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    posted a message on Could I have played these games any different?

    I just feel that even at early game, they have very efficient removals. I have gone more aggressive against warrior but it often just takes a single Bellowing Flames on turn three and they clear your board. Especially against hunter since they have many one health minions.

    Posted in: Standard Format
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    posted a message on Could I have played these games any different?

    Thanks. I find it hard to overcommit in fear of a board clear. But maybe that's a risk worth taking.

    Posted in: Standard Format
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    posted a message on Could I have played these games any different?

    One thing I find hard to evaluate when I lose (and win for that matter) is how much was RNG and how much was my own decisions. Was the game unwinnable from the start or did I just play badly?

    I have three games here that didn't go so well and I'm just wondering if the odds were just stacked against me or could I have salvaged it somehow.

    Game 1 - Demon hunter
    Game 2 - Warlock
    Game 3 - Warrior

    I maybe overextended the board at times but at the same time, I can't fall back on tempo too much either. I also tried to play efficiently with my mana. What should I have done differently?

     

    Posted in: Standard Format
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    posted a message on I can't believe how can aggro DH have any wins.

    I don't get it either. It feels so hit and miss. I found pre-nerf handbuff paly far more infuriating to face. I have both played and faced DH and I can't see the real fuss. It feels like any ammount of lifesteal, armor and taunt stops it dead in it's tracks. You have Kayn to deal with taunts but I have literally never ever used him cause I have never ever drawn him when I needed him.

    I often simply get outlived by my opponent and then you run out of steam. Likewise when I face DH. They can just as often fall flat as to run you over completely.

    Posted in: Standard Format
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    posted a message on 12 Win Even Lock

    Might be a good deck but I went 0-3. Crushed by mages all three times. First big spell mage, then two tempo mages.

    Posted in: 12 Win Even Lock
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    posted a message on Healing Pain

    Tried this but have met nothing but hunters that really out-tempo this deck. It seems VERY prone to bad ring. I have still not survived long enough to get the combo. And even if I did, the hunters have run several taunts which make the Lightwarden moot. Maybe it's a good deck but I haven't been able to make it work.

    Posted in: Healing Pain
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    posted a message on [RANK 1 LEGEND]Rage's Quest Rogue

    People tend to concede the moment you activate Crystal Core...

    Posted in: [RANK 1 LEGEND]Rage's Quest Rogue
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    posted a message on [RANK 1 LEGEND]Rage's Quest Rogue

    Very fun deck and works extremely well. Not been running into zoo or aggro that much yet. Mostly slower decks and the occasional Shudder-shaman. It seems to be an extremely aggrivating deck to face. I don’t think I’ve ever played a deck that resulted in so many concedes and possible rage-quits. However, I haven’t really found much use for Sonya Shadowdancer. Don’t know what else you could use but I feel that if you want to change something, she’s the first to go. The deck works fine without her.

    Posted in: [RANK 1 LEGEND]Rage's Quest Rogue
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    posted a message on [RANK 1 LEGEND]Rage's Quest Rogue

    I believe so. Zola and Sonya adds extra chances to activate the quest, but I often managed without them.

    Posted in: [RANK 1 LEGEND]Rage's Quest Rogue
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    posted a message on [RANK 1 & 2 LEGEND] Combo Dragon Priest

    Fun and good deck but I’ve run into some extremely bad matchups. Either super fast aggrodecks or recently taunt warrior that ended at a total of 50+ life+armor. Not even a 40/40 charge could help there.

    Posted in: [RANK 1 & 2 LEGEND] Combo Dragon Priest
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    posted a message on [K&C-Legend] Tera's Onyx Control Rogue

    I really like this deck, but it feels like it’s so many situations this deck can’t handle and it’s really hard to catch up when you are out-tempoed or just burned/smorced. Most often I feel just utterly overrun. All the fancy cards in the deck doesn’t matter if you can’t deal with everything your opponent throws at you. How do you handle a paladin that by turn 7 has a full board of 3/3 Silverhands? Or a mage that burns and freezes you so you can’t utilize Leeching. Or a Handlock that dumps big minions that just can’t be dealt with. Or a hunter that both burns and builds up an effective board?

    All these situations have happened several times and I just can’t see how you are supposed to deal with them unless you get a perfect draw. I still like this deck but can’t see how it’s supposed to prevent you from beeing totally overrun.

