There are cards that I have a dozen copy of that I choose not to dust specifically for this(you can't craft past 4--2 golden 2 normal, so it's basically get and keep for this). I'd probably still keep them for a while, but they might no longer be useful.
It's just shaman and rogue, which I go hard for totemic reflection shaman and vulpera+cutting class rogue. I never did have enough rapid fire for hunter, but rip that too. HP mage actually needed variety and back when these were possible, none of the others quite stack up back then.
P.S. Yes, I know you shouldn't dust cards until you need the dust in case of nerf so you can get full dust. I just generally otherwise dust by oldest to newest set when needed and skipped those over in that process.
Though some of the decks are more consistent than others.
I'd say the best ones are probably still druid, paladin and DH. (though I prefer the boar variant of paladin, allows for more card draw in deck and less likely to be stuck with dead fish hands)
Mage would probably be a lot better with arcane artificer, effectively immune as long as you still have the health to pay.
All the others... either doesn't quite have enough cycle or have no immunity/recovery so the combo doesn't feel quite as reliable. Still amazing though.
Granted, it doesn't really matter if you just care about win count and not rate, simple concede when you don't have cycle will allow quick farming in either case.
It's not that legendries are bad, just the ones you listed are. Though most legendaries aren't great.
The idea of the brawl is, generally speaking, "these cards are better for me than for you", and usually that's achieved via synergizing with your hero power. Taken to an extreme, it is "useful for me, but completely useless for you" Mordesh, for example, is such an example--if enemy hero power can't deal damage, it's outright useless for them. However, the problem with Mordesh is that it's too slow. Most "meta" decks finish the game before turn 8.
Eye'sor sort of do this, but not really. It buffs all totem on field and deck. But if you put any in deck, that helps the opponent too. So the only advantage it can generate you is for the totem you summon from your hero power which just isn't enough and is too slow. Further, it makes totem buff "live" for your opponent--they can reflection their Eye'sor if they get lucky for example. A deck with only totem buff and no totem, however, means that it only really works for you.
This is why the easiest default is rogue and weapon buff. Most other classes won't play a weapon, many not even having access to any good ones. As such, you are the only one that get to use your cards a lot of the times. Of course, as the brawl goes on, the concentration of rogue might go up, so this isn't as good anymore. But any of the other combination could work.
As noted, HP mage is a thing. Totem buffing shaman is a thing. And the thing with rapid fire questline hunter is that the questline reward is mostly only useful for hunter. Those are your alternatives if rogue becomes too frequent.
A lot of the decks aren't listed anywhere because most deck builder doesn't work for them. In that this brawl and only this brawl lets you play more than 2 copies of something, and most deck builder things doesn't even allow that.
10-13 totemic reflection and 5-2 tour guide doesn't run Eye'Sor
Hunter quest line and 14 rapid fire is better than Mordesh
I got no equivalent for the paladin legendary, but may I interest you in 10 Vulpera Toxinblade and 5 cutting class?
Legendries are a joke, they are way too inconsistent. The best builds are MANY copies of 1-2 cards.
Of course, for people who don't have them... something to the effect works. Just 13 weapon buffs and 2 cutting class in a rogue deck will work decent. The idea is 15 dead card for the opponent.
Counter intuitively, I ran a ramp druid and got 5/6.
You mulligan for one of the 6 8 drops, then turn 1 do nothing, turn 2 far watch post(a small troll for this format), turn 3 ramp, turn 4 ramp and nature studies(to either fish for guardian animals or Cenarion ward if you don't have an 8 drop, or if you have primordial protector, to use on turn 9 as HP+8 cost spell or survival, don't worry about wasting the discount if you were to cast a 8 cost spell next turn, it's not really relevant thereafter, you can't play a spell alongside any other card anyway). Turn 5 and onward, 8+ drop every turn.
In essence, it's quite similar to the astral deck of yore. Which is no longer possible due to the standard restriction. The payoff is also a bit worse due to the same reason, as there are fewer good 8+ cost in the pool.
