it like couple of weeks ago??
"Here are the new Class cards being added to the Classic set. You’ll be able to craft them or open them in Classic card packs next month:"
You dont think it makes sense that they release the new classic cards along with introducing a bundle that makes people open classic cards?? WHY THE F WOULD I THINK THAT WAY?!?!?!
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DecentMeme posted a message on Hearthstone Patch 12.2 - New Dailies, Hallow's End, Welcome Bundle, New Keyword, Bug FixesPosted in: Newschill, man. it's only 5 dollars and it's RNG, the fuck?
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KRACX posted a message on Hearthstone Patch 12.2 - New Dailies, Hallow's End, Welcome Bundle, New Keyword, Bug FixesPosted in: NewsFYI mobile users, it may say the patch download is 23 MB, however, it will download well in excess of 500 MB in the background once the app actually starts up.
I got caught out by this unfortunately and will now have to pay excess data charges.
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MrE4GLE posted a message on Hearthstone Patch 12.2 - New Dailies, Hallow's End, Welcome Bundle, New Keyword, Bug FixesPosted in: Newswhat about iPad app?
I can cook on my iPad if I play Hearthstone, it was fine until they no longer optimize it
iPad air ios 12.0
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pym166 posted a message on Spiders & AmbushesPosted in: Spiders & AmbushesHi! I had never played Rogue until 2 months ago! ;)
Thanks for the nice comment! I have no idea why this specific deck took off, I think I'm making waaay more good Priest decks. I personally think that it needs some adjustments to be really viable and I welcome your very constructive comment :)
1. I added Sprint as a boost after you played a few Fal'dorei Strider. I couldn't agree more regarding Kingsbane (and all the buffs to make it truly awesome). I actually made a slightly better version of this deck with it. I'm going to update just after this :)
2. Exactly! I always tought that Rogue missed some good clears but Kingsbane + Blade Flurry is fucking good. I also think that 2x Doomsayers could be nice, I'm going to see how they fit nicely in there.
3. I disagree on this one :) I think The Darkness is actually a great card, you just have to be patient and wait for your opponent to overdraw before you play him.
4. Kingsbane + Deadly Poison + Leeching Poison should do the trick! I might give a shot to Evasion too.
5. Sonya Shadowdancer was somehow better when I was running Zola the Gorgon. I think it's a very, very, powerful legendary. But I kinda agree with you... I'm not sure she still have a spot here. Also I'm not running any pirates/charge in this deck. Maybe I should consider it, but I just think pirates aren't so fun and I already have her in another deck anyway.
6. "There is absolutely no reason you need to be milling 20 cards in a single game". Yeap, and that's not what I do :) Return to your hand is a wonderful mechanic, and you aren't stuck with Coldlight Oracles. Leyline Spiders can become very annoying if you play Fal'dorei Strider a few times a game. I really like to take my time and spam my opponent with him :D
Thanks again for your comment, I will try to update the deck tomorrow. But I really want to do some testing first and I'm traveling atm so... I really hope I will find some time to do it!
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MadDawg5150 posted a message on Spiders & AmbushesPosted in: Spiders & AmbushesA nice, honest, fair and no hate critique of a deck very rarely seen on this site, well done. Up votes for the both of yah.
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pym166 posted a message on Spiders & AmbushesPosted in: Spiders & AmbushesThanks for the video! I don't know why you got so many downvotes, I think you have a lot of haters ahah :D
But don't listen to people who can't even take a minute or two to explain you what is it they hate so much about you! Keep it up. And nice game btw!
