200 wins -- nice! That's quite some experience/success with the deck.
I've tweaked the deck elimating schooling and lavashock, adding investment opportunity x 1 and perpetual flame x 1 (perpetual flame is great for getting overdraft to do a ton of damage).
I've been killing it on ladder. Despite conceding against all mages, there are so many auto-wins with this deck it is crazy. Most losing ganes involve a frog never showing (which is rare) or opponent using Loetheb or Skulking Geist to impair the setup for lethal and they tend to be always be "I needed one more turn" losses.
I've played with schooling (I love that card) aswell, but it makes my hand too big and playing minions offers targets to decks like quest mage or miracle rogue that need minion targets for their spells.
Keep fishes in hand. They have rush.
I do not play the deck perfectly, I've probably played 30-35 games with it in the last few days.
I'm still learning, but Warlock does not require much of a combo, they are never anywhere near 40 health, usually in the 20 range where Bioluminence is not usually needed.
I keep a frog, draw .. if I am on coin, I do not keep 0 cost cards because I have coin. I prioritize keeping Finders Keepers, Scalding Geyser and I count/plan every turn. Sometimes I still blow it. A frog on board sometimes leads to a full hand and then I don't get the quest reward, so I play careful.
I think because I haven't mastered the deck completely, I like it more since I am still learning it.
Pirates: draw board clears in the first 3 turns or you're dead (that's always been a thing though)
Curse/disrupt lock: serious risk of overdraw, dirty rat screws your frogs
Quest mage: is usually faster than you + ice block is a nightmare
Secret mage: too fast, anti-minion secrets make the deck unplayable
Bomb rogue: faster than you
Pillager rogue: faster than you
Miracle rogue: draw freezes + devolve for edwin or you're dead
Theotar: will steal a combo piece, it will take time to draw the second (if you play two)
Even shaman: draw two devolves or you're dead
Maybe this is a better discussion than I thought.
Pirate Rogue -- I've been beating them on a regular basis. Even Shaman - Beating them on a regular basis Curse Warlock - I'm either undefeated against them or lost once. Miracle Rogue - The matchup is tight. Theotar - Can't steal 'combo piece" because I have something on board they must kill, like a frog or --- as funny as it seems I often have board around 5 mana. The others: agree
When I face a Rogue, if they have 40 mana or play a Pirate on first turn, I'm ready to go. Warlock -- love it!
Now apparently my deck is a little bit different: I do not run Devolve, this is not a "minions meta" to me. I run 1 schooling to fight for board without overload (also to pad my hand after possible Theotars).
I played some overload Questline Shaman in Wild just to play 3 games as Shaman.
I ended up playing maybe 10 and I think I won them all.
The Dew Druids matchups were ROFL funny. Give me cards? Sure. You can naturalize my frog if you like, with you giving me draw I don't need the frog. Overload Shaman can easily do 80+ damage from hand, but I've done 130 damage with planning.
I think this meta pushed out many of the bad matchups like Pillager Rogue which it is said has real trouble with Theotar and Secret Mages.
I find it odd I had so much success with this deck, I expected it to be terrible.
George The Fallen's hero power is not particularly special in this meta, since multiple quest rewards can do about the same.
The obvious one is the +4/+4 divine shield one.
The two non-obvious ones are helpful refreshes (which occasionally does a divine shield re-roll and I think they are buffed too) and the Yogg one which occasionally gives you the "give a minion divine shield" Darkmoon faire card.
And Vashj hero is basically a better George the Fallen, at 5 mana if can give a minion divine shield permanently with the naga once per turn, so same end result as George but she can also buff minions permanently too.
Ask for a Nostrilsdomu card that is 2 mana with text "If your opponent took more than 15 seconds and it is the first turn of the game, for the rest of the game their turn is 15 seconds".
They love printing silly "For the rest of the game cards".
Now get them to print the first decent rest of the game card (then put rest of the game mechanic in the hall of fame because it is stupid for anything that isn't a quest reward).
I'm a free to player 2 heroes guy that kicks people around after a few turns.
The key to this meta is two-fold:
1) What "quests" can you reasonably complete
2) Is the quest any good?
For example, the gain stats for every refresh one sucks. End of turn one sucks unless there are murlocs and you do murlocs. The golden one is game winning with beasts, meh otherwise. The 4/4 plus divine shield one is game winning with murlocs (poison plus divine). The end of turn twice thing is good, if there are dragons or quillboars and sometimes elementals, otherwise it's okish.
Still, while it ok and feels like Battlegrounds, I find it too easy to really enjoy.
I think part of the problem is that solving this meta in your head is non-obvious, most players aren't going to get it.