It reliably beat slower deck like no minion mage, as you will be ahead of curve like they are, but they are playing with random spells while you are using giant good cards(in the variant where they only incantor but not lunacy, you will simply be ahead on curve). But it falters somewhat against aggro deck sometimes, especially when going second. You will need to essentially hope for guardian animal into lake thresher in the latter case. Hunter with frost trap turn 2 is probably the worst matchup.
Note: removing the nature's studies for a 1 drop minion will allow you to fare slightly better in early game, which is good against aggro, but will decrease the consistency of having a 8 drop on turn 5. Of the 6 games, I've only needed to fish for it once and got it. That said, even if you miss the 8 drop, you can still HP and play one of the 5 drop beast which isn't horrible, and there is almost no chance of not having a 8 or 9 drop on 6. You'd have to draw all 5s and 10s, rather unlikely. If you make this swap, you can consider adding Cenarius as another 8 drop, the small taunts are a bit helpful until you can get another big card down. The other 8s are too slow and can't really be used.
I think this is most, if not all, of the easy pop triggers, you might not have them all, but whichever you do have will help. Then some low cost fillers--you will not be short on cards if you are always popping the gifts, in fact due to the hard packed snowball, you want low cost fillers so that you have the hand space to not overdraw after they bounce your minions.
Fundamentally, you want things that synergize with your hero power but not that of other heroes. This includes but is not limited to:
Weapon rogue
Hero power mage alongside targets that are weak to mage hero power
Totem shaman (you might want some hero power synergy cards for additional value, such as tour guide and garrison commander)
Silver hand paladin (basically same as totem shaman, except silver hand buffers instead)
Attack proc demon hunter w/o weapons (so battlefiend, furious felfin, satyr overseer). Note that however this is undercut by the fact that druid and rogue can also attack consistently
I don't think the other hero powers are sufficiently exclusive and valuable enough when being exclusive to give a significant advantage in this brawl. For example, you CAN run an armor warrior. However, if you don't have armor ramp, you won't get much value out of it(shield slam, reckless flurry, heavy metal etc scales with armor, and won't do much with low armor) and if you do run armor ramp, your opponent can use them too. While the cards would be strictly better for you than them, the difference, comparatively speaking, is smaller than the others.
It is interesting to note that which is best would depend heavily on your collection, especially considering this is both wild format AND there is no card limit. I went with rogue because I happen to have 10 Vulpera Toxinblades, it was a slaughter. the other 5 was 2 steeldancer and 3 cutting class. But if you don't have much rogue weapon cards but say tons of totem related cards, shaman might be better for you. AFAIK, you can't even craft pass 4 copies(2 normal, 2 golden) so you can't even go all in on some strategies even if you wanted to.
I played all spell mage 4 times, got demon hunter three times, presumably of the OTK variety, beat them all. I think, though I'm not sure, OTK DH is just too slow in terms of getting all the required cards in hand. Only one of my game even got to turn 6. Having the quest in deck is... interesting. I've never got to used its effect, but it's a guaranteed fuel, which guarantees combo if I go second and helps along when going second.
I see the other proposed deck is eye of the storm shaman. This is good if you just want the pack, as you either win or lose as soon as mulligan is done. But that's a bit unreliable for win rate as there is only really one real pay off card in shaman. The other being a board clear. So ~25% almost insta win, ~25% turn 2 highly advantaged and then probably lose from there (due to how fast the game goes, don't really get to draw much or recover). If you do want to do this for the pack, consider putting the quest into your deck. If you draw eye, that's a guaranteed fuel. If you don't, you can choose to mulli it,
I imagine as far as win rate is concerned, mage or druid is probably the best, as they've both got multiple low cost and multiple high cost for fuel&payoff. You are almost guaranteed some ridiculous non-sense by your second turn.
Paladin and shaman going second seems to be quite broken. You will always give your opponent a dude/totem for their whatever at the end of your turn.
Conversely, those are probably the worst class to go first as.
Class that are likely to have smaller minions like warlock and hunter as well as those who can manipulate the board better like mage and druid are probably more consistent.
I wonder if Hagatha might be faster, with some insane RNG.
Specifically, if your first passive treasure is the one where spell cost health, and you get lucky on boss 2 and cast both transmog and fox, you'd be able to potentially able to OTK all boss starting on boss 2 instead of 6. Since you can, in theory, dog-hit-fox-dog-hit all the boss.
