Very fun to play but might be tricky to deal with certain combo in the first several games. Just give a try if you like mill warlock and you won't be upset!
I have played at least 30 games and this version is totally viable in 90% games.
Please note this deck should be considered as a variation of the quest hunter, not the highlander hunter, so it is more important to finish the quest than maximizing every card's value in this deck. Therefore, Shu'ma is not necessarily worse than Siamat. For example, when you want to be aggresive and finish the quest as soon as possible, it is better than Siamat obviously.
I don't know why you think this deck has no win condition - the new hero power is so powerful and can deal 20+ damage easily with a few small minions on your board (just use unleash the hound/ jerkins with your hero power) and there are also many games that I won with enough damage even before I finish the quest. This deck is no way a control deck, rather a mid-range one that gives huge pressure on turn 7~9.
For your last point, I mean if what you say makes sense then any deck should not include any 2~3 drops, otherwise if you draw them on turn 8~13 "you can see as a lost right away". Am I right? lol
First of all, 5 cost 3/2 is bad in stats. While Halazzi, the Lynx is also 5 cost 3/2, it can replenish your empty hand and help you complete the quest and control the board. But what can buzzard give you? Nothing but drawing cards (from your own deck!)
Secondly, it is costly to combo with other cards. It can hardly be played on turn 5 as the only possible combo you can have on turn 5 is with desert spear, but you need to draw it first. Okay, maybe turn 8 buzzard + unleash the hound looks good, but then again, why I don't use Cult Master + unleash the hound?
Finally, there are many good other card drawing option for this deck like Countess Ashmore, so even you want to have more card-drawing cards in this deck, buzzard is not an ideal option in any sense. In that case, I think you can replace revenge of the wild with Ashmore.
This deck may look siilly at first but acutally it's very stable and strong in many matchups.
Core strategy is to use Raven to draw galaxy and play it as early as possible.
Piper will 100% draw raven so you have 4 cards to draw galaxy. Besides, you can draw galaxy directly from your deck. So it is very likely to play galaxy on turn 5 or turn 4 with coin in most situations.
Save your oracles and other card draw (like curator) until you play galaxy to maximize your board as much as possible.
If it's not neccesary to kill BP's minion then don't do it. Try to start your combo early and don't give too much time to BP. If you don't have a good starting hand, then keep drawing until you can't and then play it off.
You don't have buffs like token druid, you don't have stable tap like zoolock (and zoolock is even not in the wild meta), you don't have any direct damage like secret mage. Your board might be full, but your minion's threat is so low. You have many battlecry minions with poor stats that can be easily removed and there is no way for you to win the game if you don't have minions, and you cannot overnumber odd pally or or outvalue any control deck / big priest / darkest time warlock.
It simply doesn't work in any way, in my opinion. Consider netdecking some strong decks and learn how things work in wild from them.
I totally agree that "the spirit of this deck is exactly what I enjoy about hearthstone and an itch I can't quite scratch with any other card game." That's also the major reason I play hs today - I played it since naxx and get bored recently before this expansion until I constructed this deck. Laddering becomes fun and creative since then.
I watched several your replays and noticed that you still have some misplays (maybe that's one of your early games with this deck) like dropping apprentice without comboing it with flamewaker or cyclone for no reason, or using the quest spell on turn 1 when facing big priest (you can save it to combo with flamewaker and cyclone as it is a spell too!). I would say you need to have a better understanding / overall strategy of this deck if you want to climb higher like to rank 5, but in the first place, I felt so lucky if this deck brought back the fun of hs to you again. Cheers.
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Very fun to play but might be tricky to deal with certain combo in the first several games. Just give a try if you like mill warlock and you won't be upset!
I have played at least 30 games and this version is totally viable in 90% games.
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Yeah, the point is you need those 2-3 cost minions to survive in the early game even they might be bad if drawn after turn 8.
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Please note this deck should be considered as a variation of the quest hunter, not the highlander hunter, so it is more important to finish the quest than maximizing every card's value in this deck. Therefore, Shu'ma is not necessarily worse than Siamat. For example, when you want to be aggresive and finish the quest as soon as possible, it is better than Siamat obviously.
I don't know why you think this deck has no win condition - the new hero power is so powerful and can deal 20+ damage easily with a few small minions on your board (just use unleash the hound/ jerkins with your hero power) and there are also many games that I won with enough damage even before I finish the quest. This deck is no way a control deck, rather a mid-range one that gives huge pressure on turn 7~9.
