I feel dirty playing this deck... but i get so much gold :D
- VanArchon
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Member for 8 years, 8 months, and 18 days
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user-100102579 posted a message on First Turn OTKPosted in: First Turn OTKworst_brawl_ever
diversity = 0,00000
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user-100144253 posted a message on KOTFT Noblord's 75% legend Midrange PaladinPosted in: KOTFT Noblord's 75% legend Midrange PaladinSo after exactly 8 days and 200 wins (Im sick, so staying at home helped) I reached legend on EU with this deck for the first time, all the way from rank 25 (Im a returning player)
This deck has an explosive start, nice board control if you trade smart and can hold its own in late game. As a way of giving back to the community I have decided to write a short guide cause its still missing and I have spent a lot of time with the deck.
Remember that even when the RNG can sometimes bite you, every deck is only as good as the player. Trade smart, plan ahead, know important matchups and most importantly bait your opponent into mistakes.
First thing you wanna do is - 2x Skelemancer - The Lich King, + 2x Grimscale Chum, + The Curator
Skelemancer is an awesome card which tries to help with the tough matchups (read priest and shaman) but the only way to defeat priest is to kill him before turn 6, in which Grimscale Chum is much more useful. The Lich King generaly lives for one turn and thats it. The Curator has a solid body and draws us two cards. As much as i like undead Arhas, we are here to win so save him for another deck .
As of right now according to http://metastats.net/archetypedecks/Midrange-Paladin/ version with The Lich King has 52% winrate, version with Grimscale Chum and The Curator has 56% winrate (dont mind the decks with less than 3k played, as they tend to be very niche).
It may not seem like much but if you are serious about climbing the ladder, every bit helps and you will definitely feel the extra % and after 5 its a lot less played games.
Mulligan:
We are aiming for an agressive start with cards like : Grimscale Chum , Murloc Tidecaller , Rockpool Hunter, Murloc Warleader
Always keep: Grimscale Chum , Murloc Tidecaller , Rockpool Hunter , Vilefin Inquisitor Righteous Protector
Sometimes keep: Hydrologist, Murloc Warleader if you have a decent 1 and 2 mana drops, Rallying Blade
Never keep: Anything that is 4+ mana
Matchups:
Warrior
If its control you win.
Pirate: Dont try to match his tempo, your plan is just to survive. If you make it to turn 6 without him totally dominating the board, you win. Always keep Rallying Blade as you need to keep his board in check, even at the cost of your own HP. The card youre aiming to destroy is Southsea Captain. Always keep Righteous Protector, Vilefin Inquisitor Rockpool Hunter as they can usually trade for two of his minions. Maybe keep even Stonehill Defender if you have some solid 1 and 2 drops. after 6 Spikeridged Steed anything you have on board and win.
Shaman
With priest, our toughest match. Trade smart and bring it to late game! Do your best to keep the board clean as if he evolves his board and devolves yours, youre usually screwed. Smartly played Finja, the Flying Star can swing the board back into your favor.
Rogue
Aim for an agressive start as usual as he can almost never outtrade you. Rogues dont tend to be very explosive, so you can afford to keep Sunkeeper Tarim in your hand. We use him to counter Questing Adventurer and Edwin van cleef Generally an easy match up as if he uses Vanish you can usually refill your board pretty easily.
Paladin
These days only Midrange paladin is played so may the better hand win. Your key cards are Sunkeeper Tarim , as he can get you out of unfavorable position and Finja, the Flying Star which can do pretty much the same. Usually the first one to Spikeridged Steed wins.
Hunter
Not many hunters at rank 5+. Trade smart early and if you feel like you can control the board comfortably, just SMORc him.
Druid
Jade: OK all of you guys are waiting for this. We are strongly favored here. Start by trading the board smartly and forget about the late game. At some point in the game which is really hard to define, comes from experience, you stop trading and start going face because you really need to end this match in turn 8-11 which this deck does best.
Buffing one ( you know what im talking about): We play this game the same as we play with Shaman, its all about board control. You dont need total domination on board, when you feel you are comfortable, start going face. Try to keep your minions healthy as you need to play around Swipe
Warlock
You wont encounter many warlocks these days. If its Zoo you just outtrade him, if its Handlock Sunkeeper Tarim is the real MVP here . We can trade so well with this deck that you can even win by fatiguing him. (Yes)
Mage
The kings of board control. But we really need our board presence to win. After many lost games I can proudly say I figured out a cheese tactic to beat em. The MVP here is Hydrologist so you better mulligan hard for her. You will usually get the choice of Eye for an Eye secret. Pick it up and never look back. With our deck we can easily bring the mage to his first Ice Block after which we usually loose. But here comes the Eye for an Eye ! There is no need to really pop the Ice Block but do your absolute best to bring him down to 1hp. Then play Eye for an Eye and you can go watch TV and skip turns as he will never win, even if he has his second Ice Block , infinite fireballs and turns your board to dust.
Priest
Ok no tacticts here. Our ultimate nemesis. Pray to our lord RNGesus and finish him before turn 6. Otherwise there is nothing you can do. But its worth to absolutely suck against 1 class if you can beat the other 8 :)
Tips and tricks
Hydrologist can really win you games. If you are fighting for board control play Noble Sacrifice. If its a close match up or you are vs. Mage, play Eye for an Eye. If you have Righteous Protector on board, use Redemption. He will come back alive with his divine shield. Thats pain in the ass for the opponent. If you fight controll decks, save Repentace for late game turns.
