MVPs were the two Lightning Storms, the two Fire Elementals, my taunts, and my uncanny ability to roll a spell damage totem when I needed to the most - as during 1 or 2 games, I would have lost if not for getting that lucky roll. I was, somehow, able to get Ice Breaker to work a few times - notably getting through a taunt for lethal on my final match.
MVPs of this deck were the weapons (of course), my large taunts and the 2 Grimestreet Informants. They helped immensely in getting superb cards when I needed them most - including DKs in at least 2 of the wins.
One of the reward packs even netted me a golden legendary!
MVPs were, unsurprisingly, the weapons and the Spikeridged Steeds. The only really 'bad' cards in the deck were the Equalitys, and even then they provided some value on occasion. The deck can get to slow starts on occasion, which doomed me in my losses, especially since I had both Equalitys in my hand with an empty board in each of those losses (no board clears didn't help with that aspect)
What happens if your opponent also has a copy of this Cho? Wouldn't that result in both players instantly drawing their entire decks and fatiguing to death? You should probably put in something stating that Cho cannot trigger off another Cho (or himself, for that matter) to prevent this.
Anyway, here is my idea:
This card can give rogue potentially unlimited draw if you can get this guy to survive...which isn't too likely
I was thinking of making him cost 4, but only drawing 1, but that seems a bit too close to Gnomish Inventor, yet it would also increase his chance of surviving a turn. Should I stick with my main version or use that alternative?
Very pleasantly surprised that this deck got to 12, even though I only got one copy of most of the broken mage cards (if at all). Special mention goes to Cabalist's Tome for consistently pulling wins out of a hat that I wouldn't have normally gotten.
MVPs were, of course, the 2 Spikeridged Steeds, the 3 Truesilver Champions, and the 3 Dinosizes. As long as I had a board, I was basically able to buff my dudes to massive levels pretty much consistently. I even had minor handbuff synergies with some of my cards. One of my losses, however, was to a mage with Spellbender active... and I only had buff cards in hand. He had lethal if I didn't play it (not to mention he also had a Pyroblast in hand for good measure), so I had to gamble there.
This deck has your usual suspects in terms of mvps. It did have a bit bigger curve than I would have liked, but that only really bit me in a few of the games. It did have a large amount of taunts, though, which helped quite a bit.
MVPs were, unsurprisingly, the Crackling Razormaws. They provided such amazing results consistently. The weapons were also quite nice to have, especially late, when I started to run out of cards. I also had a fair amount of deathrattle synergies with the Terrorscale Stalker, which was insane once it went off.
MVPs were the Terrorscale Stalkers and the Reckless Rocketeer. The Stalkers allowed me to get huge tempo swings (especially if I got Kindly Grandmother turn 2), and the Rocketeer allowed me to hit face when I'd otherwise be out of steam. My two games I lost to were to mages who aggroed me down with spells. Crap rewards this time, though.
3 Polymorphs and a Polymorph: Boar were the backbone of this deck. Despite not having much of any kind of early game, the polys helped me survive until the later turns, where my deck could better get value. The two Mind Control Techs surprisingly did not make that much of an impact. Effigy was also an mvp of the run - since it helped bring out high-cost minions at opportune times - and caused opponents to misplay on more than one occasion.
My two losses were to an extremely aggressive hunter (which wasn't close) and to a paladin (in which I was close to stabilizing, but he topdecked Defender of Argus for exact lethal).
So many Jade Shurikens. They were immense in helping me tempo out most games. And even if I didn't, I had games where the value of other cards on the deck would bail me out. In particular, the two Dark Iron Skulkers helped immensely.
Grand Crusader was also exceptionally strong - in one game, it gave me Lay on Hands, which allowed me to survive and win a very close game against a mage. The only game I lost was to an insane hand-buff paladin that killed me T6.
"This is what we do to those who do not follow the rules."
Can be used to destroy minions affected by Aldor Peacekeeper or Humility, or it can be used to destroy cards that were buffed in some fashion, either via a spell like Blessing of Kings, or by being by a buffer such as Flametongue Totem.
0
Here's something unexpected - a 12-0 shaman run.
MVPs were the two Lightning Storms, the two Fire Elementals, my taunts, and my uncanny ability to roll a spell damage totem when I needed to the most - as during 1 or 2 games, I would have lost if not for getting that lucky roll. I was, somehow, able to get Ice Breaker to work a few times - notably getting through a taunt for lethal on my final match.
