So it took me two tries using this deck (not including all the restarts to get lackey + counter). First try I got to turn 7 and stalled out with no way to clear Frostmourne. Second try I lucked out getting a number of minions on board, playing both Ice Barrier, and getting a Meteor + Flamecannon from Glyph. Managed to drop Tony on board + Ice Block and have it live until next turn, which let me setup the infinite combo.
Overall I hope I never have to do this again, because of the sheer amount of luck you must have AFTER restarting to get lackey + counterspell.
To put it simply, agro will always be alive because draw mechanics and deck control in Hearthstone are piss-poor. if an agro player doesn't draw a great opening hand, they're still going to have an aggressive opening. If any other player doesn't draw a great opening hand, with all the answers to agro, they're going to simply lose.
Unfortunately given that Blizzard thought more than nine deck slots would confuse players, I doubt they'll ever do anything about deck mechanics.
Been having some nice success with this deck. Only change I made was -1 Forbidden Ritual +1 Demonwrath because of all the zoo/shaman decks running around.
Really comes down to drawing your early game minions, and your early-mid AoE's. Have to be very aggressive with the board against Zoo. Spellbreaker can also play a big role early by silencing the 1/5 that Zoo is running. But yea, overall the matchup against Zoo comes down to those early game cards and board clears.
Personally I swapped out Big Game Hunter for Doomcaller. The only minion I consistently see above 7 attack in the current meta is C'Thun (and occasionally Grommash). In the majority of cases, those cards are dropped as a win condition so I wouldn't have the chance to kill it anyway. There's only been a few times where they've been dropped and I didn't have Spellbreaker, Siphon Soul, or Twisting Nether [/card]to kill them (obviously in Grommash's case, it's easier to kill normally). Can also use the ol' [card]Shadowflame + Sylvanas Windrunner combo.
As for Defender of Argus, I spend most games being pressured so much that getting it off on two minions feels rare. Even getting it off on one can be worth it sometimes just to reinforce a minion and have an extra body on the board.
I should also note that I swapped Lord Jaraxxus for Alexstrasza. As I mentioned, I spend so much time on the defensive that I never feel in a safe position to use Jaraxxus. If C'Thun decks become less popular, and control decks like N'Zoth Paladin become more popular, I'd consider switching back to Jaraxxus.
I'm loving this deck, and having good success, however I might suggest waiting a few weeks to let the meta stabilize. What's good this week, might be bad next week as people figure out what decks are great.
I think I'd have to agree with others here about Fangral. A lot of potential, but I just can't that potential being fully used in a C'Thun deck. I'd much rather use Bran to act as another C'Thun buff.
I also have a slight concern with only having 1 3 drop, simply because of how awkward 3 mana can be without a Wild Growth on turn 2.
Ancient of Lore - Dead to me. I see no reason to not just use Azure Drake in its' stead now. 2 mana less for -1/-1 and +1 spellpower seems far better to me. Really sucks because as others have said, ramp puts you at a natural card disadvantage, so we needed those draws.
Keeper of the Grove - Again, dead to me. If I want the silence I can just play Spellbreaker for +2/+1 and the same cost. Only way I see myself using this is if agro or zoo becomes super popular and I need the 2 damage, but if that's the case I'd probably prioritize Living Roots over this for more flexibility in dealing with the decks.
Force of Nature - Meh. I don't think it's a bad card, but I can't see myself ever prioritizing it over other 5 drops such as Druid of the Claw and Azure Drake. Maybe in an egg/agro Druid style deck, but it might be too slow for that deck.
Overall I think I'm going to be putting all of my hopes and dreams on C'thun Ramp. I'd love to see Beast Druid become a thing, but I don't think there's enough synergy there yet. I only hope that the AoL nerfs don't screw over ramp.
Beat it on my fourth try; never touching it again. We both played Troggzor, and he played Millhouse on his turn. Let me build up and snowball his board, then he did the same to mine to finally take it.
2
Got it first try. Kel'Thuzad came through as the MVP for me.
0
So it took me two tries using this deck (not including all the restarts to get lackey + counter). First try I got to turn 7 and stalled out with no way to clear Frostmourne. Second try I lucked out getting a number of minions on board, playing both Ice Barrier, and getting a Meteor + Flamecannon from Glyph. Managed to drop Tony on board + Ice Block and have it live until next turn, which let me setup the infinite combo.