Dont forget you can use your hero power, play Vilefin Inquisitor and use your hero power again.
Gentle Megasaur adapts: If you need to bring someone down fast, use windfury or +3 attack. If you fight for board control use +3 health or divine shield. Note: divine shield is a nice way to protect you from swipe. Sometimes the deathrattle: Summon 2 1/1s can win you games when combined with Sunkeeper Tarim
Always do your favorable trades before you play Sunkeeper Tarim
I believe thats all, hope I helped you guys, this is my first time writing a guide.
Feel free to ask questins and good luck climbing. This deck is worth it.
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Kerwinius posted a message on Lord Marrowgar OTK easy 1st try!!!Posted in: Lord Marrowgar OTK easy 1st try!!!He even had some custom lines about being upset that he got a soulpriest in his hand and wanting to get rid of it.
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Kerwinius posted a message on Lord Marrowgar OTK easy 1st try!!!Posted in: Lord Marrowgar OTK easy 1st try!!!OMG. Played this deck and his Swashburglar stole an Auchenai Soulpriest. He played it and killed himself with his hero power. >.<
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Rusery posted a message on Vilespine Slayer - WTF?Posted in: Card DiscussionIm way more disappointed there isn't some cooky animation to go along with the Vilespine effect. Like some chomping sound or something. Instead we get the same old Assassinate animation. MEH. MEH. MEH.
Wasted opportunity. </3 -
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user-25723420 posted a message on The Cutest Cards of the Frozen ThronePosted in: NewsTo everyone who vote Gnomeferatu
You are my people.
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lolifofo posted a message on Patch 9.0: Frozen Throne Flavor Text, Free Card Packs, Pirates Day Event, Twitch Prime Card Backs, Official Patch NotesPosted in: News"[Arena] reward bags will no longer contain single, non-Golden Common cards."
WE FUCKING DID IT!
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DyingAtheist posted a message on New Warlock Card Revealed - GnomeferatuPosted in: Card DiscussionQuote from DyingAtheist >>Quote from DyingAtheist >>Just because you kill an Antonidas one game in 30 doesn't make it a good card. It means the other 29 times you've helped your opponent out.
I'll happily destroy one of your cards leaving a 2/3 body for 2 mana compared to trying to fish a minion with Dirty Rat and probably give you the game in the process. I don't care what the card is, because if you've included it in your deck, you've excluded something else for a reason (I'm talking here about the few players that don't copy paste Pirate Warrior)Unless you go to fatigue this means nothing though. You're on about destroying a card I'd find valuable...so what? You don't draw every card in your deck anyway in normal circumstances so let's say on average you draw 20 that means every game you effectively have 10 cards (that I chose at the exclusion of others) that get 'destroyed'. And it means nothing. Destroying a card means nothing unless you go to fatigue. This isn't a guess, this isn't my 'opinion' it is a statistical fact and people arguing otherwise will realise once they actually play with the card.I'm looking forward to quoting you on this.I'm looking forward to quoting all of you in a month and then hopefully directing you to a local class where you can be taught basic bloody statistical analysis. -
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Gauthzu posted a message on Mayor NoggenfoggerPosted in: Mayor NoggenfoggerEligible targets. Just as Yogg
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I'm having a hard time seeing how this card could have been made anything other than bad, or overpowered (without modifying the summoning part, changing what the card does is an entirely different discussion). The start of turn effect is good for charge minions but the bad comes from it needing to survive its first turn out and possible loss of turn depending on when you play it. If it had been end of turn, I think it would have been overpowered or very nearly so with any high cost taunt, but particularly with the new Voidlord.
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This is a tough one. A 4-drop board clear at the expense of your hand. If your hand is empty I guess or you only have some discard friendly cards in hand. The current card pool of the latter though doesn't make this really all that worth it. I suppose if you really want to dump your whole hand to insta-complete Lakkari Sacrifice but that still seems like a highly questionable trade-off. I have a feeling that this may end up being meta defining in a way that I can't yet see, but right now, anyone's guess is as good as mine.
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Not earth shattering, but not terrible either. It could make for a decent backup behind Wickerflame Burnbristle against any other shielded minions since lifesteal doesn't heal when hitting a divine shield.
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I would pair this with Charged Devilsaur. Drop it (turn/mana 8+), remove it, get the 7/7 charge without the battlecry restricting it from hitting heros. Try it out a few times then move on with something else.
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Turn 4 Duskbreaker, Turn 5 Cobalt Scalebane, Turn 6 Dragonfire Potion. That's the scenario that I see playing out the most often. I've noticed a tendency for people to play a flurry of minions after an AoE drops. Particularly if it gets dropped on an empty board because you don't want to burn your next card draw, leaving them potentially open to the potion follow-up.
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Between this and Crushing Walls I wonder how many more cards that involve minion placement are coming? In the amusement department, I can envision a Rogue vs Rogue matchup where one has this in play, and the other drops a Southsea Deckhand which calls Patches the Pirate and Patches ends up running into the deckhand. You know it will happen at least once.