Given the number of spells in start deck though, this would be terribly inconsistent, unless you get another fox or a ethereal for your active treasure.
Ideally, your second active treasure would be the spell that gives windfury&immune to your minions. This would allow you to kill the horseman by end of his turn 1, as you can kill body and ding head once on turn 1 and he will suicide on his turn.
I'm gonna guess sir finley best time would be around 8:20
Hagatha, if all things go right, can save 4-5 more turns so it might actually get under 8 min. But, as noted, that's gonna take some godly RNG (and honestly, the animation required to cast fox MIGHT take longer than an AI turn, I dunno)
I'm just waiting for some hardcore player to try this....
Edit: By "might be faster" I mean the theoretical best time only. Finley is, without a doubt, the best one to pick for consistently getting under 9 min. In fact, you can get under 9 min w/o the "right" treasures. I did get 8:40 or so w/o any of the treasures being useful. On PC anyway, when it's at this level of time crunching, loading time, animation lag etc actually matters and mobile would be at a distinct disadvantage.
0
Truly, a great loss.
There are cards that I have a dozen copy of that I choose not to dust specifically for this(you can't craft past 4--2 golden 2 normal, so it's basically get and keep for this). I'd probably still keep them for a while, but they might no longer be useful.
It's just shaman and rogue, which I go hard for totemic reflection shaman and vulpera+cutting class rogue. I never did have enough rapid fire for hunter, but rip that too. HP mage actually needed variety and back when these were possible, none of the others quite stack up back then.
P.S. Yes, I know you shouldn't dust cards until you need the dust in case of nerf so you can get full dust. I just generally otherwise dust by oldest to newest set when needed and skipped those over in that process.
0
Gotta say, that is pretty amazing.
Though some of the decks are more consistent than others.
I'd say the best ones are probably still druid, paladin and DH. (though I prefer the boar variant of paladin, allows for more card draw in deck and less likely to be stuck with dead fish hands)
Mage would probably be a lot better with arcane artificer, effectively immune as long as you still have the health to pay.
All the others... either doesn't quite have enough cycle or have no immunity/recovery so the combo doesn't feel quite as reliable. Still amazing though.
1
What is the weakest thing about a brann murloc build?
The brann of course, you have to ditch him later.
Or do you?
Edit, apparently this is my biggest minion ever, that makes it even better in a way....
0
Druid feels more consistent to me, cause it have more cycles. I count... 9 card draws in that warlock. I have 18 in my current deck
# 2x (2) Capture Coldtooth Mine
# 2x (2) Moonlit Guidance
# 2x (3) Feral Rage
# 2x (3) Ferocious Howl
# 2x (3) Fungal Fortunes
# 2x (3) Gnash
# 2x (3) Healing Touch
# 2x (3) Moontouched Amulet
# 2x (4) Bite
# 2x (4) Branching Paths
# 2x (6) Hidden Oasis
# 2x (6) Nourish
# 2x (6) Starfire
# 2x (7) Overflow
# 2x (10) Ultimate Infestation
AAEBAbSKAwAPwQSFBrcG/M0Ch84CntICv/ICyKID26UD5boDouEDr4AE2p8EuKAEsKUEAA==
Granted, it doesn't really matter if you just care about win count and not rate, simple concede when you don't have cycle will allow quick farming in either case.
2
There are two different mana wyrm in the game: the legacy(wild) and the classic one. The former is 1/2, the latter is 1/3.
That's not the only card that differs. innervate, for example, gives 2 mana in classic, which is just better.
0
It's not that legendries are bad, just the ones you listed are. Though most legendaries aren't great.
The idea of the brawl is, generally speaking, "these cards are better for me than for you", and usually that's achieved via synergizing with your hero power. Taken to an extreme, it is "useful for me, but completely useless for you" Mordesh, for example, is such an example--if enemy hero power can't deal damage, it's outright useless for them. However, the problem with Mordesh is that it's too slow. Most "meta" decks finish the game before turn 8.