(And for me as a ftp 2 hero picks, I doubt I'll reach, say, 8000 MMR to be matched up against my peers. Plus if both hero options are boring, I'd rather concede and requeue -- there are some really crap heroes that I love to play, but some of them like Brukan or Tavish are too dopey to enjoy or Millhouse/Rafaam/Tamsin which are decent or even strong heroes that are boring to play for me.).
I would give this meta a B+, but I'm kinda bored of it.
They announce specific nerfs yet, or is this just speculation that mage is catching the nerf?
No, just some badplayers crying for nerf everything they don't know how to play against. Why Nerfs? Why not buffs? Buff everything else that looks weak and see what happens. it's so logical.
Prominent streamers do not agree with you. Mage gets a targetable Ragarnos hero power for basically free, Druid is busted, Rogue spams huge threats.
You sir, are therefore a an unpolished knobstickle who should prove you have any skill at this game before posting again.
I just gave Roffle playing a Flesh Giants Warlock the usual spanking.
I'm not a stream sniper so I'll have to wait a few hours to see his complaints about my deck "sucks" this time. I did do one misplay when I forgot to hero power before going Tavish hero.
I played a game against a Druid that drew ALL 40 of his cards and played Mechathun and killed it, while I had 23 cards left, meaning he not only drew all 40 cards, but also played them. (This was in Wild, I hear that Alignment Druid is a similar issue in Standard).
Druid Should Get a Priest-Like 2020 Reset.
In 2020, they changed several Priest cards, mostly so they couldn't go face, sent cards to the Hall of Fame like Velen.
Clearly, considering the number of times they have nerfed Druid, Druid is still a raging problem.
This isn't the first time Druid got out of control, Druid got hammered in 2018.
1. Druid is not supposed to have cards like Flipper Friends, Scale of Onyxia, Poison Seeds or Naturalize. They are supposed to real trouble with big minions, yet they are the best at dealing with big minions.
2. Guff shouldn't be able to draw. It should be gain mana or summon a 4/4 and the hero power should cost 3, Wild Growth costs 3.
3. Celestial Alignment should also discard hand, like Astral Communion.
4. Why does Druid have Moonlit Guidance? A discover a copy of a card in your deck? That should be a Priest/Hunter thing only. Druids are supposed to be discovering random crap like Mage does. Discovering in your deck is extremely powerful, Priest and Hunter have little draw to balance out things like Shadow Visions.
0
That doesn't for sure win a game.
Twisting Nether, Vanish, Devolve, Whirlpool and so many other non-targeting "all minions cards".
0
200 wins -- nice! That's quite some experience/success with the deck.
I've tweaked the deck elimating schooling and lavashock, adding investment opportunity x 1 and perpetual flame x 1 (perpetual flame is great for getting overdraft to do a ton of damage).
I've been killing it on ladder. Despite conceding against all mages, there are so many auto-wins with this deck it is crazy. Most losing ganes involve a frog never showing (which is rare) or opponent using Loetheb or Skulking Geist to impair the setup for lethal and they tend to be always be "I needed one more turn" losses.
0
Keep fishes in hand. They have rush.
I do not play the deck perfectly, I've probably played 30-35 games with it in the last few days.
I'm still learning, but Warlock does not require much of a combo, they are never anywhere near 40 health, usually in the 20 range where Bioluminence is not usually needed.
I keep a frog, draw .. if I am on coin, I do not keep 0 cost cards because I have coin. I prioritize keeping Finders Keepers, Scalding Geyser and I count/plan every turn. Sometimes I still blow it. A frog on board sometimes leads to a full hand and then I don't get the quest reward, so I play careful.
I think because I haven't mastered the deck completely, I like it more since I am still learning it.
0
Just beat yet another curse warlock, first time filling my hand using schooling to do it. turn 8 win.
0
i play on an ipad, sadly deck trackers don't/can't exist there. so I can't do a replay afaik
0
Maybe this is a better discussion than I thought.
Pirate Rogue -- I've been beating them on a regular basis.
Even Shaman - Beating them on a regular basis
Curse Warlock - I'm either undefeated against them or lost once.
Miracle Rogue - The matchup is tight.
Theotar - Can't steal 'combo piece" because I have something on board they must kill, like a frog or --- as funny as it seems I often have board around 5 mana.
The others: agree
When I face a Rogue, if they have 40 mana or play a Pirate on first turn, I'm ready to go.
Warlock -- love it!
Now apparently my deck is a little bit different: I do not run Devolve, this is not a "minions meta" to me. I run 1 schooling to fight for board without overload (also to pad my hand after possible Theotars).
Honestly, until typing in my deck, I didn't know I had only 1 crackle but it works.
0
My list is basically the standard issue one. Yes it runs Drekthar as a 3rd way to get the frog. Just 2 frogs and Drekthar = 3 minions.
