Seriously don't play this deck, it might have worked the first few hours the brawl was up, not anymore. I've lost count of the losses but I must be in the range of 1-12.
It has a chance against a deathrattle opponent, but anyone playing bonus murloc (which is 90% of people) you'll be dead by turn 5.
- buttercuppers
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Ozzayel posted a message on Battlecry Brawl HunterPosted in: Battlecry Brawl Hunter -
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Jethrix posted a message on Dog's Pillager Miracle RoguePosted in: Dog's Pillager Miracle RogueDeck is great if you love being dead on turn 6.
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Flanktwo2 posted a message on Dog's Pillager Miracle RoguePosted in: Dog's Pillager Miracle RogueI've played this deck but I've lost countless times due to not drawing a single minion for the first 15 turns meaning I was dead before I could get to the combo or auctioneer.
Way too draw dependent.
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Oshigawa posted a message on Dog's Pillager Miracle RoguePosted in: Dog's Pillager Miracle RogueToo much draw dependent, it is a torture to play this deck. I've been playing rogue for a long time and all these "you've got to be skilled to play miracle rogue" simply don't add up. All you have to be is lucky enough to survive for the pieces to form for the combo. And by "skill" i suppose you mean don't go face with dagger and don't backstab one health minions. So, versatility is nowhere to be found in this deck and there's just one win condition which is not enough in today's meta.
Congrats for legend with this deck.
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Llando posted a message on [EU] Brave Aggro Hunter. SMOrc the Riddlers!Posted in: [EU] Brave Aggro Hunter. SMOrc the Riddlers!deck fuckin sucks in the meta. went against 2 handlocks, 3 dragon priest, 2 warrior, 3 mage and 4 pally, won only 2 games vs pally. rank 10, dropped me to 12. dont play that crappy shit if you wanna hold on to your points.
Current meta is garbage I should add, game sucks now. makes me fukin angry.
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Hearthsuck posted a message on Legend Hunter ! (2-3 hours farming)Posted in: Legend Hunter ! (2-3 hours farming)So, this deck just doesn't work anymore... Everyone is running taunt like crazy, these silver-hand/secret paladins it doesn't work against. I have lost 8 in a row with this deck playing it as perfect as possible (mad science into freezing trap, knife juggler/hounds combo).
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user-21684816 posted a message on Legend Hunter ! (2-3 hours farming)Posted in: Legend Hunter ! (2-3 hours farming)i went 2-4 with it
it is just not good to ladder for me
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kawaicat1983 posted a message on [TGT] Huntface, the grand return!Posted in: [TGT] Huntface, the grand return!I have played Hunter last season and I would say that this is really a pretty bad deck for the current meta as the hunter deck relies on a steady trickle damage model to be effective. This means taunts, healing spells and armoring up are all bad news. The performance of the deck will take a spike after turn 6 if you do not reduce your opponent's health to less than 10, It is most likely you will top deck by then. Despite this, the mana distribution of this deck makes its performance very consistent. You will always have something to play for after turn 1, at least.
My build is rather different from this and yeah, I agree with the argent horse-rider addition because you want to keep as much damage sources on the board to accumulate that trickle damage. That is why the haunted creeper and argent squire are important in this deck.
Here is my take:
Priest - We are looking at the likes of new cards like Twilight Guardian and WyrmRest Agent at turn 4 and turn 2 for dragon priest. I haven't play anyone NOT using these cards this season. So unless your opponent is a complete moron, your experience will be like throwing eggs against a wall.
Warrior - You will lose most of the time against this even in the last season. Justicar Trueheart just make it harder with the +4 Armor ability. Since most of your summons have a attack power of less than 3, Grim Patron is going to cause a lot of pain if people are still playing it. Again, armor up is really your nightmare here as it negates your trickle damage.
Mage - Very good against mages. If your opponent uses Ice Block, place a Explosive Trap, reduce the mage to 2 or 1 health and wait for it to blow up. Secrets don't get triggered on their own turns. Flare works well.
Paladin - The current meta focuses on the Mysterious Challenger where tons of secrets are played. This only happen around turn 6. Other than that, the whole deck is packed with secrets and a couple of secret keepers. Do as much as you can before turn 6 and it should not be a problem. However, there is another Paladin meta which focus on the long haul. Those decks are packed with taunts like Sludge Bleecher, Tirion Fordring. Those are the problems. Again, a reliable draw of that Ironbeak Owl can solve all your problems.
Warlock - Always mulligan for a Ironbeak Owl for this opponent (you will need 2 to be safe) Keep facing and play the Ironbeak Owl to provide that last blow. Should be a easy win.
