• 0

    posted a message on Arcane Minds

    get rid of mind games it won't help you 4/5 times. better replacement would be shadow word horror and and a pint sized potion. easily sub out lightwell as well.

    Posted in: Arcane Minds
  • 11

    posted a message on S33 Sjow’s Dragon Priest - Mean Streets of Gadgetzan

    -2 cleric, -2 shield, -2 priest of feast, -2 talon priest

    +2 pint sized potion, +2 power word horror, +2 thoughsteal, +2 5/5 silences

    reasons - the new jade and hand buffer decks outpace you and you don't need the draw cleric and shields offer. Instead what you need is bodies and mass removal. pint sized potion offers tremdous flexibility in trading, board wipes (5 attack and belo, and bookwyrm synergy.  you can even sub out 1 azure drake for wrathion since they have similar effects just wrathion doesn't offer dragon activator. Furthermore the new priest silence card may make your deck slightly more heavy, but it offers a huge advantage vs overbuffed minions or mage freeze/doomsayer combo. In fact silencing a 5/6 to keep attacking a mage as well as placing a minion above flamestrike has gotten me a lot of victories vs non standard ladder decks. Finally addition board wipe makes shaman non issue

    Posted in: S33 Sjow’s Dragon Priest - Mean Streets of Gadgetzan
  • 0

    posted a message on 67% WR - Anti-Jade/Anti-Pirate Control Shaman

    i think you could use some tunnel troggs as it has a lot of overload synergy. Troggs make excellent turn 1 plays can easily take out 2 early threats. Furthermore I think you should consider -1 portal for +1 devolve. With the jade lotus and rise of rogues/druids comes a lot of deathrattle. Devolving pauses the jade timer as well as bypassing a lot of potential threats. hell any 3 drop has a small chance of becoming a doomsayer and wiping the board for you. It also works really well vs hand buff pallys and hunters.

    Posted in: 67% WR - Anti-Jade/Anti-Pirate Control Shaman
  • 0

    posted a message on Jai/Coexist Pirate Warrior - Mean Streets of Gadgetzan

    -1 first mate

    +1 captain greenskin

    honestly the deck really needs draw if anything else. Good ole captain helps you get that extra push out of your weapon when your struggling to finish.

    Posted in: Jai/Coexist Pirate Warrior - Mean Streets of Gadgetzan
  • 0

    posted a message on [Spark] Beast Master (S25)

    not sure but wouldn't -2 scavenging hyena and +2 ram wrangler make more sense?With infested worgen at 4, it will be hard to remove every beast off the board right before you play him. Then you can trigger board wipe with 1.5 cards. 

    Posted in: [Spark] Beast Master (S25)
  • 0

    posted a message on Anomalus Fatigue Mage

    if your running a fatigue deck you should auto include reno jackson. Even though you are running cards with multiples, unless you mill your own deck you'll have him ready for the fatigue phase of the game. I would also suggest dropping baron geddon in favor of emperor thaurissan. This way you can play the deadly frost nova anomalus combo.

    Posted in: Anomalus Fatigue Mage
  • 2

    posted a message on Yogg-Saron Tempo Mage - High Winrate

    I would suggest replacing rag with antionidas as you have a lot of 1 cost cards. Furthermore I would replace 1 frostbolt with a twilight for the built in arcane blast. Great for surviving rush decks.

    Posted in: Yogg-Saron Tempo Mage - High Winrate
  • 0

    posted a message on [UPDATED] Top 5 NA Shaman

    try -1 azure drake and +1 neptulon. It's a really good insurance policy especially in casual/high tier where deck predicting is harder.

    Posted in: [UPDATED] Top 5 NA Shaman
  • 3

    posted a message on Nerubian Midrange

    Hey man I love this deck i have been playing it non-stop for about 3 weeks and have tried a couple of things myself. Some insight i wanted to share with from casual play list and noon hyper ranker aggro galore decks are the following.

    Consider having 1 shadowstep for extra heals, si-7 hits, and reverse debuffing (aka peacemakers, silence etc). It's a really good tech card.

    Consider putting in 1 prep. It's extremely useful to puil when you can't find a turn to sprint for 7 and it can save your life if you get a bad draw because you can prep-beneath/burgle on turn 1 and pray. About 20-25% you will get a nerubian in the next 2 turns especially if they have draw. I personally run 2 of burgle and beneath because i just love the cards and play more end game/control.

    Consider running 1 silence and/or 1-2 saps, i use the 4/3 since i also need a strong body but i also run 1 sap as well. These are extremely good for tempo and will win games. Furthermore sap destroys druids as it cancels buff spells as well as let's you undo their early game large minion innervates. Late game it can give you free turns for extra face damage if all they play is big taunter. A lot of times i'll use it on enemy slyvanas to give me a turn to make the game more favorable. Furthermore don't be afraid to use it on early minions frost trap style as your opponent will often not play that minion until 3 or more turns later.

    I mentioned below but explosive sheep are much better than haunted creepers for early game survival. Your opponent can't ignore them and they synergize with eggs. Right now you are in major trouble for the first 2-7 turns if you can't get one to pop and you draw badly. You don't have much AE and skulker is more a tech card you use vs shamans and paladins.

    Consider running 1 kezan and 1 bgh. Both cards are extremely valuable in the current meta.

    Anyway that's about it. My version is a lot more control and late game via anoob. Let me know if you would like to collaborate.

     

     

     

    Posted in: Nerubian Midrange
  • 2

    posted a message on Nerubian Midrange

    bgh is much needed 2 zombie chow are overkill i run this as well

    Posted in: Nerubian Midrange
  • 0

    posted a message on Nerubian Midrange

    i think your ideal use is on sylvanas or anubarak but sylv will be your go to.

    Posted in: Nerubian Midrange
  • 0

    posted a message on Nerubian Midrange

    actually i figured out the problem to the aggro problem. Essentially Take out the abusive sergeants and put in exploding sheep. don't worry if you can't have one out for an egg and don't have more than 1 out. Many times this saves you 2 ways. First it requires them to deal with the sheep or get the board overturned instantly, second it encourages you opponent to hit the eggs and pop them to use the sheep's explosive damage. This is extremely helpful vs aggro in soaking damage.

    Posted in: Nerubian Midrange
  • To post a comment, please login or register a new account.