Overall I hope I never have to do this again, because of the sheer amount of luck you must have AFTER restarting to get lackey + counterspell.
1
Bit confused over this, as you already have Rag in the deck. Did you possibly mean Lightlord?
Speaking of, since you've removed the heals in lieu of more control, have you considered replacing Rag with Lightlord?
1
Wondering this myself. Chillmaw seems like a perfect fit in this deck.
7
Might see the revival of N'Zoth Paladin with this?
I doubt it will see play in Secret Pally. Too much bad synergy (especially with Get Down guy).
0
To put it simply, agro will always be alive because draw mechanics and deck control in Hearthstone are piss-poor. if an agro player doesn't draw a great opening hand, they're still going to have an aggressive opening. If any other player doesn't draw a great opening hand, with all the answers to agro, they're going to simply lose.
Unfortunately given that Blizzard thought more than nine deck slots would confuse players, I doubt they'll ever do anything about deck mechanics.
0
Been having some nice success with this deck. Only change I made was -1 Forbidden Ritual +1 Demonwrath because of all the zoo/shaman decks running around.
0
Any update on how the deck has been handling it self with the new season?
2
Really comes down to drawing your early game minions, and your early-mid AoE's. Have to be very aggressive with the board against Zoo. Spellbreaker can also play a big role early by silencing the 1/5 that Zoo is running. But yea, overall the matchup against Zoo comes down to those early game cards and board clears.
2
Personally I swapped out Big Game Hunter for Doomcaller. The only minion I consistently see above 7 attack in the current meta is C'Thun (and occasionally Grommash). In the majority of cases, those cards are dropped as a win condition so I wouldn't have the chance to kill it anyway. There's only been a few times where they've been dropped and I didn't have Spellbreaker, Siphon Soul, or Twisting Nether [/card]to kill them (obviously in Grommash's case, it's easier to kill normally). Can also use the ol' [card]Shadowflame + Sylvanas Windrunner combo.
As for Defender of Argus, I spend most games being pressured so much that getting it off on two minions feels rare. Even getting it off on one can be worth it sometimes just to reinforce a minion and have an extra body on the board.
I should also note that I swapped Lord Jaraxxus for Alexstrasza. As I mentioned, I spend so much time on the defensive that I never feel in a safe position to use Jaraxxus. If C'Thun decks become less popular, and control decks like N'Zoth Paladin become more popular, I'd consider switching back to Jaraxxus.
3
I'm loving this deck, and having good success, however I might suggest waiting a few weeks to let the meta stabilize. What's good this week, might be bad next week as people figure out what decks are great.
0
I think I'd have to agree with others here about Fangral. A lot of potential, but I just can't that potential being fully used in a C'Thun deck. I'd much rather use Bran to act as another C'Thun buff.
I also have a slight concern with only having 1 3 drop, simply because of how awkward 3 mana can be without a Wild Growth on turn 2.
1
Ancient of Lore - Dead to me. I see no reason to not just use Azure Drake in its' stead now. 2 mana less for -1/-1 and +1 spellpower seems far better to me. Really sucks because as others have said, ramp puts you at a natural card disadvantage, so we needed those draws.
Keeper of the Grove - Again, dead to me. If I want the silence I can just play Spellbreaker for +2/+1 and the same cost. Only way I see myself using this is if agro or zoo becomes super popular and I need the 2 damage, but if that's the case I'd probably prioritize Living Roots over this for more flexibility in dealing with the decks.
Force of Nature - Meh. I don't think it's a bad card, but I can't see myself ever prioritizing it over other 5 drops such as Druid of the Claw and Azure Drake. Maybe in an egg/agro Druid style deck, but it might be too slow for that deck.
Overall I think I'm going to be putting all of my hopes and dreams on C'thun Ramp. I'd love to see Beast Druid become a thing, but I don't think there's enough synergy there yet. I only hope that the AoL nerfs don't screw over ramp.
3
Great deck. Went from rank 10 to 5 in a single win streak, where I finally lost to a zoolock.
0
Beat it on my fourth try; never touching it again. We both played Troggzor, and he played Millhouse on his turn. Let me build up and snowball his board, then he did the same to mine to finally take it.