Nothing special about the list at all, any of the overload shaman decks running 3 minions would be about the same as mine.
Funny you say you like playing it. Actually it's not my style,.
But I keep doing it laughing at the Druids that did nothing for 8 turns not even playing a minion get lightning bolts in the face and die
0
I played some overload Questline Shaman in Wild just to play 3 games as Shaman.
I ended up playing maybe 10 and I think I won them all.
The Dew Druids matchups were ROFL funny. Give me cards? Sure. You can naturalize my frog if you like, with you giving me draw I don't need the frog. Overload Shaman can easily do 80+ damage from hand, but I've done 130 damage with planning.
I think this meta pushed out many of the bad matchups like Pillager Rogue which it is said has real trouble with Theotar and Secret Mages.
I find it odd I had so much success with this deck, I expected it to be terrible.
2
George The Fallen's hero power is not particularly special in this meta, since multiple quest rewards can do about the same.
The obvious one is the +4/+4 divine shield one.
The two non-obvious ones are helpful refreshes (which occasionally does a divine shield re-roll and I think they are buffed too) and the Yogg one which occasionally gives you the "give a minion divine shield" Darkmoon faire card.
And Vashj hero is basically a better George the Fallen, at 5 mana if can give a minion divine shield permanently with the naga once per turn, so same end result as George but she can also buff minions permanently too.
0
Ask for a Nostrilsdomu card that is 2 mana with text "If your opponent took more than 15 seconds and it is the first turn of the game, for the rest of the game their turn is 15 seconds".
They love printing silly "For the rest of the game cards".
Now get them to print the first decent rest of the game card (then put rest of the game mechanic in the hall of fame because it is stupid for anything that isn't a quest reward).
0
I'm a free to player 2 heroes guy that kicks people around after a few turns.
The key to this meta is two-fold:
1) What "quests" can you reasonably complete
2) Is the quest any good?
For example, the gain stats for every refresh one sucks. End of turn one sucks unless there are murlocs and you do murlocs. The golden one is game winning with beasts, meh otherwise. The 4/4 plus divine shield one is game winning with murlocs (poison plus divine). The end of turn twice thing is good, if there are dragons or quillboars and sometimes elementals, otherwise it's okish.
Still, while it ok and feels like Battlegrounds, I find it too easy to really enjoy.
I think part of the problem is that solving this meta in your head is non-obvious, most players aren't going to get it.
(And for me as a ftp 2 hero picks, I doubt I'll reach, say, 8000 MMR to be matched up against my peers. Plus if both hero options are boring, I'd rather concede and requeue -- there are some really crap heroes that I love to play, but some of them like Brukan or Tavish are too dopey to enjoy or Millhouse/Rafaam/Tamsin which are decent or even strong heroes that are boring to play for me.).
I would give this meta a B+, but I'm kinda bored of it.
2
Prominent streamers do not agree with you. Mage gets a targetable Ragarnos hero power for basically free, Druid is busted, Rogue spams huge threats.
You sir, are therefore a an unpolished knobstickle who should prove you have any skill at this game before posting again.
0
I just gave Roffle playing a Flesh Giants Warlock the usual spanking.
I'm not a stream sniper so I'll have to wait a few hours to see his complaints about my deck "sucks" this time. I did do one misplay when I forgot to hero power before going Tavish hero.
0
I played a game against a Druid that drew ALL 40 of his cards and played Mechathun and killed it, while I had 23 cards left, meaning he not only drew all 40 cards, but also played them. (This was in Wild, I hear that Alignment Druid is a similar issue in Standard).
Druid Should Get a Priest-Like 2020 Reset.
In 2020, they changed several Priest cards, mostly so they couldn't go face, sent cards to the Hall of Fame like Velen.
Clearly, considering the number of times they have nerfed Druid, Druid is still a raging problem.
This isn't the first time Druid got out of control, Druid got hammered in 2018.
1. Druid is not supposed to have cards like Flipper Friends, Scale of Onyxia, Poison Seeds or Naturalize. They are supposed to real trouble with big minions, yet they are the best at dealing with big minions.
2. Guff shouldn't be able to draw. It should be gain mana or summon a 4/4 and the hero power should cost 3, Wild Growth costs 3.
3. Celestial Alignment should also discard hand, like Astral Communion.
4. Why does Druid have Moonlit Guidance? A discover a copy of a card in your deck? That should be a Priest/Hunter thing only. Druids are supposed to be discovering random crap like Mage does. Discovering in your deck is extremely powerful, Priest and Hunter have little draw to balance out things like Shadow Visions.
1
Quest Mage Murderer Hunter
https://www.hearthpwn.com/decks/1411623-quest-mage-murderer-hunte