9 out of 10 times you never even stand a chance because this deck has no actual board reset or early game. Half the time I can't even cast my spells on anything. Sadly, 30 cards is just not enough for a deck like this. Might be good against Warlock if their late game decks come into fashion and other slow decks like some Mages.
In my opinion, you should toss out Forbidden Healing, because it will only save you from death once in a blue moon. I'm also not a fan of Pyromancer, even though I admit I had two games where it managed to even the board out a little bit. Sunkeeper Tarim is another questionable card here. I find it extremely hard to have even one token survive on the board while the opponent has the advantage. When I needed help, Tarim would often just sit in my hand uselessly.
Also, I don't actually blame you when I criticize this deck. Having to actually spend a mana on the Quest is a VERY steep requirement. The deck already starts so slow, sometimes you just can't play the quest efficiently at all.
Overall, maybe my games were just unlucky (played with this deck and got a ton of Jade Rogues/Jade Shamans) but if I continue playing this deck, I'm personally pulling Forbidden Healing and Tarim out and replacing them with x2 Equality, to support Wild Pyromancer and have a real board clear after my slow starts.
The Darkness is more anti-mill than it is FOR mill.
The candles can be milled. Mill decks draw a lot of cards without milling themselves, but they overdraw their opponents. Therefore The Darkness might be good against mill-rogue, but it's bad IN mill-rogue.
So what happens if you play it with Barnes or have two of them in play at the same time? What's the rules for candles, I mean? Are separate sets of candles assigned to each Darkness in play or do both of them benefit from a single drawn candle? How does stacking the candles via Barnes work? Do you need to draw all of them or just 3?
-8
This is super limited. I'd rather have a real roguelike experience instead of this heavily cherry-picked card possibilities.
0
1 out of 10 times this deck is amazing.
9 out of 10 times you never even stand a chance because this deck has no actual board reset or early game. Half the time I can't even cast my spells on anything. Sadly, 30 cards is just not enough for a deck like this. Might be good against Warlock if their late game decks come into fashion and other slow decks like some Mages.
In my opinion, you should toss out Forbidden Healing, because it will only save you from death once in a blue moon. I'm also not a fan of Pyromancer, even though I admit I had two games where it managed to even the board out a little bit. Sunkeeper Tarim is another questionable card here. I find it extremely hard to have even one token survive on the board while the opponent has the advantage. When I needed help, Tarim would often just sit in my hand uselessly.
Also, I don't actually blame you when I criticize this deck. Having to actually spend a mana on the Quest is a VERY steep requirement. The deck already starts so slow, sometimes you just can't play the quest efficiently at all.
Overall, maybe my games were just unlucky (played with this deck and got a ton of Jade Rogues/Jade Shamans) but if I continue playing this deck, I'm personally pulling Forbidden Healing and Tarim out and replacing them with x2 Equality, to support Wild Pyromancer and have a real board clear after my slow starts.
2
The Darkness is more anti-mill than it is FOR mill.
The candles can be milled. Mill decks draw a lot of cards without milling themselves, but they overdraw their opponents. Therefore The Darkness might be good against mill-rogue, but it's bad IN mill-rogue.
0
So what happens if you play it with Barnes or have two of them in play at the same time? What's the rules for candles, I mean? Are separate sets of candles assigned to each Darkness in play or do both of them benefit from a single drawn candle? How does stacking the candles via Barnes work? Do you need to draw all of them or just 3?
0
It's a tempo deck. It's not trying to last until turn 25 - which is basically what Awaken is for.
28
CONTROL WARRIOR YUSSSSSS
0
Do the AoE demons and other minions that do Hero-Inclusive AoEs count?
2
Absolutely obnoxious.
-4
Meh, my control decks aren't really affected at all, it's basically just Vanish but without the card burns.
0
I don't understand. You spend 8 mana to force the opponent into spending 5 mana?
-1
I'd rather we could build our own decks but whatever...
-9
Another idiotic OTK card...
This game is just garbage now, honestly.
8
And Brann gets even nastier in Wild
0
Blizzard themselves originally just reused a ton of art in the base game.
0
What does that even mean?