Chillmaw is a big a loss for me, she was an auto include for any dragon/deathrattle/taunt deck I made. She also filled a nice sweet spot in the dragon tribe as the only one at 7 mana.
While better than Spreading Madness, it's certainly worse than Elemental Destruction.
Hallazeal + ED would often heal your hero 20-29 health (basically a Reno), leaves Hallazeal alive with 1-2 health, and only costs 8 mana upfront. This allowed you to also play Lava Shock of Sentinel for the remaining 2 mana on Turn 10+, or at least roll a totem.
Hallazeal + ED maxes out at 15 heal, might outright kill Hallazeal, and costs 10 mana upfront. The 10 mana cost is a big problem, because it requires you not to play any overload cards the previous turn (or have to also play Sentinel), and doesn't allow you to do anything else on the turn of the combo.
It work well in wild where ship's cannon shines with cheap pirates (that are useful). I'm fairly surprised that I don't see more Shady Dealer as it's potentially 5/4 for 3 mana... and fairly easy to get to 5/4 in most pirate oriented decks.
I play it in my wild rogue pirate deck... mostly pirates with a few nukes for pushing lethal.
Shady Dealer isn't played because it's not a pirate itself, so it doesn't activate other pirate cards. Not worth running over another pirate or even Tomb Pillager.
What i'm saying is those 5 cards win you the game whenever you draw them all. Even if it's turn 6 and you have 1hp, you'll win with them. But it's pretty unlikely you'll have them all on turn 1.
Here's the trick. Build a deck (or make modifications to one someone else made) play it with the intention of looking for way to improve it, always think about what cards you could add and what problems you run into and how to solve them. Then you make changes, one or 2 cards and then play some games with those cards in mind and decide if you want to keep or replace them. Then you do this again until your decks is perfect and ready for legend.
This is the right idea. Just make a rough draft and head into play mode. Then, keep track of which cards sit in your hand doing nothing more often than not, and think about which cards could have been better in that spot. Ex/ sitting on a Ysera that you can never play because it doesn't change the board state immediately. If it had been a Ragnaros, could you have played it?
Yes just hit it with claws, unless you have Lava Shock, Lightning Storm/Elemental destruction, and Coin in hand, where you could remove it along with everything else on turn 4 for less face damage overall.
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Medivh into Mind Control, hopefully summoning Deathwing, Dragonloard, into N'Zoth. Unreliable but gg when it happens.
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Chillmaw is a big a loss for me, she was an auto include for any dragon/deathrattle/taunt deck I made. She also filled a nice sweet spot in the dragon tribe as the only one at 7 mana.
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Won 2nd try off an early concede by opponent, thankfully. Got my pack, outta here. Terrible brawl.
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While better than Spreading Madness, it's certainly worse than Elemental Destruction.
Hallazeal + ED would often heal your hero 20-29 health (basically a Reno), leaves Hallazeal alive with 1-2 health, and only costs 8 mana upfront. This allowed you to also play Lava Shock of Sentinel for the remaining 2 mana on Turn 10+, or at least roll a totem.
Hallazeal + ED maxes out at 15 heal, might outright kill Hallazeal, and costs 10 mana upfront. The 10 mana cost is a big problem, because it requires you not to play any overload cards the previous turn (or have to also play Sentinel), and doesn't allow you to do anything else on the turn of the combo.
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This comment is ancient, but "could HAVE", not "could of".
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Holy run-on sentence Batman, get a comma or two in there so we can understand the wording.
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Now that he's off to Wild, is it still TOO SOON?
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What i'm saying is those 5 cards win you the game whenever you draw them all. Even if it's turn 6 and you have 1hp, you'll win with them. But it's pretty unlikely you'll have them all on turn 1.
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But you may take damage beforehand if you go second...
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Violet Illusionist + Pyroblast + Pyroblast + Fireball + Fireball = gg
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He's playing control, so he obviously has some combination of Healing Wave/Hallazeal/Jinyu to undo the damage after stabalizing. Calm down.
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Yes just hit it with claws, unless you have Lava Shock, Lightning Storm/Elemental destruction, and Coin in hand, where you could remove it along with everything else on turn 4 for less face damage overall.
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If you also have Rhonin, then Archmage for sure. I use both in my N'Zoth Reno Mage.