Eye'sor sort of do this, but not really. It buffs all totem on field and deck. But if you put any in deck, that helps the opponent too. So the only advantage it can generate you is for the totem you summon from your hero power which just isn't enough and is too slow. Further, it makes totem buff "live" for your opponent--they can reflection their Eye'sor if they get lucky for example. A deck with only totem buff and no totem, however, means that it only really works for you.
This is why the easiest default is rogue and weapon buff. Most other classes won't play a weapon, many not even having access to any good ones. As such, you are the only one that get to use your cards a lot of the times. Of course, as the brawl goes on, the concentration of rogue might go up, so this isn't as good anymore. But any of the other combination could work.
As noted, HP mage is a thing. Totem buffing shaman is a thing. And the thing with rapid fire questline hunter is that the questline reward is mostly only useful for hunter. Those are your alternatives if rogue becomes too frequent.
A lot of the decks aren't listed anywhere because most deck builder doesn't work for them. In that this brawl and only this brawl lets you play more than 2 copies of something, and most deck builder things doesn't even allow that.
1
10-13 totemic reflection and 5-2 tour guide doesn't run Eye'Sor
Hunter quest line and 14 rapid fire is better than Mordesh
I got no equivalent for the paladin legendary, but may I interest you in 10 Vulpera Toxinblade and 5 cutting class?
Legendries are a joke, they are way too inconsistent. The best builds are MANY copies of 1-2 cards.
Of course, for people who don't have them... something to the effect works. Just 13 weapon buffs and 2 cutting class in a rogue deck will work decent. The idea is 15 dead card for the opponent.
0
Counter intuitively, I ran a ramp druid and got 5/6.
You mulligan for one of the 6 8 drops, then turn 1 do nothing, turn 2 far watch post(a small troll for this format), turn 3 ramp, turn 4 ramp and nature studies(to either fish for guardian animals or Cenarion ward if you don't have an 8 drop, or if you have primordial protector, to use on turn 9 as HP+8 cost spell or survival, don't worry about wasting the discount if you were to cast a 8 cost spell next turn, it's not really relevant thereafter, you can't play a spell alongside any other card anyway). Turn 5 and onward, 8+ drop every turn.
In essence, it's quite similar to the astral deck of yore. Which is no longer possible due to the standard restriction. The payoff is also a bit worse due to the same reason, as there are fewer good 8+ cost in the pool.
It reliably beat slower deck like no minion mage, as you will be ahead of curve like they are, but they are playing with random spells while you are using giant good cards(in the variant where they only incantor but not lunacy, you will simply be ahead on curve). But it falters somewhat against aggro deck sometimes, especially when going second. You will need to essentially hope for guardian animal into lake thresher in the latter case. Hunter with frost trap turn 2 is probably the worst matchup.
Note: removing the nature's studies for a 1 drop minion will allow you to fare slightly better in early game, which is good against aggro, but will decrease the consistency of having a 8 drop on turn 5. Of the 6 games, I've only needed to fish for it once and got it. That said, even if you miss the 8 drop, you can still HP and play one of the 5 drop beast which isn't horrible, and there is almost no chance of not having a 8 or 9 drop on 6. You'd have to draw all 5s and 10s, rather unlikely. If you make this swap, you can consider adding Cenarius as another 8 drop, the small taunts are a bit helpful until you can get another big card down. The other 8s are too slow and can't really be used.
[deck]AAECAbSKAwrougObzgP83gPm4QOU5AOV5AP36AOwigS0igSJnwQK87sDks0DutADvNADk9ED3tED/tsDlOADpOED3uwDAA==[/deck]
0
EVERYWHERE, hand, field, deck and even grave (so nzoth does work, but probably too slow)
2
I think this is most, if not all, of the easy pop triggers, you might not have them all, but whichever you do have will help. Then some low cost fillers--you will not be short on cards if you are always popping the gifts, in fact due to the hard packed snowball, you want low cost fillers so that you have the hand space to not overdraw after they bounce your minions.
