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    posted a message on Top 25 Legend Wild Beast Hunter

    You’re free to play it but trying to complete that quest slows the deck down by a lot, and a smaller starting hand also hurts you.

    Posted in: Top 25 Legend Wild Beast Hunter
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    posted a message on Top 25 Legend Wild Beast Hunter

    There is no card that fills the same functionality or is equally as good, but you can just throw in a rust rot viper or timberwolf as reasonably playable cards. Alternatively if you start seeing any control Rats of extraordinary size could be a decent pick if you like

    if you want to try your hand at climbing this to legend or climbing in legend dreadscale is really necessary though. Just a fair warning

    Posted in: Top 25 Legend Wild Beast Hunter
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    posted a message on Post-nerf Darkglare... without Darkglare!

    That is not high legend in wild

    Posted in: Post-nerf Darkglare... without Darkglare!
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    posted a message on Top 5 Legend Wild Ignite Mage

    Yeah the things with mutanus in rat are that ever since stormwind people have been playing them much less so I've only really had 7 or so rats played against me and no mutani's in ~200 games. Usually the first rat will whiff and then the second will hit either apprentice or chandler but I'll just have a second. Perhaps I'm just lucky.

    My mulligan is very similar. Always keep flow or mysteries no matter what but I'll also always keep AI. The games I lose are more often than not games where my hand gets stuck full of dead end cards like apprentice, mirror, and a bunch of discounters so arcane intellect giving me two random cards rather than mulliganing it and just getting 1 random card is really good in my opinion. 

    The more situational keeps for me are:

    against the most aggressive decks (basically anything as or more aggressive than shadow priest) I will keep ice block as well,

    against decks with very specific high priority targets (like cannon, 1/3 in shadow priest, far watch post in any deck that runs it, or like 3 different odd dh minions) I will keep first flame as it usually gives you at least an extra turn or two if you do that especially in the case of dh,

    against decks I can mill (other combo mages, seedlock, renopriest, pillager rogue) I will keep research project because in a world where you can mill them with it, it often feels like better AI, 

    and lastly I've been keeping chandler more just in general but usually always going second because of the extra card. I wasn't doing this for the longest time but I've lost too many games to just clogging my hands with both of my other combo pieces and discounting cards. Chandler is the only one you can actually use before the combo turn just to draw so it's never stuck in your hand. Often, if you have chandler, apprentice, and a hand full of junk you can still go off and just draw into your molten. If you know the matchup will be slow for whatever reason then I would always keep chandler and even springwater.

    And my nichest mulligan advice is if you know they're an alignment deck, keep both minions. Apprentice after an allignment turn often wins you the game and if you have both minions you can win even if they tog combo you. Edit: In hindsight this one works for all combo decks besides stuff like glare. Particularly, other mages and pillager rogue

    Posted in: Top 5 Legend Wild Ignite Mage
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    posted a message on Top 5 Legend Wild Ignite Mage

    I mean you can see the rank I hit with the deck right there so evidently it's not garbage.

    Posted in: Top 5 Legend Wild Ignite Mage
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