For your last point, I mean if what you say makes sense then any deck should not include any 2~3 drops, otherwise if you draw them on turn 8~13 "you can see as a lost right away". Am I right? lol
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buzzard is too weak in many aspects.
First of all, 5 cost 3/2 is bad in stats. While Halazzi, the Lynx is also 5 cost 3/2, it can replenish your empty hand and help you complete the quest and control the board. But what can buzzard give you? Nothing but drawing cards (from your own deck!)
Secondly, it is costly to combo with other cards. It can hardly be played on turn 5 as the only possible combo you can have on turn 5 is with desert spear, but you need to draw it first. Okay, maybe turn 8 buzzard + unleash the hound looks good, but then again, why I don't use Cult Master + unleash the hound?
Finally, there are many good other card drawing option for this deck like Countess Ashmore, so even you want to have more card-drawing cards in this deck, buzzard is not an ideal option in any sense. In that case, I think you can replace revenge of the wild with Ashmore.
Thank you for playing this deck!
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No, then many cards should also be adjusted and it is only a highlander hunter now.
The quest wins at least half of all games for me. It is a very important winning condition in this deck.
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Thank you! Glad you enjoy it. :)
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Any suggestion or comments would be helpful and appreciated, thanks!
For the write-up pls check the deck's detail.
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OP is here: https://bbs.nga.cn/read.php?tid=17913646
I made some tweaks:
-1 Chromaggus / +1 Kalecgos
-1 Giant Mastodo / +1 Emperor Thaurissan
This deck may look siilly at first but acutally it's very stable and strong in many matchups.
Core strategy is to use Raven to draw galaxy and play it as early as possible.
Piper will 100% draw raven so you have 4 cards to draw galaxy. Besides, you can draw galaxy directly from your deck. So it is very likely to play galaxy on turn 5 or turn 4 with coin in most situations.
Save your oracles and other card draw (like curator) until you play galaxy to maximize your board as much as possible.
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How about this?
2
fyi I posted an identical deck weeks ago
https://www.hearthpwn.com/decks/1268941-eu-top-1-legend-wild-quest-miracle-mage
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If it's not neccesary to kill BP's minion then don't do it. Try to start your combo early and don't give too much time to BP. If you don't have a good starting hand, then keep drawing until you can't and then play it off.
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Mulligun for flamewaker and apprentice/cyclone.
Pull all AOE spells you see from RNG and try to clean the board on turn 4 (if you have the coin) or turn 5 (if you go first)
Odd Pally has very few removals so once you have the board they're almost dead.
Also try to keep shooting stars and arcane missles if you have them.
2
Tech Card: skulking gesit, dirty rat, Hecklebot (and other card that can discrupt combo)
Good Deck against this deck: Secret Mage (with Potion of Polymorph and Explosive Runes) Jade Druid and Odd Warrior (tons of armor)
0
I don't think this deck will work.
You don't have buffs like token druid, you don't have stable tap like zoolock (and zoolock is even not in the wild meta), you don't have any direct damage like secret mage. Your board might be full, but your minion's threat is so low. You have many battlecry minions with poor stats that can be easily removed and there is no way for you to win the game if you don't have minions, and you cannot overnumber odd pally or or outvalue any control deck / big priest / darkest time warlock.
It simply doesn't work in any way, in my opinion. Consider netdecking some strong decks and learn how things work in wild from them.
2
Hi LordDusk,
I am glad you enjoy this deck.
I totally agree that "the spirit of this deck is exactly what I enjoy about hearthstone and an itch I can't quite scratch with any other card game." That's also the major reason I play hs today - I played it since naxx and get bored recently before this expansion until I constructed this deck. Laddering becomes fun and creative since then.
I watched several your replays and noticed that you still have some misplays (maybe that's one of your early games with this deck) like dropping apprentice without comboing it with flamewaker or cyclone for no reason, or using the quest spell on turn 1 when facing big priest (you can save it to combo with flamewaker and cyclone as it is a spell too!). I would say you need to have a better understanding / overall strategy of this deck if you want to climb higher like to rank 5, but in the first place, I felt so lucky if this deck brought back the fun of hs to you again. Cheers.