Generally you win before fatigue. It's all about board control and board clear. Those nerubs and deathlords are always oil targets. Clockwork giants for 2 generally. You need lucky board clears against mages and hunters though.
Alleria is actually really strong...just don't let more than several inspire minions out at the same time. You win late game hardcore with card advantage and heavy minions.
I haven't played it yet and it sounds boring. They should've just let it be any random boss from Blackrock Mountain vs. another random boss from Blackrock Mountain
If you're opening hand gets countered...which happens quite regularly, then those lightbombs are a lifesaver. My biggest problem are sludge belchers though. Looks like people are getting the hang of priest's lightbombs now. Just remember that lightbomb is affected by spell damage....so that can bridge the gap.
I've been having SO MUCH FUN with this deck. It takes a while to get used to it....you can't blow your entire buff hand early. Learn to bait out certain removals and set up combos. There are two ways to burst- inner fire on a high health minion or spell damage with mind blast/velen/holy fire. The dream is of course a turn 4 deathlord with 24 health and inner fire....I've had it happen. Otherwise this deck gives so much early control and NO ONE EXPECTS BURST FROM A PRIEST. it's hilarious when people ignore your minions and think they are save at 24 health. No you're not.
MVP is gilblin stalker...I never thought that it would be an amazing card but damn. It can't be removed turn 2 and sets you up perfectly for velen's chosen on turn 3. Later in the game you can park it with velen's chosen and just bombard the face with your holy novas and fires and mind blasts.
Thalnos for 3 damage board clear is needed for Grim Patron warrior and Paladin's quartermaster.
Don't be afraid to inner fire an enemy to shadow word: death if you need.
Lightbomb IS A MUST. It's hilarious to watch someone spend so many cards/turns getting rid of deathlord, getting a ragnaros and thinking the game is done. Deathlord forces them to overextend and then get cleared. Or it wastes a battlecry like antique healbot.
I'll also add that it's pretty much auto-win against facehunter. So if you are facing a lot of that use this deck.
There's a weird interaction with hunter secrets. If an explosive trap is up and a minion dies, then I don't think other traps go off. If a minion gets hit by misdirection and is about to die from another minion, then it stops and freezing trap puts it up in hand. The minion should die and the freezing trap remain!
It doesn't need much of a change IMO. To keep the flavor of the expansion, how about just make the boom bots attack a random character? Or give them the ogre 50% to attack a random character? It keeps most of the power and adds to the flavor of the card.
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My dragon and spell combo rogue deck.
Edited the deck and I'm rank 4 now!
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This is super similar to the sunwell one and we've had 2 repeats already. Weird?
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Anyone got suggestions so far? I've tried different variations of this deck and this one seems to be working the best.
http://www.hearthpwn.com/decks/311877-mill-oil-beneath-the-ground-variant
Generally you win before fatigue. It's all about board control and board clear. Those nerubs and deathlords are always oil targets. Clockwork giants for 2 generally. You need lucky board clears against mages and hunters though.
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should be a 4/2 so that any 2 drop trades with it
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alleria deck is SO MUCH better
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not to mention spellslinger is just an awful card
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Alleria is actually really strong...just don't let more than several inspire minions out at the same time. You win late game hardcore with card advantage and heavy minions.
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Nozdormu is instant win pretty much...the animation takes forever haha
1
I haven't played it yet and it sounds boring. They should've just let it be any random boss from Blackrock Mountain vs. another random boss from Blackrock Mountain
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Gonna try taking out one thoughsteal for Loetheb
1
If you're opening hand gets countered...which happens quite regularly, then those lightbombs are a lifesaver. My biggest problem are sludge belchers though. Looks like people are getting the hang of priest's lightbombs now. Just remember that lightbomb is affected by spell damage....so that can bridge the gap.
0
I've been having SO MUCH FUN with this deck. It takes a while to get used to it....you can't blow your entire buff hand early. Learn to bait out certain removals and set up combos. There are two ways to burst- inner fire on a high health minion or spell damage with mind blast/velen/holy fire. The dream is of course a turn 4 deathlord with 24 health and inner fire....I've had it happen. Otherwise this deck gives so much early control and NO ONE EXPECTS BURST FROM A PRIEST. it's hilarious when people ignore your minions and think they are save at 24 health. No you're not.
MVP is gilblin stalker...I never thought that it would be an amazing card but damn. It can't be removed turn 2 and sets you up perfectly for velen's chosen on turn 3. Later in the game you can park it with velen's chosen and just bombard the face with your holy novas and fires and mind blasts.
Thalnos for 3 damage board clear is needed for Grim Patron warrior and Paladin's quartermaster.
Don't be afraid to inner fire an enemy to shadow word: death if you need.
Lightbomb IS A MUST. It's hilarious to watch someone spend so many cards/turns getting rid of deathlord, getting a ragnaros and thinking the game is done. Deathlord forces them to overextend and then get cleared. Or it wastes a battlecry like antique healbot.
I'll also add that it's pretty much auto-win against facehunter. So if you are facing a lot of that use this deck.
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Paladin is even worse now because it's almost auto lose vs. Grim Patron warrior.
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There's a weird interaction with hunter secrets. If an explosive trap is up and a minion dies, then I don't think other traps go off. If a minion gets hit by misdirection and is about to die from another minion, then it stops and freezing trap puts it up in hand. The minion should die and the freezing trap remain!
0
It doesn't need much of a change IMO. To keep the flavor of the expansion, how about just make the boom bots attack a random character? Or give them the ogre 50% to attack a random character? It keeps most of the power and adds to the flavor of the card.