    Posted in: [K&C-Legend] Tera's Onyx Control Rogue
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    posted a message on Rank 5 Mill Rogue - 73% Winrate
    Quote from ElectroniQ >>
    Quote from alsedexus >>
    • Gadgetzan Ferryman - Too slow and clunky IMO. You don't want to simply force card draws, you want to make him overdraw. This often requires consecutive Oracles during the same turn. SS, CD and Sonya all grant a discount and don't require combo triggers.
    • Sudden Betrayal - Too random and often doesn't solve the problem of stalling the game.
    • Skulking Geist - I've seen others suggesting it but I think it's very detrimental for this deck. It pretty much requires you to have already played both your Deadly Poisons.
    • Doomsayer - I've been playing with the thought of perhaps running only one, but I'm sticking with two for now. Not only is it a removal cards, it's also a stall card. It's a target for hard removal and DD. It's a card your opponent most often can't ignore. It can be used after a Vanish to completely shut down the opponent's turn, making it a poor man's Time Warp.
    What is DD?
     Direct Damage. Forcing a mage to Fireball it, hopefully increases your survival slightly.
    Posted in: Rank 5 Mill Rogue - 73% Winrate
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    posted a message on Rank 5 Mill Rogue - 73% Winrate

    Yea, might remove EvC for the second one. Right now I've had some extremely good matches without seeing LP so I'm a bit blind to it's real necessity. :)

    Posted in: Rank 5 Mill Rogue - 73% Winrate
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    posted a message on Rank 5 Mill Rogue - 73% Winrate
    • Gadgetzan Ferryman - Too slow and clunky IMO. You don't want to simply force card draws, you want to make him overdraw. This often requires consecutive Oracles during the same turn. SS, CD and Sonya all grant a discount and don't require combo triggers.
    • Sudden Betrayal - Too random and often doesn't solve the problem of stalling the game.
    • Skulking Geist - I've seen others suggesting it but I think it's very detrimental for this deck. It pretty much requires you to have already played both your Deadly Poisons.
    • Doomsayer - I've been playing with the thought of perhaps running only one, but I'm sticking with two for now. Not only is it a removal cards, it's also a stall card. It's a target for hard removal and DD. It's a card your opponent most often can't ignore. It can be used after a Vanish to completely shut down the opponent's turn, making it a poor man's Time Warp.
    Posted in: Rank 5 Mill Rogue - 73% Winrate
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    posted a message on Rank 5 Mill Rogue - 73% Winrate

    Despite my whining, I've tried it out and things are starting to work out better. I made a few adjustments (from the 31 December update) in an attempt to add diversity and lessen dead cards. I'm still dubious about this though:

    • -2 Fan of Knives - this deck is pretty much smoked against aggro either way and FoK will not do much to redeem this. I have yet to find a situation where a FoK would be really useful.
    • -1 Leeching Poison - this one was hardest to decide. Two LP increases the odds to pull one but once you have it you have another completely useless card in the deck. Not sure if I'll go back to two, but after getting two in my opening hand, I decided to cut one for now.
    • -1 Elven Minstrel - after having drawn several late game minstrels, I decided to try to cut one and so far it's been working quite well.
    • -1 Evasion - so far, I've found this card too hard to play correctly. It feel more like postponing an inevitable loss if you feel the need to use it.
    • +1 Doomerang - I felt the deck needed at least one more single target removal and experimented with Vilespine Slayer first. I might go back since VS benefits from this deck's ability to bounce cards. Also, VS can target those pesky untargetable minions.
    • +1 Sonya Shadowdancer - this was pure coincidence. I happened to go up against another Mill rogue and he was very successful with her, getting double value ot of his Southsea Squidfaces. I wanted to try her out and so far it's been working rather well, although I feel that she is more fun than essential.
    • +1 Cheat Death - I even ran two for a while but found that many seem to play around it and just go face. I still think it has a place, even though I use Sonya and it might seem like overkill but the potential value is awesome.
    • +1 Edwin VanCleef - still very uncertain about this. He can be a useful early threat or just adding som pressure on the board. Opponents tend to use their hard removals on him rather than other more important minions. So far, he's been pretty much cannon fodder. Still, a 10/10 minions often has to be dealt with in some way so I might keep him.

    There you have it. There are still some adjustments I'm not sure about and I'm also thinking about wether I should use one or two Blade Flurrys, but I'm sticking with one for now.

    Posted in: Rank 5 Mill Rogue - 73% Winrate
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