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OzzyHS posted a message on Spiders & AmbushesPosted in: Spiders & AmbushesHi! I've been playing Mill and Miracle rogue for the better part of 2 years now - I enjoy decks that require some sort of brain power to run. I want to give some constructive criticism for this deck, and suggest a few things that may help this deck out. Here are a few thing I notice with this deck that doesn't make it competitively viable;
1. You play a Sprint. The objective of mill is to get your opponent into fatigue, or at least make sure you're both in fatigue equally. Sprint does nothing but put you ahead of them in fatigue. The only reason I see that you may want to play Sprint, is to fish for the Coldlight Oracle. At that point, I'd recommend just putting in The Curator or Elven Minstrel. This allows more board presence and doesn't put you super deep in fatigue before them. The reason why Kingsbane Mill is superior at the current moment, is because you can bounce Kingsbane over and over with Valeera the Hollow's hero power, thus making you never take a single point of fatigue. I do see that you run Shadowblade, which is nice, but it's very one dimensional. The reason why Kingsbane is so strong, is that it supplies healing, anti-fatigue, AoE if you run Blade Flurry, and board presence all in one. Shadowblade is made for one thing - making you not take fatigue damage.
2. No reliable clears. You don't really have any viable way to clear the board unless you burn a Vanish. I would highly recommend dropping in 2 Doomsayers. Being able to Vanish, double Doomsayer (with valeera power or by just using both) basically ensures a free board next turn. Getting back to Kingsbane Mill, they run 2 Doomsayers, 2 Vanish, and a Blade Flurry. This is 5 forms of clear, as opposed to 2. In this heavy aggressive meta, you need to be able to survive, which I don't see this deck being able to do.
3. The Darkness. Unreliable as your job is to mill them. if you mill even a single candle, you now have 29 cards. Playing The Darkness literally is like deleting a card from your deck more often or not. It's great if it does work, but oftentimes your opponent will just have a way to clear it anyway.
4. No sustain. You have absolutely no health gain in this deck what-so-ever. If anything, you should add in an Earthen Ring Farseer, Cult Apothecary, Evasion, or a mix of 2.
5. Sonya Shadowdancer is super hard to pull off in Mill decks. You may be able to bounce back a Youthful Brewmaster or a Fal'dorei Strider, but that's very hard to pull off with the nature of the meta.
6. Lastly, Youthful Brewmasters have got to go. With the new introduction of Gadgetzan Ferryman, Youthful Brewmasters are basically inferior now. 2/3 > 3/2 in almost every situation. This deck is made for mill, which means more board control. A 3/2 is generally regarded as being more aggro oriented. Although, my personal advice would to be completely remove the Youthful Brewmasters in place of Doomsayers. I already explained why Doomsayer is good above, but the reason being is that Youthful Brewmasters are almost obsolete with the introduction of Cheat Death. Currently, your deck has the potential to reliably mill 20 cards. (2 Coldlight Oracles, 2 Shadowstep, 2 Vanish, 2 Youthful Brewmasters, and 2 Coldlight Oracles off Valeera the Hollow). If you want to factor in Cheat Death, that's 24. Sonya Shadowdancer could make it infinite if your opponent has no answer. There is absolutely no reason you need to be milling 20 cards in a single game.
Now, I want to stress that I'm not flaming your deck, calling you/your deck bad, or saying it doesn't have a place in some meta. These are just the observations I made after playing this deck for ~30 games at ranks 5-3. I love the ideas and aspirations for this deck, I just don't know if they are viable in this meta. If the meta every shifts to more control based, this deck could definitely have potential.
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Hi all,
I have created and tried a unique off meta mech paladin deck, with unique synergies within itself.
The deck is different from the same old “odd mech paladin” or even “mech paladins” online. A few distinguishing features are:
1. crystology - this allows me to draw stone hill defenders or bronze gatekeepers, which helps to thin the deck faster since the deck doesn’t have draw mechanism. Also both drawn cards are absolutely useful against Agro decks, if you draw the said cards in the early stages. As far as I’m aware (I searched many mech paladin decks), all the other mech paladin decks don’t carry this card.
2. Equality or shrink ray + consecration - this allows me to clear the overwhelming control and mid range minions , to survive long enough to get to my magnetic combo pieces
3. Howling commander - draw + get a useful divine shield card (zillax or Annoy-o-module) . Again it helps against Agro and also thinning of the deck. Drawing the said cards also help with mid games because the divine shield cards in this deck are also magnetic! The said cards are so versatile and useful for both early and mid games.