2
Fundamentally, you want things that synergize with your hero power but not that of other heroes. This includes but is not limited to:
Weapon rogue
Hero power mage alongside targets that are weak to mage hero power
Totem shaman (you might want some hero power synergy cards for additional value, such as tour guide and garrison commander)
Silver hand paladin (basically same as totem shaman, except silver hand buffers instead)
Attack proc demon hunter w/o weapons (so battlefiend, furious felfin, satyr overseer). Note that however this is undercut by the fact that druid and rogue can also attack consistently
I don't think the other hero powers are sufficiently exclusive and valuable enough when being exclusive to give a significant advantage in this brawl.
For example, you CAN run an armor warrior. However, if you don't have armor ramp, you won't get much value out of it(shield slam, reckless flurry, heavy metal etc scales with armor, and won't do much with low armor) and if you do run armor ramp, your opponent can use them too. While the cards would be strictly better for you than them, the difference, comparatively speaking, is smaller than the others.
It is interesting to note that which is best would depend heavily on your collection, especially considering this is both wild format AND there is no card limit.
I went with rogue because I happen to have 10 Vulpera Toxinblades, it was a slaughter. the other 5 was 2 steeldancer and 3 cutting class. But if you don't have much rogue weapon cards but say tons of totem related cards, shaman might be better for you. AFAIK, you can't even craft pass 4 copies(2 normal, 2 golden) so you can't even go all in on some strategies even if you wanted to.
2
I played all spell mage 4 times, got demon hunter three times, presumably of the OTK variety, beat them all. I think, though I'm not sure, OTK DH is just too slow in terms of getting all the required cards in hand. Only one of my game even got to turn 6. Having the quest in deck is... interesting. I've never got to used its effect, but it's a guaranteed fuel, which guarantees combo if I go second and helps along when going second.
I see the other proposed deck is eye of the storm shaman. This is good if you just want the pack, as you either win or lose as soon as mulligan is done. But that's a bit unreliable for win rate as there is only really one real pay off card in shaman. The other being a board clear. So ~25% almost insta win, ~25% turn 2 highly advantaged and then probably lose from there (due to how fast the game goes, don't really get to draw much or recover). If you do want to do this for the pack, consider putting the quest into your deck. If you draw eye, that's a guaranteed fuel. If you don't, you can choose to mulli it,
I imagine as far as win rate is concerned, mage or druid is probably the best, as they've both got multiple low cost and multiple high cost for fuel&payoff. You are almost guaranteed some ridiculous non-sense by your second turn.
0
Paladin and shaman going second seems to be quite broken. You will always give your opponent a dude/totem for their whatever at the end of your turn.
Conversely, those are probably the worst class to go first as.
Class that are likely to have smaller minions like warlock and hunter as well as those who can manipulate the board better like mage and druid are probably more consistent.
0
I wonder if Hagatha might be faster, with some insane RNG.
Specifically, if your first passive treasure is the one where spell cost health, and you get lucky on boss 2 and cast both transmog and fox, you'd be able to potentially able to OTK all boss starting on boss 2 instead of 6. Since you can, in theory, dog-hit-fox-dog-hit all the boss.
Given the number of spells in start deck though, this would be terribly inconsistent, unless you get another fox or a ethereal for your active treasure.
Ideally, your second active treasure would be the spell that gives windfury&immune to your minions. This would allow you to kill the horseman by end of his turn 1, as you can kill body and ding head once on turn 1 and he will suicide on his turn.
I'm gonna guess sir finley best time would be around 8:20
Hagatha, if all things go right, can save 4-5 more turns so it might actually get under 8 min. But, as noted, that's gonna take some godly RNG (and honestly, the animation required to cast fox MIGHT take longer than an AI turn, I dunno)
I'm just waiting for some hardcore player to try this....
Edit: By "might be faster" I mean the theoretical best time only. Finley is, without a doubt, the best one to pick for consistently getting under 9 min. In fact, you can get under 9 min w/o the "right" treasures. I did get 8:40 or so w/o any of the treasures being useful. On PC anyway, when it's at this level of time crunching, loading time, animation lag etc actually matters and mobile would be at a distinct disadvantage.
-6
Food for thought:
would constructed brawl such as this be better if both player receive an automatic loss if more than 25 cards of their deck are the same?
Net decking... it's a plague....
Granted, this won't be very impactful in normal brawl but for arena style, it might just be a sufficient deterrent.