You don't even need the wild legendaries. I dust my wild cards but I can still build a deck with what I have. Just hard mulligan for [[Kabal Lackey]] + [[Counterspell]] every game and restart if you don't get it, it won't take you long at all.
Attached is the card I made, the link wasn't working.
I designed this card to allow Rogues to rig the deck in their favour, which I thought was a flavourful thematic as it deceives the opponent. It's a very flexible card that I think would see play in Miracle Rogue and possibly wild Water Rogue.
There was a thread a while back dedicated to finding the most damage you can do in one turn with every class. I thought it was a really cool thread and wanted to revive it with all these new cards to choose from.
Rules:
You have 10 mana. There are no minions on board. Your opponent can have any cards in his hand. You and your opponent can have any health if it matters (let's say your opponent has 100000 armor). You didn't do any preparation (No weapons and secrets on you, your cards didn't get cheaper by Emperor Thaurissan etc.) just plain cards. You can have maximum 10 cards in your hand with no The Coin. No RNG allowed. If there's an RNG in how much would you damage, you must write the possible lowest and highest damage (for example if you play Crackle it's x+3-x+6). You can't rely on drawing certain cards while doing the combo. Using Alexstrasza does not count as damage. Patches the Pirate is not allowed.
Ancestor's Call -> Malygos + 2x Lightning Bolt + 2x Frost Shock + Crackle = 36-39 Damage (Credit to Kolosh and uiasdnmb, the Original Thread Creator and a Contributor Respectively) Note: The other cards in your hand must be spells for 100% reliability.
I'm considering beginning to play Wild, and I have a few archetypes in mind but I'm not sure which I should invest my dust into. I'm considering RenoLock, Tempo Mage, Quest Warrior, Dragon Priest and Miracle Rogue. Thoughts?
Why do people hate Quest Rogue? It loses to aggro and control. Quest Warrior and Freeze Mage have no bad matchups, seems like they're the most cancer imo.
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You don't even need the wild legendaries. I dust my wild cards but I can still build a deck with what I have. Just hard mulligan for [[Kabal Lackey]] + [[Counterspell]] every game and restart if you don't get it, it won't take you long at all.
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Attached is the card I made, the link wasn't working.
I designed this card to allow Rogues to rig the deck in their favour, which I thought was a flavourful thematic as it deceives the opponent. It's a very flexible card that I think would see play in Miracle Rogue and possibly wild Water Rogue.
0
There was a thread a while back dedicated to finding the most damage you can do in one turn with every class. I thought it was a really cool thread and wanted to revive it with all these new cards to choose from.
Rules:
You have 10 mana.
There are no minions on board.
Your opponent can have any cards in his hand.
You and your opponent can have any health if it matters (let's say your opponent has 100000 armor).
You didn't do any preparation (No weapons and secrets on you, your cards didn't get cheaper by Emperor Thaurissan etc.) just plain cards.
You can have maximum 10 cards in your hand with no The Coin.
No RNG allowed.
If there's an RNG in how much would you damage, you must write the possible lowest and highest damage (for example if you play Crackle it's x+3-x+6).
You can't rely on drawing certain cards while doing the combo.
Using Alexstrasza does not count as damage.
Patches the Pirate is not allowed.
Here's my starting point:
Druid:
Aviana + Kun the Forgotten King + Malygos + 2x Faceless Manipulator + Swipe + 2x Living Roots + 2x Moonfire = 85 Damage
Hunter:
Tundra Rhino + 2x Timber Wolf + 2x Young Dragonhawk + Bestial Wrath = 24 Damage (Credit to Kolosh, the Original Thread Maker)
Mage:
2x Flamewaker + Sorcerer's Apprentice + 2x Frostbolt + 2x Ice Lance + 2x Arcane Missiles + Mirror Image = 48 Damage (Credit to uiasdnmb, an Original Thread Contributor)
Paladin:
2x Ship's Cannon + Light's Justice + 2x Southsea Deckhand + 2x Bloodsail Corsair + Blessing of Might = 24 Damage (Credit to sleepsort, an Original Thread Contributor)
Priest:
Baron Rivendare + 2x Zombie Chow + Mistress of Mixtures + Radiant Elemental + Embrace the Shadow + 2x Flash Heal + Light of the Naaru + Circle of Healing = 41 Damage
Rogue:
Stonetusk Boar + 2x Cold Blood + 2x Abusive Sergeant + 2x Shadowstep + Preparation + Eviscerate + Faceless Manipulator = 38 Damage
Shaman:
Ancestor's Call -> Malygos + 2x Lightning Bolt + 2x Frost Shock + Crackle = 36-39 Damage (Credit to Kolosh and uiasdnmb, the Original Thread Creator and a Contributor Respectively)
Note: The other cards in your hand must be spells for 100% reliability.
Warlock:
2x Summoning Portal + Leeroy Jenkins + Power Overwhelming + Faceless Manipulator + Doomguard -> Discarding 2x Fist of Jaraxxus = 33 Damage
Note: You must have no other cards in your hand for 100% reliability.
Warrior:
Alexstrasza's Champion + 2x Inner Rage + Rampage + Abusive Sergeant + Faceless Manipulator = 24 Damage
Note: You must have a Dragon in your hand for this to work.
Please post if you have a higher damage combo!
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Dark Arakkoa
Statline
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Next: A Paladin early game card.
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I'm considering beginning to play Wild, and I have a few archetypes in mind but I'm not sure which I should invest my dust into. I'm considering RenoLock, Tempo Mage, Quest Warrior, Dragon Priest and Miracle Rogue. Thoughts?
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Ysera
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Why do people hate Quest Rogue? It loses to aggro and control. Quest Warrior and Freeze Mage have no bad matchups, seems like they're the most cancer imo.
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It's not a staple card, so I would only use it if you're going to be playing mostly Hunter to climb.
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Next: Make a spell that would be good in Miracle Rogue.
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The Black Knight
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This is my theorycraft N'Zoth Shadow Priest. I haven't tested it at all and would like some advice before I go and craft a Confessor Paletress.
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Renounce Darkness: Replaces Hero Power.
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Totem Shaman, Rattle Rogue, Renounce Darkness RenoLock and Deathwing, Dragonlord Control Warrior.