After forming the deck, the idea is simple: play on curve, do value trades and zillax or other taunts against Agro. Use canivorous cube and fungalmancer to present sudden board problems to the opponent.
The deck has done pretty well against mech paladins, death rattle hunters, Aggro warlock and rogue. It struggles against resurrect priest and odd paladin.
i do not have kangor endless army so it is not present at the moment in this deck. Do let me have your views on this deck please!
### Mech Paladin
# Class: Paladin
# Format: Standard
# Year of the Raven
#
# 1x (2) Crystology
# 1x (2) Equality
# 1x (3) Aldor Peacekeeper
# 2x (3) Bronze Gatekeeper
# 1x (3) Howling Commander
# 1x (3) Lone Champion
# 2x (3) Stonehill Defender
# 1x (3) Sword of Justice
# 1x (3) Tar Creeper
# 2x (4) Annoy-o-Module
# 1x (4) Blessing of Kings
# 2x (4) Consecration
# 1x (4) Saronite Chain Gang
# 2x (4) Spellbreaker
# 2x (5) Carnivorous Cube
# 2x (5) Fungalmancer
# 2x (5) Mechano-Egg
# 1x (5) Shrink Ray
# 2x (5) Wargear
# 1x (5) Zilliax
# 1x (6) Mechanical Whelp
#
AAECAZ8FDIMF9AWvB48JysMCm8sCxM8C0dMCtPYChPwC2f4CoIADCdwD8gWbwgKL4QLR4QKl9QLh/gKRgAPMgQMA
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hi, I’m trying to create an off meta secret recruit hunter. Game plan is simple:
1. Disrupt your opponent’s plans by using secrets, which helps your emerald spellstone to build up momentum. Seems like a control deck in early turns
2. By mid turn, suddenly I turn the tides around. Suddenly, I have 4 3/3 beasts, with houndmaster and crackling to enhance the beasts
3. Silence plays a part to avoid magnetic mechs and other buffs on opponent’s minions. My DK will also help to remove their board presence
4. By turn 8, hopefully Katrina comes out to activate 2 of my 3 charge minions (2x 7/7 and 1x 8/8)
Any comments on this deck’s feasibility? I feel that it either wins or lose but I can’t tell what’s lacking. Lol
### Secret beast recruit
# Class: Hunter
# Format: Standard
# Year of the Raven
#
# 1x (2) Crackling Razormaw
# 1x (2) Doomsayer
# 2x (2) Explosive Trap
# 1x (2) Misdirection
# 1x (2) Rat Trap
# 2x (2) Snipe
# 1x (2) Venomstrike Trap
# 2x (2) Wandering Monster
# 2x (3) Animal Companion
# 1x (3) Eaglehorn Bow
# 1x (3) Kill Command
# 2x (4) Flanking Strike
# 2x (4) Houndmaster
# 2x (4) Spellbreaker
# 2x (5) Lesser Emerald Spellstone
# 1x (5) Venture Co. Mercenary
# 1x (5) Witchwood Grizzly
# 1x (6) Deathstalker Rexxar
# 2x (8) Charged Devilsaur
# 1x (8) Kathrena Winterwisp
# 1x (9) King Krush
#
AAECAR8MigGoAsMI4gj4CP4MjsMCncwChtMCtuoCmPAC8vECCbUDyQTyBa4G6wfGwgLd0gLf0gLj0gIA
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Is this card still worth crafting, given the Koblds dynamics?
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Hi,
To the students who topped Statistics in class (or nearly so!)
I'm curious about the math behind 135 cards distributed in packs of 5 cards.
Assuming all cards are equal in possibility (unlikely, but lets assume so for argument sake:)
1. 135 / 5 = 27. what are the odds of obtaining 135 unique cards upon buying 27 packs?
2. again, solely based on pure probability, how many packs would you have to buy to obtain 90% of the cards?
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I am a low ranking player (rank 9 at best) and still cant see the per-round SUSTAINABLE value in this card, other than with mage which I dont use. I do use warlock, hunter, druid and warrior though and warlock seems to be good enough with zealot. somebody knock some sense in please.