Hunter - 50-50. Depends on the draw.
Rogue - Should be straightforward. Try to finish it before turn 7.The rogue's kill zone is around turn 7.
Shaman - It should be straightforward as well. There are times where you need to remove some of the minions that can cause a lot more damage than you do.
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iamdannywu posted a message on (S.16) [LEGEND] Murloc HunterPosted in: (S.16) [LEGEND] Murloc HunterUnfortunately I keep getting spells in my starting hand and it makes it very slow against other decks. This is on rank 2 NA. Also, noticed my win rate drops dramatically if i don't start with coin. this is because there's not enough one drops and passing turn 1 is a huge deal.
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SHPLIG posted a message on [S25] Deathrattle Dragon Shaman - Praise the Dragons!Posted in: [S25] Deathrattle Dragon Shaman - Praise the Dragons!if you don't get Chow and Blackwing Tech you're early game is shot, LS and FS aren't strong enough to take back midgame, and pings from Corrupter/Fire Ele are awesome, but if they have more than 2 minions it's not a big enough effect. Control games are fairly easy to take over and it's FUN. Hunter/Zoo/strong early game and it's GG
Fireguard destroyer, haunted creep, Rockbiter, would help out early game alot. Hungry dragon is fun, but you have to have something on board to take care of his summon to make it worthwhile.
I like the idea, just needs some streamlining.
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80% winrate? I call shenanigans! Otherwise, the gods favor you and your card playing abilities. Downvote me if you must, but my FEW WINS were a struggle while playing this deck. I couldn't draw a weapon to get any value out of small time Buccaneer, felt starved for mana crystals and just got owned by other more polished decks. I had to squelch other players because I'd be sitting there with a hand full of duds, while they kept building up their board and wiping out mine with early spells.
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Yes, I've been having such bad luck with the card. My opponent always pulls one of my minions with a battle cry, while I get them to pull down a large minion like Ragnaros or Sylvanas... They usually thank me for it too. >.<
Dark Peddler works well. It doesn't have the health of Dirty Rat, but if you're having a lot of bad luck, then it's a decent substitute that works with Brann Bronzebeard.
Edit: I don't know why people downvote when you answer a question and say that you have bad luck with a card. It's not like I was critical of the deck, or anyone else. :-\ Whatevs
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Hey Trump, if you ever read this... Why? You give us such consistent and effective decks. This one, not so much. You're still the greatest. Keep being awesome. xoxo
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I wish I had as much luck as other people playing this deck, but I lost far more games than I won. Usually, I'd get overwhelmed quickly because they had board control and my mulligans would be later game minions. By turn 4 or 5, I was all ready to half-health and struggling to keep a minion on my side of the board. Thanks for sharing and offering feedback. Good luck this season.
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Worked for me, Wobbling Runts is a fine alternative if you're missing a card.
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Congrats on legendary and thanks for sharing this deck. I just want to commend you for writing this excellent guide that explains basics of oil rogue, that a lot of us often forget or miss when we're playing. It's really straight forward and helpful. Kudos to you, sir.
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Deck felt way too slow, I was dead by turn 4 in most battles because my opponents were running a whole lot of 1-3 drops, desert camel always gave them a buffed one drop as well so it didn't give me much of an advantage. Couldn't keep my board up or rather live long enough to use ram wrangler, etc.. Nice concept, but I'd recommend including cards like shattered sun cleric, hungry crab and flame juggler. People are running a lot of aggro.
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I like playing miracle but I found this deck too slow for the ladder. I faced way too many aggro druids and shamans with mech mages, and was getting the worst possible draws and dying before turn 6. It can be enraging when you draw two cold bloods and conceals but don't have a single minion on the board. Also, you feel like the unluckiest bastard on the planet when you don't see the likes of gadgetzan in later games; the same can be said when you're praying for a prep to drop and you get something else or they drop a loatheb.
It's fun when you get a nice curve and your opponent is playing a slower deck/bad draws, but if you're laddering and facing a lot of aggro and control warriors, save yourself the heartache.
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I found this deck lackluster, it gave me some amazing plays when my opponent had no early answers for my minions (1 out of 5 games); however if my opponent was able to trade effectively (mages/hunters/paladins) and had consistent card draw, then I just sat with doomhammer or crackle in hand praying for something that wasn't completely useless against their full board/taunts.
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Great deck, it made my hunter's quest much more enjoyable. :) Kudos to you and the others who've contributed to it's current state.
I must say, losses are even more tolerable with this deck, because the match has such a surprising nature with each draw. Keep up the good work. :)