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    posted a message on Lackey Miracle

    Generally either togwaggle himself or leeroy - either one is extremely exploitable with the draw 3 discount to 0 treasure off of togwaggle.

    That said, chef nomi might prove to be better than scheme - serves largely the same role of mostly good when you've drawn most/all of your deck.

    Zilliax is a pretty spicy shuffle midgame though

     

    Posted in: Lackey Miracle
  • 2

    posted a message on Renounce Darkness Midrange

    Standard Renounce Darkness

    I took a poke at it here^ - it certainly loses some raw power without Boom and Shredders, so I went for a bit more card draw and more Warlock cards

    Posted in: Renounce Darkness Midrange
  • 3

    posted a message on Dog's Pillager Miracle Rogue

    xNeonic was joking - the comparison is between not being able to draw Gadgetzan and not being able to draw Wild Growth - arguably the most important cards in each deck.

    Posted in: Dog's Pillager Miracle Rogue
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    posted a message on [TGT Top 10 Legend] Mysterious Challlenger Midrange (74% Winrate to Legend)

    Sadly, i do not currently have the technological capability for streaming. One day it is something I think I would enjoy, just as a hobby to hang and talk some hearthstone, but that day is still months away at least :/

    Posted in: [TGT Top 10 Legend] Mysterious Challlenger Midrange (74% Winrate to Legend)
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    posted a message on [TGT Top 10 Legend] Mysterious Challlenger Midrange (74% Winrate to Legend)

    actually, the more times i played against priests the higher my winrate got (unless they are running nias' anti patron list with lots of weapon removal, that is tough). The thing is that priests are also a beatdown deck, (the more common dragon variant that is) so you just need to control the board against them and you should actually out value them almost every time. They have absolutely no answer for tirion, weak answers for boom and challenger. If you are ahead or equal on board you should beat them a good percentage of the time as long as you're not overplaying into holy nova.

    Posted in: [TGT Top 10 Legend] Mysterious Challlenger Midrange (74% Winrate to Legend)
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    posted a message on [TGT Top 10 Legend] Mysterious Challlenger Midrange (74% Winrate to Legend)

    these are very experimental changes, i simply updated what my current list is. If you look at it as one for one swaps it doesn't necessarily make much sense, so you must look at the big picture, which was a 4 way rotation. Coghammer is replacing not an aldor but the second truesilver, because I feel having 2 truesilvers and a coghammer is too many weapons and coghammer helps control the board earlier and stronger (although second truesilver is now number one on my list of things to put back in) and it is actually blessing of kings that is replacing the second aldor, because it is a proactive rather than reactive play, and this deck in the majority of matchups wants to be proactive. Since both of these changes mess up the curve, you can then look at the rotation as a whole and see that a 3 was replaced for a 4 and a 4 for a 3, and the curve works out overall. This was my process - trying to add in more proactive rather than reactive plays, replacing weapon for weapon, and keeping the curve strong overall.

    Posted in: [TGT Top 10 Legend] Mysterious Challlenger Midrange (74% Winrate to Legend)
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    posted a message on [TGT Top 10 Legend] Mysterious Challlenger Midrange (74% Winrate to Legend)

    Horserider was a late addition, meant to help counter enemy jugglers and provide sticky damage vs control decks. Definitely one of the cards it's possible to cut without me judging you ;)

     

    Posted in: [TGT Top 10 Legend] Mysterious Challlenger Midrange (74% Winrate to Legend)
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    posted a message on [TGT Top 10 Legend] Mysterious Challlenger Midrange (74% Winrate to Legend)

    Ok, look at it this way. The second challenger almost never gets played. (Amusingly enough, I am currently playing AGAINST this decklist and they just played a second challenger with no battlecry effect, but I assure you, this is an anomaly). In most matches you are looking to finish the game around turn 9 or 10, and so the odds of drawing your second mysterious challenger are quite low. The "consistency" of which i speak is the consistency of drawing the FIRST COPY. Drawing the second copy does not matter, all you want is the highest odds of drawing the first copy by turn 6. Playing challenger is so strong it is an absolute must to maximize your odds of drawing him, and therefore you must play two copies

    Posted in: [TGT Top 10 Legend] Mysterious Challlenger Midrange (74% Winrate to Legend)
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    posted a message on [TGT Top 10 Legend] Mysterious Challlenger Midrange (74% Winrate to Legend)

    love it, i would be happy so see a coghammer in the deck and chow is one of the first on the chopping block

     

    Posted in: [TGT Top 10 Legend] Mysterious Challlenger Midrange (74% Winrate to Legend)
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    posted a message on [TGT Top 10 Legend] Mysterious Challlenger Midrange (74% Winrate to Legend)

    Not to worry, you did not come off as rude at all. Let's see if I can help. Muster is a strong card not because of its combo potential (that's merely a nice side effect) but because of its ability to provide solid board control in just one card. Much like Dr. Boom is an "army in a can" providing turn 7 worthy board control in a single card, Muster provides turn 3 worthy board control from a single card. It is a great way to compete for control in the early game or to repopulate the board after they wipe it. If you already have 3, perhaps even 2 minions on the board it is often correct to hold muster for after they wipe your board, much the way you use murloc knight later. 

    As for a win condition, this deck is a tempo deck. Whereas aggro decks go face, control decks slow down the game and gain life, waiting for their big swing turns, and combo decks draw a lot looking for their combo pieces, this deck is all about the board control. Your goal is to keep their board clear most of the time, while you have 2 maybe 3 minions. In this way they play something, you make a favorable trade and go face with your remaining board, while replacing the minion you traded off with a new one. They play something else, and again you respond, doing some trading and going face with the remainder. Thus we have an emphasis on sticky minions, but also on a fair amount of aggression. Basically this deck plays like midrange hunter - you develop one, maybe two threats per turn, but usually one, answering their minions as they come down while leaving some good sticky minions to go face every turn. In this way you don't run out of cards until turn 9-10, at which point you should be looking for lethal anyway. Against slower decks you want to be killing them on turn 7-9 so that they can't out-value you as you run out of cards. Against aggro they run out of cards faster than you so it doesn't matter. This deck has the flexibility of being the beatdown or the defender, depending on the matchup.

    Posted in: [TGT Top 10 Legend] Mysterious Challlenger Midrange (74% Winrate to Legend)
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