The problem are not the grim patrons as there are plenty of stronger combos out there, but the fact that it can be consistently drawn due to 3-4 card draw battle rages. This was the same problem as in the miracle rouge days with [card]Gadgetzan Auctioneer[/card].
How conservative are you with the combo pieces? They should be saved unless in a desperate situation, or you have two copies of one piece already in hand.
I mean to say using the destructive terminus frost bolt and ice lance, followed by destructive terminusfrost bolt ice lance in that order, or any other variant trading frost bolts/ice lances for fireballs(it is also a weapon so only 3 spells need to be cast to utilize the second terminus. Healing is only good against freeze mage due to their limited ways to deal 15+ dmg after a turn 9 Alex. With this new addition that is no longer a problem and the mage's damage output can even out race healing, making it potentially obsolete.
Double destructive terminus's seems very, if not too, powerful when combo-ed with frost bolts and ice lances(8 mana 26dmg). or even frost bolt ice lance fireball and swing to the face(9mana 24dmg). It could potentially make healing too slow against mages.
Every good deck needs a solid turn five play, hence why nearly all decks run [card]Azure Drake[/card] . [card]Elite Tauren Chieftain[/card] is a solid play because it deals with both [card]Chillwind Yeti[/card] and [card]Azure Drake[/card] effectively. This being said, it would probably work best in a priest deck and the battle cry effects both players so it neither helps nor hinders any specific player.
With double [card]windfury[/card], the two Windspeakers seem unnecessary and too slow to combo with. The deck doesn't have an effective method to deal with big taunts, other than Earth Shock, and so adding a Ironbeak Owl in might be a good idea. Having Loot Hoarders and lightning storms would help the deck better survive the early game as well as giving it the card draw it needs to draw into the late game combos. I personally feel with this deck, the [card]Shade of Naxxramas[/card] will be used as taunt removers to pave the way for a turn 8-10 [card]Leeroy Jenkins[/card] finisher.
I wonder if otk shamans with leeroy and rebirth could ever be made legitimate.
It would mean turn 10 Leeroy Jenkins + ancestral spirit + 2 Rebirths equaling 24 damage, which seems viable as the cards have multiple use with Cairne and Sylvanas.
0
Pre-nerf undertaker hunter, holy balls...
Turn 2 (3-4,) turn 3 (4-5)
It was a time when being a priest player I had to tech in silence, double acolyte combo and pain
1
The problem are not the grim patrons as there are plenty of stronger combos out there, but the fact that it can be consistently drawn due to 3-4 card draw battle rages. This was the same problem as in the miracle rouge days with [card]Gadgetzan Auctioneer[/card].
0
Durotan, Son of Garad, Savage Rawr Just doesn't sound right.
0
Finally something good to duplicate that will not be a huge tempo loss.
0
How conservative are you with the combo pieces? They should be saved unless in a desperate situation, or you have two copies of one piece already in hand.
It's probably just bad luck.
0
Add me, same name on battlenet.
0
Rank 9 to rank 14, tried to play priest after discovering Zetalot's deck. It was a brutal learning curve.
0
I mean to say using the destructive terminus frost bolt and ice lance, followed by destructive terminus frost bolt ice lance in that order, or any other variant trading frost bolts/ice lances for fireballs(it is also a weapon so only 3 spells need to be cast to utilize the second terminus. Healing is only good against freeze mage due to their limited ways to deal 15+ dmg after a turn 9 Alex. With this new addition that is no longer a problem and the mage's damage output can even out race healing, making it potentially obsolete.
2 frostbolt(4mana, 6dmg)+2Ice lance(2mana, 8dmg)+ 2 terminus(2mana, 12dmg)=8mana, 26dmg
frostbolt(2mana, 3dmg)+Ice lance(1mana, 4dmg)+fireball(4mana, 6dmg)+2terminus[2mana, 9dmg(spell power)2dmg(hit to face)]=9mana, 24dmg
PS: Munch, munch
0
Double destructive terminus's seems very, if not too, powerful when combo-ed with frost bolts and ice lances(8 mana 26dmg). or even frost bolt ice lance fireball and swing to the face(9mana 24dmg). It could potentially make healing too slow against mages.
0
Every good deck needs a solid turn five play, hence why nearly all decks run [card]Azure Drake[/card] . [card]Elite Tauren Chieftain[/card] is a solid play because it deals with both [card]Chillwind Yeti[/card] and [card]Azure Drake[/card] effectively. This being said, it would probably work best in a priest deck and the battle cry effects both players so it neither helps nor hinders any specific player.
0
With double [card]windfury[/card], the two Windspeakers seem unnecessary and too slow to combo with. The deck doesn't have an effective method to deal with big taunts, other than Earth Shock, and so adding a Ironbeak Owl in might be a good idea. Having Loot Hoarders and lightning storms would help the deck better survive the early game as well as giving it the card draw it needs to draw into the late game combos. I personally feel with this deck, the [card]Shade of Naxxramas[/card] will be used as taunt removers to pave the way for a turn 8-10 [card]Leeroy Jenkins[/card] finisher.
0
Turn 3 coin yeti, turn 4 kill off other yeti with Mind Worm and hero power.
0
Go Cairne Bloodhoof, or Sylvanas Windrunner. They will see more play in the Nax expansion and are neutral cards which are good in every control deck.
2
I wonder if otk shamans with leeroy and rebirth could ever be made legitimate.
It would mean turn 10 Leeroy Jenkins + ancestral spirit + 2 Rebirths equaling 24 damage, which seems viable as the cards have multiple use with Cairne and Sylvanas.