1
Well, here's a sentence I did not expect to say this soon into the expansion - it's a 12-win warrior deck!
MVPs of this deck were the weapons (of course), my large taunts and the 2 Grimestreet Informants. They helped immensely in getting superb cards when I needed them most - including DKs in at least 2 of the wins.
One of the reward packs even netted me a golden legendary!
0
MVPs of this deck were the AOEs and the Devilsaur Eggs. I had so many activators for them in this run - playing turn 3 egg into turn 4 Hellfire was massive. Questing Adventurer and Darkshire Councilman were also very strong in this deck.
0
Two 12-win decks back to back! That's a first for me.
MVPs in this deck were all of my AOEs, the Counterspell and the Volcanosaurs. Hogger didn't do too much in this deck, sadly.
I even got a legendary as one of my rewards! It's a shame I already had him, though.
0
MVPs of this were the 2 Call of the Wilds and the Spellbreaker. Tundra Rhino was also clutch in several occasions.
0
Here's another 12-win paladin deck:
MVPs were, unsurprisingly, the weapons and the Spikeridged Steeds. The only really 'bad' cards in the deck were the Equalitys, and even then they provided some value on occasion. The deck can get to slow starts on occasion, which doomed me in my losses, especially since I had both Equalitys in my hand with an empty board in each of those losses (no board clears didn't help with that aspect)
0
0
Adding another mage to the pile...
Very pleasantly surprised that this deck got to 12, even though I only got one copy of most of the broken mage cards (if at all). Special mention goes to Cabalist's Tome for consistently pulling wins out of a hat that I wouldn't have normally gotten.
0
Another insane 12-win deck.
MVPs were, of course, the 2 Spikeridged Steeds, the 3 Truesilver Champions, and the 3 Dinosizes. As long as I had a board, I was basically able to buff my dudes to massive levels pretty much consistently. I even had minor handbuff synergies with some of my cards. One of my losses, however, was to a mage with Spellbender active... and I only had buff cards in hand. He had lethal if I didn't play it (not to mention he also had a Pyroblast in hand for good measure), so I had to gamble there.
0
This deck has your usual suspects in terms of mvps. It did have a bit bigger curve than I would have liked, but that only really bit me in a few of the games. It did have a large amount of taunts, though, which helped quite a bit.
0
Here's a 12-win hunter I finished up earlier tonight:
MVPs were, unsurprisingly, the Crackling Razormaws. They provided such amazing results consistently. The weapons were also quite nice to have, especially late, when I started to run out of cards. I also had a fair amount of deathrattle synergies with the Terrorscale Stalker, which was insane once it went off.
0
My first 12-win deck of Un'goro, and my first as a hunter.
MVPs were the Terrorscale Stalkers and the Reckless Rocketeer. The Stalkers allowed me to get huge tempo swings (especially if I got Kindly Grandmother turn 2), and the Rocketeer allowed me to hit face when I'd otherwise be out of steam. My two games I lost to were to mages who aggroed me down with spells. Crap rewards this time, though.
0
Another 12-win deck a day after my previous one:
3 Polymorphs and a Polymorph: Boar were the backbone of this deck. Despite not having much of any kind of early game, the polys helped me survive until the later turns, where my deck could better get value. The two Mind Control Techs surprisingly did not make that much of an impact. Effigy was also an mvp of the run - since it helped bring out high-cost minions at opportune times - and caused opponents to misplay on more than one occasion.
My two losses were to an extremely aggressive hunter (which wasn't close) and to a paladin (in which I was close to stabilizing, but he topdecked Defender of Argus for exact lethal).
0
Here's another 12-win rogue deck:
So many Jade Shurikens. They were immense in helping me tempo out most games. And even if I didn't, I had games where the value of other cards on the deck would bail me out. In particular, the two Dark Iron Skulkers helped immensely.
Grand Crusader was also exceptionally strong - in one game, it gave me Lay on Hands, which allowed me to survive and win a very close game against a mage. The only game I lost was to an insane hand-buff paladin that killed me T6.
3
"This is what we do to those who do not follow the rules."
Can be used to destroy minions affected by Aldor Peacekeeper or Humility, or it can be used to destroy cards that were buffed in some fashion, either via a spell like Blessing of Kings, or by being by a buffer such as Flametongue Totem.